//world grid management static private void addLightToGrid(lightInstance light) { LocalLight l = light.mSimEditorObject; BBoundingBox bb = new BBoundingBox(); bb.addPoint(l.mAABB.min); bb.addPoint(l.mAABB.max); bb.min += l.getPosition(); bb.max += l.getPosition(); //walk every world chunk, update our bounds, do intersections BBoundingBox worldAABB = new BBoundingBox(); for (int x = 0; x < mWorldChunks.GetLength(0); x++) { for (int y = 0; y < mWorldChunks.GetLength(1); y++) { worldAABB.max = mWorldChunks[x, y].mQNPointer.getDesc().m_maxPostDeform; worldAABB.min = mWorldChunks[x, y].mQNPointer.getDesc().m_minPostDeform; worldAABB.max.Y = 300; worldAABB.min.Y = -300; if (bb.intersect(worldAABB)) { mWorldChunks[x, y].mLightsAffectingMe.Add(light); light.mWorldChunksImAffecting.Add(mWorldChunks[x, y]); } } } }
public static MapLights ReadLights(string path) { /*string assetPath = path.Replace(".ded", ".asset");*/ GameObject subGO = Scene.BeginEditingPrefab(path, "Lights"); try { MapLights lights = subGO.AddComponent<MapLights>(); BinaryReader reader = new BinaryReader(new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read)); reader.SkipInt16(); //Usually the area's code reader.SkipInt16(); //Usually 1, saw a 20 short globalLightsCount = reader.ReadInt16(); reader.SkipInt16(0); short globalLightsOffset = reader.ReadInt16(); reader.SkipInt16(0); reader.SkipBytes(8, 0); short weirdLightsCount = reader.ReadInt16(); reader.SkipInt16(0); short weirdLightsOffset = reader.ReadInt16(); reader.SkipInt16(0); reader.SkipBytes(8, 0); short lightsCount = reader.ReadInt16(); reader.SkipInt16(0); short lightsOffset = reader.ReadInt16(); reader.SkipInt16(0); reader.SkipBytes(40, 0); short ambientOffset = reader.ReadInt16(); reader.SkipBytes(24, 0); Matrix4x4 transMat = lights.GetComponentInParent<Scene>().GetSH3ToUnityMatrix(); reader.BaseStream.Position = globalLightsOffset; for (int i = 0; i != globalLightsCount; i++) { GlobalLight gl = new GlobalLight(); gl.rotation = reader.ReadQuaternion(); gl.Unknown1 = reader.ReadVector3(); reader.SkipInt16(0); gl.Unknown2 = reader.ReadInt16(); lights.globalLights.Add(gl); } reader.BaseStream.Position = weirdLightsOffset; for (int i = 0; i != weirdLightsCount; i++) { LocalLight ll = new LocalLight(); ll.color = reader.ReadColor(); ll.Unknown1 = reader.ReadSingle(); ll.Range = reader.ReadSingle(); reader.SkipBytes(8, 0); ll.position = reader.ReadVector3YInverted(); reader.SkipInt16(0x0); ll.Unknown2 = reader.ReadInt16(); lights.weirdLights.Add(ll); } reader.BaseStream.Position = lightsOffset; for (int i = 0; i != lightsCount; i++) { LocalLight ll = new LocalLight(); ll.color = reader.ReadColor(); ll.Unknown1 = reader.ReadSingle(); ll.Range = reader.ReadSingle(); reader.SkipBytes(8, 0); ll.position = reader.ReadVector3YInverted(); reader.SkipInt16(0x0); ll.Unknown2 = reader.ReadInt16(); lights.localLights.Add(ll); GameObject lightGO = new GameObject("Light " + i); lightGO.transform.SetParent(subGO.transform); lightGO.transform.localPosition = transMat.MultiplyPoint(ll.position); Light light = lightGO.AddComponent<Light>(); light.type = LightType.Point; light.range = ll.Range * Scene.GLOBAL_SCALE; light.color = ll.color; light.intensity = 8.0f; light.bounceIntensity = 1.0f; } reader.BaseStream.Position = ambientOffset; lights.Unknown1 = reader.ReadVector4(); lights.Unknown2 = reader.ReadVector4(); lights.ambientColor = reader.ReadColor(); lights.Unknown3 = reader.ReadVector4(); reader.Close(); Scene.FinishEditingPrefab(path, subGO); return lights; } catch (Exception e) { Debug.LogException(e); } return null; }