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.
71 lines
1.8 KiB
C#
71 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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/// The worldlights lumps (Lump 15 for LDR and Lump 54 for HDR)
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/// contain information on each static light entity in the world,
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/// and are used to provide direct lighting for dynamically lit entities.
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/// The data is generated by VRAD from the entity lump. VRAD uses
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/// information from these lumps instead of referring to light
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/// entities from Entity lump.
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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 WorldLight
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{
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public Vector3D Origin = new();
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public Vector3D Intensity = new();
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/// <summary>
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/// For surfaces and spotlights
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/// </summary>
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public Vector3D Normal = new();
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public int Cluster;
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public EmitType EmitType;
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public int Style;
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/// <summary>
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/// Start of penumbra for emit_spotlight
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/// </summary>
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public float StopDot;
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/// <summary>
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/// End of penumbra for emit_spotlight
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/// </summary>
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public float StopDot2;
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public float Exponent;
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/// <summary>
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/// Cutoff distance
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/// </summary>
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public float Radius;
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// falloff for emit_spotlight + emit_point:
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// 1 / (constant_attn + linear_attn * dist + quadratic_attn * dist^2)
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public float ConstantAttn;
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public float LinearAttn;
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public float QuadraticAttn;
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/// <summary>
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/// Uses a combination of the DWL_FLAGS_ defines.
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/// </summary>
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public int Flags;
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public int Texinfo;
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/// <summary>
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/// Entity that this light it relative to
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/// </summary>
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public int Owner;
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}
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}
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