mirror of
https://github.com/SabreTools/SabreTools.Serialization.git
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This change looks dramatic, but it's just separating out the already-split namespaces into separate top-level folders. In theory, every single one could be built into their own Nuget package. `SabreTools.Serialization` still builds the normal Nuget package that is used by all other projects and includes all namespaces.
49 lines
1.8 KiB
C#
49 lines
1.8 KiB
C#
using System.Runtime.InteropServices;
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namespace SabreTools.Data.Models.BSP
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{
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/// <summary>
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/// Unlike the simpler decals (infodecal entities), info_overlays
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/// are removed from the entity lump and stored separately in the
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/// Overlay lump (Lump 45).
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///
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/// The FaceCountAndRenderOrder member is split into two parts;
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/// the lower 14 bits are the number of faces that the overlay
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/// appears on, with the top 2 bits being the render order of
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/// the overlay (for overlapping decals). The Ofaces array, which
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/// is 64 elements in size (OVERLAY_BSP_FACE_COUNT) are the indices
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/// into the face array indicating which map faces the overlay
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/// should be displayed on. The other elements set the texture,
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/// scale, and orientation of the overlay decal. There is no
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/// enforced limit on overlays inside the engine. VBSP enforces
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/// a limit of 512 (MAX_MAP_OVERLAYS, 1024 in Counter-Strike:
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/// Global Offensive), but custom compilers can circumvent this.
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/// </summary>
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
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[StructLayout(LayoutKind.Sequential)]
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public sealed class Overlay
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{
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public int Id;
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public short TexInfo;
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public ushort FaceCountAndRenderOrder;
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = Constants.OVERLAY_BSP_FACE_COUNT)]
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public int[] Ofaces = new int[Constants.OVERLAY_BSP_FACE_COUNT];
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
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public float[] U = new float[2];
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
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public float[] V = new float[2];
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
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public Vector3D[] UVPoints = new Vector3D[4];
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public Vector3D Origin = new();
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public Vector3D BasisNormal = new();
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}
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}
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