Esempio n. 1
0
        public static bool RenderInstancePrefix(NetLane __instance, RenderManager.CameraInfo cameraInfo, ushort segmentID, uint laneID, NetInfo.Lane laneInfo, NetNode.Flags startFlags, NetNode.Flags endFlags, Color startColor, Color endColor, float startAngle, float endAngle, bool invert, int layerMask, Vector4 objectIndex1, Vector4 objectIndex2, ref RenderManager.Instance data, ref int propIndex)
        {
            NetLaneProps laneProps = laneInfo.m_laneProps;

            if (!(laneProps != null) || laneProps.m_props == null)
            {
                return(false);
            }
            bool flag  = (laneInfo.m_finalDirection & NetInfo.Direction.Both) == NetInfo.Direction.Backward || (laneInfo.m_finalDirection & NetInfo.Direction.AvoidBoth) == NetInfo.Direction.AvoidForward;
            bool flag2 = flag != invert;

            if (flag)
            {
                NetNode.Flags flags = startFlags;
                startFlags = endFlags;
                endFlags   = flags;
            }
            Texture _HeightMap       = null;
            Vector4 _HeightMapping   = Vector4.zero;
            Vector4 _SurfaceMapping  = Vector4.zero;
            Texture _HeightMap2      = null;
            Vector4 _HeightMapping2  = Vector4.zero;
            Vector4 _SurfaceMapping2 = Vector4.zero;
            int     num = laneProps.m_props.Length;

            for (int i = 0; i < num; i++)
            {
                NetLaneProps.Prop prop = laneProps.m_props[i];
                if (__instance.m_length < prop.m_minLength)
                {
                    continue;
                }
                int num2 = 2;
                if (prop.m_repeatDistance > 1f)
                {
                    num2 *= Mathf.Max(1, Mathf.RoundToInt(__instance.m_length / prop.m_repeatDistance));
                }
                int num3 = propIndex;
                if (propIndex != -1)
                {
                    propIndex = num3 + (num2 + 1 >> 1);
                }
                if (!prop.CheckFlags((NetLane.Flags)__instance.m_flags, startFlags, endFlags))
                {
                    continue;
                }
                float num4 = prop.m_segmentOffset * 0.5f;
                if (__instance.m_length != 0f)
                {
                    num4 = Mathf.Clamp(num4 + prop.m_position.z / __instance.m_length, -0.5f, 0.5f);
                }
                if (flag2)
                {
                    num4 = 0f - num4;
                }
                PropInfo finalProp = prop.m_finalProp;
                if (finalProp != null && (layerMask & (1 << finalProp.m_prefabDataLayer)) != 0)
                {
                    Color      color = (prop.m_colorMode != NetLaneProps.ColorMode.EndState) ? startColor : endColor;
                    Randomizer r     = new Randomizer((int)laneID + i);
                    for (int j = 1; j <= num2; j += 2)
                    {
                        if (r.Int32(100u) >= prop.m_probability)
                        {
                            continue;
                        }
                        float    num5      = num4 + (float)j / (float)num2;
                        PropInfo variation = finalProp.GetVariation(ref r);
                        float    scale     = variation.m_minScale + (float)r.Int32(10000u) * (variation.m_maxScale - variation.m_minScale) * 0.0001f;
                        if (prop.m_colorMode == NetLaneProps.ColorMode.Default)
                        {
                            color = variation.GetColor(ref r);
                        }
                        Vector3 vector = __instance.m_bezier.Position(num5);
                        if (propIndex != -1)
                        {
                            vector.y = (float)(int)data.m_extraData.GetUShort(num3++) * 0.015625f;
                        }
                        vector.y += prop.m_position.y;
                        if (!cameraInfo.CheckRenderDistance(vector, variation.m_maxRenderDistance))
                        {
                            continue;
                        }
                        Vector3 vector2 = __instance.m_bezier.Tangent(num5);
                        if (!(vector2 != Vector3.zero))
                        {
                            continue;
                        }
                        if (flag2)
                        {
                            vector2 = -vector2;
                        }
                        vector2.y = 0f;
                        if (prop.m_position.x != 0f)
                        {
                            vector2   = Vector3.Normalize(vector2);
                            vector.x += vector2.z * prop.m_position.x;
                            vector.z -= vector2.x * prop.m_position.x;
                        }
                        float num6 = Mathf.Atan2(vector2.x, 0f - vector2.z);
                        if (prop.m_cornerAngle != 0f || prop.m_position.x != 0f)
                        {
                            float num7 = endAngle - startAngle;
                            if (num7 > (float)Math.PI)
                            {
                                num7 -= (float)Math.PI * 2f;
                            }
                            if (num7 < -(float)Math.PI)
                            {
                                num7 += (float)Math.PI * 2f;
                            }
                            float num8 = startAngle + num7 * num5;
