SanAndreasUnity/Assets/Scripts/Importing/Items/Placements/Instance.cs

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using System.Collections.Generic;
using System.IO;
namespace SanAndreasUnity.Importing.Items.Placements
{
public static class InstanceExtensions
{
public static void ResolveLod(this IList<Instance> insts)
{
foreach (var inst in insts)
{
if (inst.LodIndex != -1)
{
var lod = inst.LodInstance = insts[inst.LodIndex];
lod.IsLod = true;
}
}
}
}
[Section("inst")]
public class Instance : Placement
{
public readonly int ObjectId;
public readonly string LodGeometry;
public readonly int CellId;
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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public int InteriorLevel => this.CellId & 0xff;
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public readonly UnityEngine.Vector3 Position;
public readonly UnityEngine.Quaternion Rotation;
public readonly int LodIndex;
public Instance LodInstance { get; internal set; }
public bool IsLod { get; internal set; }
//private string DebugX, DebugY, DebugZ;
public Instance(string line) : base(line)
{
/*string strX = string.Format("X => Value: {0} - Parsed: {1}", GetString(3), GetSingle(3)),
strY = string.Format("Y => Value: {0} - Parsed: {1}", GetString(5), GetSingle(5)),
strZ = string.Format("Z => Value: {0} - Parsed: {1}", GetString(4), GetSingle(4));
DebugX = strX;
DebugY = strY;
DebugZ = strZ;*/
ObjectId = GetInt(0);
LodGeometry = GetString(1);
CellId = GetInt(2);
Position = new UnityEngine.Vector3(GetSingle(3), GetSingle(5), GetSingle(4));
Rotation = new UnityEngine.Quaternion(GetSingle(6), GetSingle(8), GetSingle(7), GetSingle(9));
LodIndex = GetInt(10);
}
public Instance(BinaryReader reader) : base(reader)
{
var posX = reader.ReadSingle();
var posZ = reader.ReadSingle();
var posY = reader.ReadSingle();
Position = new UnityEngine.Vector3(posX, posY, posZ);
var rotX = reader.ReadSingle();
var rotZ = reader.ReadSingle();
var rotY = reader.ReadSingle();
var rotW = reader.ReadSingle();
Rotation = new UnityEngine.Quaternion(rotX, rotY, rotZ, rotW);
ObjectId = reader.ReadInt32();
CellId = reader.ReadInt32();
LodIndex = reader.ReadInt32();
}
}
}