using System.Runtime.InteropServices;
namespace SabreTools.Data.Models.BSP
{
///
/// The leaves lump contains the leaves of the BSP tree.
///
/// The first entry of this struct is the type of the content
/// of this leaf. It can be one of the predefined values, found
/// in the compiler source codes, and is litte relevant for the
/// actual rendering process. All the more important is the
/// next integer containing the offset into the vis lump. It
/// defines the start of the raw PVS data for this leaf. If this
/// value equals -1, no VIS lists are available for this leaf,
/// usually if the map has been built without the VIS compiler.
/// The next two 16bit integer triples span the bounding box of
/// this leaf. Furthermore, the struct contains an index pointing
/// into the array of marksurfaces loaded from the marksufaces
/// lump as well as the number of consecutive marksurfaces belonging
/// to this leaf. The marksurfaces are looped through during the
/// rendering process and point to the actual faces. The final 4 bytes
/// specify the volume of ambient sounds in Quake, but are unused in
/// GoldSrc.
///
///
[StructLayout(LayoutKind.Sequential)]
public sealed class BspLeaf
{
///
/// Contents enumeration
///
public BspContents Contents;
///
/// Offset into the visibility lump
///
public int VisOffset;
///
/// Defines bounding box
///
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public short[] Mins = new short[3];
///
/// Defines bounding box
///
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public short[] Maxs = new short[3];
///
/// Index into marksurfaces array
///
public ushort FirstMarkSurfaceIndex;
///
/// Count of marksurfaces array
///
public ushort MarkSurfacesCount;
///
/// Ambient sound levels
///
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public byte[] AmbientLevels = new byte[4];
}
}