                            num7 = num8 - num6;
                            if (num7 > (float)Math.PI)
                            {
                                num7 -= (float)Math.PI * 2f;
                            }
                            if (num7 < -(float)Math.PI)
                            {
                                num7 += (float)Math.PI * 2f;
                            }
                            num6 += num7 * prop.m_cornerAngle;
                            if (num7 != 0f && prop.m_position.x != 0f)
                            {
                                float num9 = Mathf.Tan(num7);
                                vector.x += vector2.x * num9 * prop.m_position.x;
                                vector.z += vector2.z * num9 * prop.m_position.x;
                            }
                        }
                        Vector4 objectIndex3 = (!(num5 > 0.5f)) ? objectIndex1 : objectIndex2;
                        num6 += prop.m_angle * ((float)Math.PI / 180f);
                        InstanceID id = default(InstanceID);
                        id.NetSegment = segmentID;
                        if (variation.m_requireWaterMap)
                        {
                            if (_HeightMap == null)
                            {
                                Singleton <TerrainManager> .instance.GetHeightMapping(Singleton <NetManager> .instance.m_segments.m_buffer[segmentID].m_middlePosition, out _HeightMap, out _HeightMapping, out _SurfaceMapping);
                            }
                            if (_HeightMap2 == null)
                            {
                                Singleton <TerrainManager> .instance.GetWaterMapping(Singleton <NetManager> .instance.m_segments.m_buffer[segmentID].m_middlePosition, out _HeightMap2, out _HeightMapping2, out _SurfaceMapping2);
                            }
#if UseTask
                            Patcher.Dispatcher.Add(() => PropInstance.RenderInstance(cameraInfo, variation, id, vector, scale, num6, color, objectIndex3, active: true, _HeightMap, _HeightMapping, _SurfaceMapping, _HeightMap2, _HeightMapping2, _SurfaceMapping2));
#else
                            PropInstance.RenderInstance(cameraInfo, variation, id, vector, scale, num6, color, objectIndex3, active: true, _HeightMap, _HeightMapping, _SurfaceMapping, _HeightMap2, _HeightMapping2, _SurfaceMapping2);
#endif
                        }
                        else if (!variation.m_requireHeightMap)
                        {
#if UseTask
                            Patcher.Dispatcher.Add(() => PropInstance.RenderInstance(cameraInfo, variation, id, vector, scale, num6, color, objectIndex3, active: true));
#else
                            PropInstance.RenderInstance(cameraInfo, variation, id, vector, scale, num6, color, objectIndex3, active: true);
#endif
                        }
                    }
                }
                TreeInfo finalTree = prop.m_finalTree;
                if (!(finalTree != null) || (layerMask & (1 << finalTree.m_prefabDataLayer)) == 0)
                {
                    continue;
                }
                Randomizer r2 = new Randomizer((int)laneID + i);
                for (int k = 1; k <= num2; k += 2)
                {
                    if (r2.Int32(100u) >= prop.m_probability)
                    {
                        continue;
                    }
                    float    t          = num4 + (float)k / (float)num2;
                    TreeInfo variation2 = finalTree.GetVariation(ref r2);
                    float    scale2     = variation2.m_minScale + (float)r2.Int32(10000u) * (variation2.m_maxScale - variation2.m_minScale) * 0.0001f;
                    float    brightness = variation2.m_minBrightness + (float)r2.Int32(10000u) * (variation2.m_maxBrightness - variation2.m_minBrightness) * 0.0001f;
                    Vector3  position   = __instance.m_bezier.Position(t);
                    if (propIndex != -1)
                    {
                        position.y = (float)(int)data.m_extraData.GetUShort(num3++) * 0.015625f;
                    }
                    position.y += prop.m_position.y;
                    if (prop.m_position.x != 0f)
                    {
                        Vector3 vector3 = __instance.m_bezier.Tangent(t);
                        if (flag2)
                        {
                            vector3 = -vector3;
                        }
                        vector3.y   = 0f;
                        vector3     = Vector3.Normalize(vector3);
                        position.x += vector3.z * prop.m_position.x;
                        position.z -= vector3.x * prop.m_position.x;
                    }
#if UseTask
                    Patcher.Dispatcher.Add(() => TreeInstance.RenderInstance(cameraInfo, variation2, position, scale2, brightness, RenderManager.DefaultColorLocation));
#else
                    TreeInstance.RenderInstance(cameraInfo, variation2, position, scale2, brightness, RenderManager.DefaultColorLocation);
#endif
                }
            }
            return(false);
        }
Esempio n. 2
0
        public void PopulateGroupData(
            ushort segmentID, uint laneID, NetInfo.Lane laneInfo, bool destroyed,
            NetNode.Flags startFlags, NetNode.Flags endFlags,
            float startAngle, float endAngle,
            bool invert, bool terrainHeight, int layer,
