Expand description
§A rusty, spiky, heat-seeking quake map parser
shalrath is a rust representation, nom parser and string serializer for Quake map files.
It’s written in pure Rust, and enforces the use of safe code crate-wide via #![forbid(unsafe_code)].
§Rust Representation
The Rust representation lives in the repr module,
and is a set of structs that represent the contents of a map file.
The overall class structure - with some of the more specific innermost types omitted for simplicity - looks something like this:
Map
└ Entity (1..*)
├ Properties (1..1)
│ └ Property (0..*)
└ Brushes (1..1)
└ Brush (0..*)
└ BrushPlane (4..*)Entity is a game object that can contain Propertys and Brushes.
Propertys are key-value pairs stored as Strings.
Brushes are convex shapes defined by the intersection of a set of TexturePlanes - 3D planes with associated texture mapping data.
At least one Entity - known as the worldspawn - must exist in any given map, and represents all of its structural Brushes.
Structural Brushes are static geometry with no associated behavior.
In Quake terms, entities are given behavior by assigning them a classname property, which is used by the game code to assign an actor class that reads from other properties attached to the object.
These entities are separated into two categories:
Point EntitiesareEntitys that have aclassname, but noBrushes.- These are used to represent actors like the player, enemies, or item pickups.
Brush EntitiesareEntitys that have both aclassnameandBrushes.- These are used to represent special world geometry like moving doors, elevators, and similar.
But, that’s just for context, more of which can be found in the map file spec.
Ultimately, what you do with the Rust representation after parsing data into it is down to needs of your project.
To that end, struct members are public in the case of named fields, and exposed via Deref and [DerefMut] for collection wrappers like Properties and Brushes.
§Parsing
The simplest way to parse a map file is by way of the FromStr trait:
use shalrath::repr::*;
let map =
"{\"classname\" \"worldspawn\"\n{\n( 0 1 2 ) ( 3 4 5 ) ( 6 7 8 ) TEXTURE 0 0 0 1 1\n}\n}"
.parse::<Map>()
.expect("Failed to parse map");
assert_eq!(
map,
Map::new(vec![Entity {
properties: Properties::new(vec![Property {
key: "classname".into(),
value: "worldspawn".into()
}]),
brushes: Brushes::new(vec![Brush::new(vec![
BrushPlane {
plane: Triangle {
v0: Point {
x: 0.0,
y: 1.0,
z: 2.0
},
v1: Point {
x: 3.0,
y: 4.0,
z: 5.0
},
v2: Point {
x: 6.0,
y: 7.0,
z: 8.0
},
},
texture: "TEXTURE".into(),
texture_offset: TextureOffset::Standard { u: 0.0, v: 0.0 },
angle: 0.0,
scale_x: 1.0,
scale_y: 1.0,
extension: Extension::Standard,
}
])])
}])
)For a lower-level alternative, the parser module contains the nom functions used by the FromStr implementations,
which can be used to parse plaintext data into individual Rust structs.
Of these, parse_map is the primary entrypoint, and is equivalent to str::parse::<Map>():
use shalrath::parser::repr::parse_map;
let map_string = include_str!("../test_data/abstract-test.map");
let (_, map_ast) = parse_map(map_string).expect("Failed to parse map");
println!("{:#?}", map_ast);§String Serialization
The Rust representation can be serialized back into a text-based map representation via the Display or ToString traits:
use shalrath::repr::Map;
let map_string = include_str!("../test_data/abstract-test.map");
let map_ast = map_string.parse::<Map>().expect("Failed to parse map file");
let serialized_map_string = map_ast.to_string();
println!("{}", serialized_map_string);In addition, round-trip parsing the resulting string back into the corresponding Rust structs is a lossless operation,
and is included as a standard part of shalrath’s integration tests:
use shalrath::repr::Map;
let map_string = include_str!("../test_data/abstract-test.map");
let map_ast = map_string.parse::<Map>().expect("Failed to parse map file");
let serialized_map_string = map_ast.to_string();
let roundtrip_map_ast = serialized_map_string.parse::<Map>().expect("Failed to parse map file");
assert_eq!(map_ast, roundtrip_map_ast);§Format Support
Several variants of the base Quake 1 map format exist that retain the same core structure, but modify how brush planes are encoded.
shalrath supports these by categorizing them by UV format (represented by the TextureOffset enum):
| UV Format | Notes |
|---|---|
| Standard | Faces project textures based on the closest world X/Y/Z plane. |
| Valve | Faces project textures based on custom U/V axes, allowing for skewing and more accurate texturing of curved surfaces. |
…and brush plane extension data, represented by the Extension enum:
| Brush Plane Extension | Notes |
|---|---|
| Standard | Brush planes contain no extra data. |
| Hexen 2 | Brush planes contain an extra numerical value whose usage is unknown. |
| Quake 2 | Brush planes contain content_flags and surface_flags bitmasks, and a floating point value. |
| Daikatana | Brush planes contain three unknown values, and floating point RGB values |
Other formats like Quake 3 and Daikatana exist, but are effectively variants of the above, and will be handled transparently by the parser.
§Serde Support
For cases where serializing and deserializing from non-map formats is required,
shalrath includes serde::Serialize and serde::Deserialize derives for all types in the repr module.
These can be enabled by applying the serde feature flag to the shalrath dependency in Cargo.toml.
§Streaming
Currently shalrath only implements complete parsers that expect a full set of input data.
streaming implementations are planned, but currently pending further research.