#include "geometry/geometry_3d.h"
#include <iostream>
Go to the source code of this file.
Classes |
class | quake::BspVersion |
| bsp version object More...
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Namespaces |
namespace | quake |
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enum | quake::eBspVendor {
quake::eBspVendor_Id = 1,
quake::eBspVendor_Valve = 2,
quake::eBspVendor_Invalid = 0
} |
enum | quake::eBspVersion {
quake::eBspVersion_IdQuake3 = 1001,
quake::eBspVersion_Invalid = 0
} |
enum | quake::eLumpType {
quake::eLump_Entities = 1,
quake::eLump_Textures = 2,
quake::eLump_Planes = 3,
quake::eLump_Nodes = 4,
quake::eLump_Leafs = 5,
quake::eLump_Leaffaces = 6,
quake::eLump_Leafbrushes = 7,
quake::eLump_Models = 8,
quake::eLump_Brushes = 9,
quake::eLump_Brushsides = 10,
quake::eLump_Vertices = 11,
quake::eLump_Meshverts = 12,
quake::eLump_Effects = 13,
quake::eLump_Faces = 14,
quake::eLump_Lightmaps = 15,
quake::eLump_Lightvols = 16,
quake::eLump_Visdata = 17,
quake::eLump_Invalid = 0
} |
| types of lumps in BSP maps.
More...
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typedef std::vector< eLumpType > | quake::vec_lump_type_t |
const char * | quake::getLumpName (IN eLumpType type) |
| for debugging
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int | quake::readInt (IO std::istream &stream) |
| read an integer. These are stored as little-endian in BSP files.
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float | quake::readFloat (IO std::istream &stream) |
| read a float. These are stored as little-endian in BSP files.
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point3d_t | quake::readPoint3d (IO std::istream &stream) |
| read a vector/point (helper function using readFloat() above)
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