            ref int vertexIndex, ref int triangleIndex, Vector3 groupPosition, RenderGroup.MeshData data, ref Vector3 min, ref Vector3 max, ref float maxRenderDistance, ref float maxInstanceDistance, ref bool hasProps)
        {
            NetLaneProps laneProps = laneInfo.m_laneProps;

            if (laneProps?.m_props == null)
            {
                return;
            }
            bool backward = (laneInfo.m_finalDirection & NetInfo.Direction.Both) == NetInfo.Direction.Backward || (laneInfo.m_finalDirection & NetInfo.Direction.AvoidBoth) == NetInfo.Direction.AvoidForward;
            bool reverse  = backward != invert;

            if (backward)  //swap
            {
                NetNode.Flags flags = startFlags;
                startFlags = endFlags;
                endFlags   = flags;
            }
            int nProps = laneProps.m_props.Length;

            for (int i = 0; i < nProps; i++)
            {
                NetLaneProps.Prop prop = laneProps.m_props[i];
                if (!prop.CheckFlags(m_flags, startFlags, endFlags) || m_length < prop.m_minLength)
                {
                    continue;
                }
                int repeatCountTimes2 = 2;
                if (prop.m_repeatDistance > 1f)
                {
                    repeatCountTimes2 *= Mathf.Max(1, Mathf.RoundToInt(m_length / prop.m_repeatDistance));
                }
                float halfSegmentOffset = prop.m_segmentOffset * 0.5f;
                if (m_length != 0f)
                {
                    halfSegmentOffset = Mathf.Clamp(halfSegmentOffset + prop.m_position.z / m_length, -0.5f, 0.5f);
                }
                if (reverse)
                {
                    halfSegmentOffset = 0f - halfSegmentOffset;
                }
                PropInfo finalProp = prop.m_finalProp;
                if ((object)finalProp != null)
                {
                    hasProps = true;
                    if (finalProp.m_prefabDataLayer == layer || finalProp.m_effectLayer == layer)
                    {
                        Color      color = Color.white;
                        Randomizer r     = new Randomizer((int)laneID + i);
                        for (int j = 1; j <= repeatCountTimes2; j += 2)
                        {
                            if (r.Int32(100u) >= prop.m_probability)
                            {
                                continue;
                            }
                            float    t         = halfSegmentOffset + (float)j / (float)repeatCountTimes2;
                            PropInfo variation = finalProp.GetVariation(ref r);
                            float    scale     = variation.m_minScale + (float)r.Int32(10000u) * (variation.m_maxScale - variation.m_minScale) * 0.0001f;
                            if (prop.m_colorMode == NetLaneProps.ColorMode.Default)
                            {
                                color = variation.GetColor(ref r);
                            }
                            if (!variation.m_isDecal && destroyed)
                            {
                                continue;
                            }
                            Vector3 pos = m_bezier.Position(t);
                            Vector3 tan = m_bezier.Tangent(t);
                            if (!(tan != Vector3.zero))
                            {
                                continue;
                            }
                            if (reverse)
                            {
                                tan = -tan;
                            }
                            tan.y = 0f;
                            if (prop.m_position.x != 0f)
                            {
                                tan    = Vector3.Normalize(tan);
                                pos.x += tan.z * prop.m_position.x;
                                pos.z -= tan.x * prop.m_position.x;
                            }
                            float normalAngle = Mathf.Atan2(tan.x, 0f - tan.z);
                            if (prop.m_cornerAngle != 0f || prop.m_position.x != 0f)
                            {
                                float angleDiff = endAngle - startAngle;
                                if (angleDiff > Mathf.PI)
                                {
                                    angleDiff -= Mathf.PI * 2f;
                                }
                                if (angleDiff < -Mathf.PI)
                                {
                                    angleDiff += Mathf.PI * 2f;
                                }
                                var angle2 = startAngle + angleDiff * t - normalAngle;
                                if (angle2 > Mathf.PI)
                                {
                                    angle2 -= Mathf.PI * 2f;
                                }
                                if (angle2 < -Mathf.PI)
                                {
                                    angle2 += Mathf.PI * 2f;
                                }
                                normalAngle += angle2 * prop.m_cornerAngle;
                                if (angle2 != 0f && prop.m_position.x != 0f)
                                {
                                    float d = Mathf.Tan(angle2);
                                    pos.x += tan.x * d * prop.m_position.x;
                                    pos.z += tan.z * d * prop.m_position.x;
