Files
Matt Nadareski 7689c6dd07 Libraries
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.
2026-03-21 16:26:56 -04:00

100 lines
3.0 KiB
C#

using System.Runtime.InteropServices;
namespace SabreTools.Data.Models.BSP
{
/// <summary>
/// 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.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class VbspLeaf
{
/// <summary>
/// Contents enumeration
/// </summary>
public VbspContents Contents;
/// <summary>
/// Cluster this leaf is in
/// </summary>
public short Cluster;
/// <summary>
/// Area this leaf is in and flags
/// </summary>
/// <remarks>area:9, flags:7</remarks>
public short AreaFlags;
/// <summary>
/// For frustum culling
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public short[] Mins = new short[3];
/// <summary>
/// For frustum culling
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public short[] Maxs = new short[3];
/// <summary>
/// Index into leaffaces
/// </summary>
public ushort FirstLeafFace;
/// <summary>
/// Count of leaffaces
/// </summary>
public ushort NumLeafFaces;
/// <summary>
/// Index into leafbrushes
/// </summary>
public ushort FirstLeafBrush;
/// <summary>
/// Count of leafbrushes
/// </summary>
public ushort NumLeafBrushes;
/// <summary>
/// -1 for not in water
/// </summary>
public short LeafWaterDataID;
#region Lump Version 0
/// <summary>
/// Precaculated light info for entities.
/// </summary>
public CompressedLightCube AmbientLighting = new();
#endregion
#region Lump Version 1+
/// <summary>
/// Padding to 4-byte boundary
/// </summary>
public short Padding;
#endregion
}
}