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