                                }
                            }
                            if (terrainHeight)
                            {
                                if (variation.m_requireWaterMap)
                                {
                                    pos.y = Singleton <TerrainManager> .instance.SampleRawHeightSmoothWithWater(pos, timeLerp : false, 0f);
                                }
                                else
                                {
                                    pos.y = Singleton <TerrainManager> .instance.SampleDetailHeight(pos);
                                }
                            }
                            pos.y += prop.m_position.y;
                            InstanceID id = default(InstanceID);
                            id.NetSegment = segmentID;
                            PropInstance.PopulateGroupData(angle: normalAngle + prop.m_angle * (Mathf.PI / 180f), info: variation, layer: layer, id: id, position: pos, scale: scale, color: color, vertexIndex: ref vertexIndex, triangleIndex: ref triangleIndex, groupPosition: groupPosition, data: data, min: ref min, max: ref max, maxRenderDistance: ref maxRenderDistance, maxInstanceDistance: ref maxInstanceDistance);
                        }
                    }
                }
                if (destroyed)
                {
                    continue;
                }
                TreeInfo finalTree = prop.m_finalTree;
                if ((object)finalTree == null)
                {
                    continue;
                }
                hasProps = true;
                if (finalTree.m_prefabDataLayer != layer)
                {
                    continue;
                }
                Randomizer r2 = new Randomizer((int)laneID + i);
                for (int k = 1; k <= repeatCountTimes2; k += 2)
                {
                    if (r2.Int32(100u) >= prop.m_probability)
                    {
                        continue;
                    }
                    float    t          = halfSegmentOffset + (float)k / (float)repeatCountTimes2;
                    TreeInfo variation2 = finalTree.GetVariation(ref r2);
                    float    scale2     = variation2.m_minScale + (float)r2.Int32(10000u) * (variation2.m_maxScale - variation2.m_minScale) * 0.0001f;
                    float    brightness = variation2.m_minBrightness + (float)r2.Int32(10000u) * (variation2.m_maxBrightness - variation2.m_minBrightness) * 0.0001f;
                    Vector3  vector3    = m_bezier.Position(t);
                    if (prop.m_position.x != 0f)
                    {
                        Vector3 vector4 = m_bezier.Tangent(t);
                        if (reverse)
                        {
                            vector4 = -vector4;
                        }
                        vector4.y  = 0f;
                        vector4    = Vector3.Normalize(vector4);
                        vector3.x += vector4.z * prop.m_position.x;
                        vector3.z -= vector4.x * prop.m_position.x;
                    }
                    if (terrainHeight)
                    {
                        vector3.y = Singleton <TerrainManager> .instance.SampleDetailHeight(vector3);
                    }
                    vector3.y += prop.m_position.y;
                    TreeInstance.PopulateGroupData(variation2, vector3, scale2, brightness, RenderManager.DefaultColorLocation, ref vertexIndex, ref triangleIndex, groupPosition, data, ref min, ref max, ref maxRenderDistance, ref maxInstanceDistance);
                }
            }
        }
Esempio n. 3
0
        public static bool RenderPropsPrefix(BuildingAI __instance, RenderManager.CameraInfo cameraInfo, ushort buildingID, ref Building data, int layerMask, ref RenderManager.Instance instance, bool renderFixed, bool renderNonfixed, bool isActive)
        {
            if (__instance.m_info.m_props == null || ((layerMask & __instance.m_info.m_treeLayers) == 0 && !cameraInfo.CheckRenderDistance(instance.m_position, __instance.m_info.m_maxPropDistance + 72f)))
            {
                return(false);
            }
            int             length          = data.Length;
            Texture         _HeightMap      = null;
            Vector4         _HeightMapping  = Vector4.zero;
            Vector4         _SurfaceMapping = Vector4.zero;
            Matrix4x4       lhs             = Matrix4x4.zero;
            bool            flag            = false;
            DistrictManager instance2       = Singleton <DistrictManager> .instance;
            byte            district        = instance2.GetDistrict(data.m_position);
            Vector3         position        = data.m_position;
            ushort          num             = Building.FindParentBuilding(buildingID);

            if (num != 0)
            {
                position = Singleton <BuildingManager> .instance.m_buildings.m_buffer[num].m_position;
            }
            byte park = instance2.GetPark(position);

            for (int i = 0; i < __instance.m_info.m_props.Length; i++)
            {
                BuildingInfo.Prop prop = __instance.m_info.m_props[i];
                Randomizer        r    = new Randomizer((buildingID << 6) | prop.m_index);
                if (r.Int32(100u) >= prop.m_probability || length < prop.m_requiredLength)
                {
                    continue;
                }
                PropInfo finalProp = prop.m_finalProp;
