SanAndreasUnity/Assets/Scripts/Importing/Items/Placements/Instance.cs
in0finite 32c0be1af2
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
2021-07-18 06:03:43 +02:00

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2.5 KiB
C#

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;
public int InteriorLevel => this.CellId & 0xff;
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();
}
}
}