/// <summary>
    /// 生成单类物体的光照信息  多个位置
    /// </summary>
    /// <param name="objs"></param>
    /// <param name="id"></param>
    static ObjLightMapDataGroup createObjLightData(EditorSceneObj objs, long id, Texture2D lightTex)
    {
        ObjLightMapDataGroup dataGroup = new ObjLightMapDataGroup();

        dataGroup.id = id;
        List <ObjLightMapData> objPosMapData = new List <ObjLightMapData>();

        for (int i = 0; i < objs.itemObj.Count; i++)
        {
            GameObject      posObj  = objs.itemObj[i];
            ObjLightMapData mapdata = getObjLightMapData(posObj, lightTex);
            objPosMapData.Add(mapdata);
        }
        dataGroup.objLightDatas = objPosMapData.ToArray();
        return(dataGroup);
    }
    public static void createObjLightData(SceneItemInfo itemInfos, string dir, List <EditorSceneObj> itemObjs, Texture2D lightTex)
    {
        SceneObjLightData           sceneLightData = new SceneObjLightData();
        List <ObjLightMapDataGroup> groups         = new List <ObjLightMapDataGroup>();

        for (int i = 0; i < itemInfos.items.Count; i++)
        {
            ItemInfo             itemInfo  = itemInfos.items[i];
            ObjLightMapDataGroup groupData = createObjLightData(itemObjs[i], itemInfo.itemID, lightTex);
            groups.Add(groupData);
        }
        sceneLightData.groups = groups.ToArray();
        string jsonStr = fastJSON.JSON.ToJSON(sceneLightData);

        CreateJson(dir, jsonStr);
        //createObjLightData();
    }