                TreeInfo finalTree = prop.m_finalTree;
                if (finalProp != null)
                {
                    finalProp = finalProp.GetVariation(ref r, ref instance2.m_districts.m_buffer[district], park);
                    float num2  = finalProp.m_minScale + (float)r.Int32(10000u) * (finalProp.m_maxScale - finalProp.m_minScale) * 0.0001f;
                    Color color = finalProp.GetColor(ref r);
                    if ((layerMask & (1 << finalProp.m_prefabDataLayer)) == 0 && !finalProp.m_hasEffects)
                    {
                        continue;
                    }
                    Vector4 dataVector = instance.m_dataVector3;
                    Vector3 vector;
                    if (prop.m_fixedHeight)
                    {
                        if (!renderFixed)
                        {
                            continue;
                        }
                        if (__instance.m_info.m_isFloating)
                        {
                            if (!flag)
                            {
                                Singleton <TerrainManager> .instance.HeightMap_sampleWaterHeightAndNormal(instance.m_position, 0.15f, out float h, out Vector3 normal);

                                Vector3 position2 = instance.m_position;
                                position2.y = h;
                                Quaternion q = Quaternion.FromToRotation(Vector3.up, normal) * instance.m_rotation;
                                lhs  = Matrix4x4.TRS(position2, q, Vector3.one);
                                flag = true;
                            }
                            Matrix4x4 rhs = default(Matrix4x4);
                            rhs.SetTRS(prop.m_position, Quaternion.AngleAxis(prop.m_radAngle * 57.29578f, Vector3.down), new Vector3(num2, num2, num2));
                            rhs    = lhs * rhs;
                            vector = rhs.MultiplyPoint(Vector3.zero);
                            if (cameraInfo.CheckRenderDistance(vector, finalProp.m_maxRenderDistance))
                            {
                                InstanceID propRenderID = GetPropRenderIDReverse(__instance, buildingID, i, ref data);
                                PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID, rhs, vector, num2, data.m_angle + prop.m_radAngle, color, dataVector, isActive);
                                continue;
                            }
                        }
                        else
                        {
                            vector = instance.m_dataMatrix1.MultiplyPoint(prop.m_position);
                            if (__instance.m_info.m_requireHeightMap)
                            {
                                vector.y = (float)(int)instance.m_extraData.GetUShort(i) * 0.015625f;
                            }
                        }
                    }
                    else
                    {
                        if (!renderNonfixed)
                        {
                            continue;
                        }
                        vector = instance.m_dataMatrix1.MultiplyPoint(prop.m_position);
                        if (!__instance.m_info.m_isFloating)
                        {
                            vector.y = (float)(int)instance.m_extraData.GetUShort(i) * 0.015625f;
                        }
                        if (!__instance.m_info.m_colorizeEverything || finalProp.m_isDecal)
                        {
                            dataVector.z = 0f;
                        }
                    }
                    if (!cameraInfo.CheckRenderDistance(vector, finalProp.m_maxRenderDistance))
                    {
                        continue;
                    }
                    InstanceID propRenderID2 = GetPropRenderIDReverse(__instance, buildingID, i, ref data);
                    if (finalProp.m_requireWaterMap)
                    {
                        if (_HeightMap == null)
                        {
                            Singleton <TerrainManager> .instance.GetWaterMapping(data.m_position, out _HeightMap, out _HeightMapping, out _SurfaceMapping);
                        }
#if UseTask
                        var localData     = data;
                        var localInstance = instance;
                        Patcher.Dispatcher.Add(() => PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID2, vector, num2, localData.m_angle + prop.m_radAngle, color, dataVector, isActive, localInstance.m_dataTexture0, localInstance.m_dataVector1, localInstance.m_dataVector2, _HeightMap, _HeightMapping, _SurfaceMapping));
#else
                        PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID2, vector, num2, data.m_angle + prop.m_radAngle, color, dataVector, isActive, instance.m_dataTexture0, instance.m_dataVector1, instance.m_dataVector2, _HeightMap, _HeightMapping, _SurfaceMapping);
#endif
                    }
                    else if (finalProp.m_requireHeightMap)
                    {
#if UseTask
                        var localData     = data;
                        var localInstance = instance;
                        Patcher.Dispatcher.Add(() => PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID2, vector, num2, localData.m_angle + prop.m_radAngle, color, dataVector, isActive, localInstance.m_dataTexture0, localInstance.m_dataVector1, localInstance.m_dataVector2));
#else
