mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
32c0be1af2
* 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
176 lines
No EOL
5.8 KiB
C#
176 lines
No EOL
5.8 KiB
C#
using SanAndreasUnity.Importing.Archive;
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using SanAndreasUnity.Importing.Items.Placements;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Importing.Items
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{
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public static class Item
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{
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private static readonly List<Zone> _zones = new List<Zone>();
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private static readonly List<EntranceExit> _enexes = new List<EntranceExit>();
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public static IReadOnlyList<EntranceExit> Enexes => _enexes;
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private static readonly Dictionary<int, IObjectDefinition> _definitions
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= new Dictionary<int, IObjectDefinition>();
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private static readonly Dictionary<int, List<Placement>> _placements
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= new Dictionary<int, List<Placement>>();
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public static void ReadLoadList(string path)
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{
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var ws = new[] { ' ', '\t' };
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using (var reader = File.OpenText(path))
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{
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string line;
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while ((line = reader.ReadLine()) != null)
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{
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line = line.Trim();
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if (line.Length == 0) continue;
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if (line.StartsWith("#")) continue;
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var index = line.IndexOfAny(ws);
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if (index == -1) continue;
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var type = line.Substring(0, index);
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var args = line.Substring(index).TrimStart();
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args = args.Replace("DATA\\MAPS\\", "data/maps/");
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args = args.Replace(".IDE", ".ide");
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args = args.Replace(".IPL", ".ipl");
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args = args.Replace('\\', Path.DirectorySeparatorChar);
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switch (type.ToLower())
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{
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case "ide":
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ReadIde(args);
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break;
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case "ipl":
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ReadIpl(args);
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break;
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}
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}
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}
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}
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public static void ReadIde(string path)
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{
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var file = new ItemFile<Definition>(path);
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foreach (var obj in file.GetItems<Definition>().OfType<IObjectDefinition>())
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{
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if (_definitions.ContainsKey(obj.Id))
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{
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Debug.LogWarning($"Definition with id {obj.Id} already exists, skipping it");
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}
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else
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{
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_definitions.Add(obj.Id, obj);
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}
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}
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}
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public static void ReadIpl(string path)
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{
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var file = new ItemFile<Placement>(ArchiveManager.GetCaseSensitiveFilePath(Path.GetFileName(path)));
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foreach (var zone in file.GetSection<Zone>("zone"))
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{
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_zones.Add(zone);
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}
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foreach (var enex in file.GetSection<EntranceExit>("enex"))
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{
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_enexes.Add(enex);
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}
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var insts = file.GetSection<Instance>("inst");
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var list = new List<Instance>();
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list.AddRange(insts);
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var cars = new List<ParkedVehicle>(file.GetSection<ParkedVehicle>("cars"));
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string streamFormat = Path.GetFileNameWithoutExtension(path).ToLower() + "_stream{0}.ipl";
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int missed = 0;
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for (int i = 0; ; ++i)
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{
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string streamFileName = string.Format(streamFormat, i);
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if (!ArchiveManager.FileExists(streamFileName))
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{
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++missed;
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if (missed > 10) break;
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continue;
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}
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file = new ItemFile<Placement>(ArchiveManager.ReadFile(streamFileName));
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list.AddRange(file.GetSection<Instance>("inst"));
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cars.AddRange(file.GetSection<ParkedVehicle>("cars"));
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}
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list.ResolveLod();
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int lastCell = -1;
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foreach (var inst in list)
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{
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int cell = inst.InteriorLevel;
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if (lastCell != cell && !_placements.ContainsKey(lastCell = cell))
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{
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_placements.Add(cell, new List<Placement>());
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}
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_placements[cell].Add(inst);
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}
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if (!_placements.ContainsKey(0))
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{
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_placements.Add(0, new List<Placement>());
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}
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_placements[0].AddRange(cars.Cast<Placement>());
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}
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public static TDefinition GetDefinition<TDefinition>(int id)
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where TDefinition : class, IObjectDefinition
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{
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return _definitions.TryGetValue(id, out IObjectDefinition objectDefinition)
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? (TDefinition) objectDefinition
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: null;
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}
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public static TDefinition GetDefinitionOrThrow<TDefinition>(int id)
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where TDefinition : Definition, IObjectDefinition
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{
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var def = GetDefinition<TDefinition>(id);
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if (null == def)
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throw new System.Exception($"Failed to find definition of type {typeof(TDefinition).Name} with id {id}");
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return def;
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}
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public static IEnumerable<TDefinition> GetDefinitions<TDefinition>()
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where TDefinition : Definition
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{
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return _definitions.Values.OfType<TDefinition>();
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}
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public static int GetNumDefinitions<TDefinition>()
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where TDefinition : Definition
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{
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return _definitions.Count (pair => pair.Value is TDefinition);
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}
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public static IEnumerable<TPlacement> GetPlacements<TPlacement>(params int[] cellIds)
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where TPlacement : Placement
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{
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return cellIds.SelectMany(x => _placements.ContainsKey(x)
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? _placements[x].OfType<TPlacement>() : Enumerable.Empty<TPlacement>());
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}
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}
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} |