//
// in memory representation
//
-typedef struct
+typedef struct mvertex_s
{
vec3_t position;
}
// probably used only on q1bsp water
#define MATERIALFLAG_LIGHTBOTHSIDES 1024
-typedef struct
+typedef struct medge_s
{
unsigned short v[2];
}
int *firstleafsurface;
int numleafbrushes; // q3bsp
int *firstleafbrush; // q3bsp
- qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
+ unsigned char ambient_sound_level[NUM_AMBIENTS]; // q1bsp
int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
}
mleaf_t;
-typedef struct
+typedef struct hull_s
{
dclipnode_t *clipnodes;
mplane_t *planes;
}
svbspmesh_t;
-typedef struct mlight_s
-{
- // location of light
- vec3_t origin;
- // distance attenuation scale (smaller is a larger light)
- float falloff;
- // color and brightness combined
- vec3_t light;
- // brightness bias, used for limiting radius without a hard edge
- float subtract;
- // spotlight direction
- vec3_t spotdir;
- // cosine of spotlight cone angle (or 0 if not a spotlight)
- float spotcone;
- // distance bias (larger value is softer and darker)
- float distbias;
- // light style controlling this light
- int style;
- // maximum extent of the light for shading purposes
- float lightradius;
- // maximum extent of the light for culling purposes
- float cullradius;
- float cullradius2;
- /*
- // surfaces this shines on
- int numsurfaces;
- msurface_t **surfaces;
- // lit area
- vec3_t mins, maxs;
- // precomputed shadow volume meshs
- //svbspmesh_t *shadowvolume;
- //vec3_t shadowvolumemins, shadowvolumemaxs;
- shadowmesh_t *shadowvolume;
- */
-}
-mlight_t;
-
// Q2 bsp stuff
#define Q2BSPVERSION 38
#define Q2LUMP_AREAPORTALS 18
#define Q2HEADER_LUMPS 19
-typedef struct
+typedef struct q2dheader_s
{
int ident;
int version;
- lump_t lumps[HEADER_LUMPS];
+ lump_t lumps[Q2HEADER_LUMPS];
} q2dheader_t;
-typedef struct
+typedef struct q2dmodel_s
{
float mins[3], maxs[3];
float origin[3]; // for sounds or lights
-typedef struct
+typedef struct q2dnode_s
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
} q2dnode_t;
-typedef struct
+typedef struct q2texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int flags; // miptex flags + overrides
int nexttexinfo; // for animations, -1 = end of chain
} q2texinfo_t;
-typedef struct
+typedef struct q2dleaf_s
{
int contents; // OR of all brushes (not needed?)
unsigned short numleafbrushes;
} q2dleaf_t;
-typedef struct
+typedef struct q2dbrushside_s
{
unsigned short planenum; // facing out of the leaf
short texinfo;
} q2dbrushside_t;
-typedef struct
+typedef struct q2dbrush_s
{
int firstside;
int numsides;
// compressed bit vectors
#define Q2DVIS_PVS 0
#define Q2DVIS_PHS 1
-typedef struct
+typedef struct q2dvis_s
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
-typedef struct
+typedef struct q2dareaportal_s
{
int portalnum;
int otherarea;
} q2dareaportal_t;
-typedef struct
+typedef struct q2darea_s
{
int numareaportals;
int firstareaportal;
#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
#define Q3HEADER_LUMPS 17
-typedef struct
+typedef struct q3dheader_s
{
int ident;
int version;
- lump_t lumps[HEADER_LUMPS];
+ lump_t lumps[Q3HEADER_LUMPS];
} q3dheader_t;
-typedef struct
+typedef struct q3dtexture_s
{
char name[Q3PATHLENGTH];
int surfaceflags;
q3dtexture_t;
// note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
-typedef struct
+typedef struct q3dplane_s
{
float normal[3];
float dist;
}
q3dplane_t;
-typedef struct
+typedef struct q3dnode_s
{
int planeindex;
int childrenindex[2];
}
q3dnode_t;
-typedef struct
+typedef struct q3dleaf_s
{
int clusterindex; // pvs index
int areaindex; // area index
}
q3dleaf_t;
-typedef struct
+typedef struct q3dmodel_s
{
float mins[3];
float maxs[3];
}
q3dmodel_t;
-typedef struct
+typedef struct q3dbrush_s
{
int firstbrushside;
int numbrushsides;
}
q3dbrush_t;
-typedef struct
+typedef struct q3dbrushside_s
{
int planeindex;
int textureindex;
}
q3dbrushside_t;
-typedef struct
+typedef struct q3dvertex_s
{
float origin3f[3];
float texcoord2f[2];
}
q3dvertex_t;
-typedef struct
+typedef struct q3dmeshvertex_s
{
int offset; // first vertex index of mesh
}
#define Q3FACETYPE_MESH 3 // common
#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
-typedef struct
+typedef struct q3dface_s
{
int textureindex;
int effectindex; // -1 if none
}
q3dface_t;
-typedef struct
+typedef struct q3dlightmap_s
{
unsigned char rgb[128*128*3];
}
q3dlightmap_t;
-typedef struct
+typedef struct q3dlightgrid_s
{
unsigned char ambientrgb[3];
unsigned char diffusergb[3];
}
q3dlightgrid_t;
-typedef struct
+typedef struct q3dpvs_s
{
int numclusters;
int chainlength;