                        PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID2, vector, num2, data.m_angle + prop.m_radAngle, color, dataVector, isActive, instance.m_dataTexture0, instance.m_dataVector1, instance.m_dataVector2);
#endif
                    }
                    else
                    {
#if UseTask
                        var localData     = data;
                        var localInstance = instance;
                        Patcher.Dispatcher.Add(() => PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID2, vector, num2, localData.m_angle + prop.m_radAngle, color, dataVector, isActive));
#else
                        PropInstance.RenderInstance(cameraInfo, finalProp, propRenderID2, vector, num2, data.m_angle + prop.m_radAngle, color, dataVector, isActive);
#endif
                    }
                }
                else
                {
                    if (!(finalTree != null))
                    {
                        continue;
                    }
                    finalTree = finalTree.GetVariation(ref r);
                    float scale      = finalTree.m_minScale + (float)r.Int32(10000u) * (finalTree.m_maxScale - finalTree.m_minScale) * 0.0001f;
                    float brightness = finalTree.m_minBrightness + (float)r.Int32(10000u) * (finalTree.m_maxBrightness - finalTree.m_minBrightness) * 0.0001f;
                    if ((layerMask & (1 << finalTree.m_prefabDataLayer)) != 0 && ((!prop.m_fixedHeight) ? renderNonfixed : renderFixed))
                    {
                        Vector3 position3 = instance.m_dataMatrix1.MultiplyPoint(prop.m_position);
                        if (!prop.m_fixedHeight || __instance.m_info.m_requireHeightMap)
                        {
                            position3.y = (float)(int)instance.m_extraData.GetUShort(i) * 0.015625f;
                        }
                        Vector4 dataVector2 = instance.m_dataVector3;
                        if (!__instance.m_info.m_colorizeEverything)
                        {
                            dataVector2.z = 0f;
                        }
#if UseTask
                        var localData     = data;
                        var localInstance = instance;
                        Patcher.Dispatcher.Add(() => TreeInstance.RenderInstance(cameraInfo, finalTree, position3, scale, brightness, dataVector2));
#else
                        TreeInstance.RenderInstance(cameraInfo, finalTree, position3, scale, brightness, dataVector2);
#endif
                    }
                }
            }

            return(false);
        }
Esempio n. 4
0
        public void RenderInstance(
            RenderManager.CameraInfo cameraInfo,
            ushort segmentID, uint laneID, NetInfo.Lane laneInfo,
            NetNode.Flags startFlags, NetNode.Flags endFlags,
            Color startColor, Color endColor,
            float startAngle, float endAngle,
            bool invert, int layerMask,
            Vector4 objectIndex1, Vector4 objectIndex2, ref RenderManager.Instance data, ref int propIndex)
        {
            NetLaneProps laneProps = laneInfo.m_laneProps;

            if (laneProps != null && laneProps.m_props != null)
            {
                bool backward = (byte)(laneInfo.m_finalDirection & NetInfo.Direction.Both) == 2 || (byte)(laneInfo.m_finalDirection & NetInfo.Direction.AvoidBoth) == 11;
                bool reverse  = backward != invert;
                if (backward)  //swap
                {
                    NetNode.Flags flags = startFlags;
                    startFlags = endFlags;
                    endFlags   = flags;
                }
                Texture texture  = null;
                Vector4 zero     = Vector4.zero;
                Vector4 zero2    = Vector4.zero;
                Texture texture2 = null;
                Vector4 zero3    = Vector4.zero;
                Vector4 zero4    = Vector4.zero;
                int     nProps   = laneProps.m_props.Length;
                for (int i = 0; i < nProps; i++)
                {
                    NetLaneProps.Prop prop = laneProps.m_props[i];
                    if (this.m_length >= prop.m_minLength)
                    {
                        int repeatCountTimes2 = 2;
                        if (prop.m_repeatDistance > 1f)
                        {
                            repeatCountTimes2 *= Mathf.Max(1, Mathf.RoundToInt(this.m_length / prop.m_repeatDistance));
                        }
                        int currentPropIndex = propIndex;
                        if (propIndex != -1)
                        {
                            propIndex = currentPropIndex + (repeatCountTimes2 + 1) >> 1; // div 2
                        }
                        if (prop.CheckFlags(this.m_flags, startFlags, endFlags))
                        {
                            float halfSegmentOffset = prop.m_segmentOffset * 0.5f;
                            if (this.m_length != 0f)
                            {
                                halfSegmentOffset = Mathf.Clamp(halfSegmentOffset + prop.m_position.z / this.m_length, -0.5f, 0.5f);
                            }
                            if (reverse)
                            {
                                halfSegmentOffset = -halfSegmentOffset;
                            }
                            PropInfo finalProp = prop.m_finalProp;
                            if (finalProp != null && (layerMask & 1 << finalProp.m_prefabDataLayer) != 0)
                            {
                                Color      color      = (prop.m_colorMode != NetLaneProps.ColorMode.EndState) ? startColor : endColor;
                                Randomizer randomizer = new Randomizer((int)(laneID + (uint)i));
                                for (int j = 1; j <= repeatCountTimes2; j += 2)
                                {
                                    if (randomizer.Int32(100u) < prop.m_probability)
                                    {
                                        float    t         = halfSegmentOffset + (float)j / (float)repeatCountTimes2;
                                        PropInfo variation = finalProp.GetVariation(ref randomizer);
                                        float    scale     = variation.m_minScale + (float)randomizer.Int32(10000u) * (variation.m_maxScale - variation.m_minScale) * 0.0001f;
                                        if (prop.m_colorMode == NetLaneProps.ColorMode.Default)
                                        {
                                            color = variation.GetColor(ref randomizer);
                                        }
                                        Vector3 pos = this.m_bezier.Position(t);
                                        if (propIndex != -1)
                                        {
                                            pos.y = (float)data.m_extraData.GetUShort(currentPropIndex++) * 0.015625f;
                                        }
                                        pos.y += prop.m_position.y;
                                        if (cameraInfo.CheckRenderDistance(pos, variation.m_maxRenderDistance))
                                        {
                                            Vector3 tan = this.m_bezier.Tangent(t);
                                            if (tan != Vector3.zero)
                                            {
                                                if (reverse)
                                                {
                                                    tan = -tan;
                                                }
                                                Vector3 normalXZ = new Vector3 {
                                                    x = tan.z, z = -tan.x
                                                };
                                                if (prop.m_position.x != 0f)
                                                {
                                                    tan.Normalize();
                                                    normalXZ.Normalize();
                                                    pos += normalXZ * prop.m_position.x;
                                                }
                                                float normalAngle = Mathf.Atan2(normalXZ.z, normalXZ.x);
                                                if (prop.m_cornerAngle != 0f || prop.m_position.x != 0f)
                                                {
                                                    float angleDiff = endAngle - startAngle;
                                                    if (angleDiff > Mathf.PI)
                                                    {
                                                        angleDiff -= 2 * Mathf.PI;
                                                    }
                                                    if (angleDiff < -Mathf.PI)
                                                    {
                                                        angleDiff += 2 * Mathf.PI;
                                                    }
                                                    float currentAngle = startAngle + angleDiff * t;
                                                    float angle2       = currentAngle - normalAngle;
                                                    if (angle2 > Mathf.PI)
                                                    {
                                                        angle2 -= 2 * Mathf.PI;
                                                    }
                                                    if (angle2 < -Mathf.PI)
                                                    {
                                                        angle2 += 2 * Mathf.PI;
                                                    }
                                                    normalAngle += angle2 * prop.m_cornerAngle;
                                                    if (angle2 != 0f && prop.m_position.x != 0f)
                                                    {
                                                        float d = Mathf.Tan(angle2);
                                                        pos.x += tan.x * d * prop.m_position.x;
                                                        pos.z += tan.z * d * prop.m_position.x;
                                                    }
                                                }
                                                Vector4 objectIndex3 = (t <= 0.5f) ? objectIndex1 : objectIndex2;
                                                normalAngle += prop.m_angle * 0.0174532924f;
                                                InstanceID id = default(InstanceID);
                                                id.NetSegment = segmentID;
                                                if (variation.m_requireWaterMap)
                                                {
                                                    if (texture == null)
                                                    {
                                                        Singleton <TerrainManager> .instance.GetHeightMapping(Singleton <NetManager> .instance.m_segments.m_buffer[(int)segmentID].m_middlePosition, out texture, out zero, out zero2);
                                                    }
                                                    if (texture2 == null)
                                                    {
                                                        Singleton <TerrainManager> .instance.GetWaterMapping(Singleton <NetManager> .instance.m_segments.m_buffer[(int)segmentID].m_middlePosition, out texture2, out zero3, out zero4);
                                                    }
                                                    PropInstance.RenderInstance(cameraInfo, variation, id, pos, scale, normalAngle, color, objectIndex3, true, texture, zero, zero2, texture2, zero3, zero4);
                                                }
                                                else if (!variation.m_requireHeightMap)
                                                {
                                                    PropInstance.RenderInstance(cameraInfo, variation, id, pos, scale, normalAngle, color, objectIndex3, true);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            TreeInfo finalTree = prop.m_finalTree;
                            if (finalTree != null && (layerMask & 1 << finalTree.m_prefabDataLayer) != 0)
                            {
                                Randomizer randomizer2 = new Randomizer((int)(laneID + (uint)i));
                                for (int k = 1; k <= repeatCountTimes2; k += 2)
                                {
                                    if (randomizer2.Int32(100u) < prop.m_probability)
                                    {
                                        float    t          = halfSegmentOffset + (float)k / (float)repeatCountTimes2;
                                        TreeInfo variation2 = finalTree.GetVariation(ref randomizer2);
                                        float    scale2     = variation2.m_minScale + (float)randomizer2.Int32(10000u) * (variation2.m_maxScale - variation2.m_minScale) * 0.0001f;
                                        float    brightness = variation2.m_minBrightness + (float)randomizer2.Int32(10000u) * (variation2.m_maxBrightness - variation2.m_minBrightness) * 0.0001f;
                                        Vector3  position   = this.m_bezier.Position(t);
                                        if (propIndex != -1)
                                        {
                                            position.y = (float)data.m_extraData.GetUShort(currentPropIndex++) * 0.015625f;
                                        }
                                        position.y += prop.m_position.y;
                                        if (prop.m_position.x != 0f)
                                        {
                                            Vector3 vector3 = this.m_bezier.Tangent(t);
                                            if (reverse)
                                            {
                                                vector3 = -vector3;
                                            }
                                            vector3.y   = 0f;
                                            vector3     = Vector3.Normalize(vector3);
                                            position.x += vector3.z * prop.m_position.x;
                                            position.z -= vector3.x * prop.m_position.x;
                                        }
                                        global::TreeInstance.RenderInstance(cameraInfo, variation2, position, scale2, brightness, RenderManager.DefaultColorLocation);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        protected void CheckCollisions(ushort instanceID, ref CitizenInstance citizenData, Vector3 sourcePos, Vector3 targetPos, ushort buildingID, ref Vector3 pushAmount, ref float pushDivider)
        {
            Segment3 segment = new Segment3(sourcePos, targetPos);
            Vector3  min     = segment.Min();

            min.x -= this.m_info.m_radius;
            min.z -= this.m_info.m_radius;
            Vector3 max = segment.Max();

            max.x += this.m_info.m_radius;
            max.y += this.m_info.m_height;
            max.z += this.m_info.m_radius;
            CitizenManager instance = Singleton <CitizenManager> .instance;
            int            num      = Mathf.Max((int)((min.x - 3f) / 8f + 1080f), 0);
            int            num2     = Mathf.Max((int)((min.z - 3f) / 8f + 1080f), 0);
            int            num3     = Mathf.Min((int)((max.x + 3f) / 8f + 1080f), 2159);
            int            num4     = Mathf.Min((int)((max.z + 3f) / 8f + 1080f), 2159);

            for (int i = num2; i <= num4; i++)
            {
                for (int j = num; j <= num3; j++)
                {
                    ushort num5 = instance.m_citizenGrid [i * 2160 + j];
                    int    num6 = 0;
                    while (num5 != 0)
                    {
                        num5 = this.CheckCollisions(instanceID, ref citizenData, segment, min, max, num5, ref instance.m_instances.m_buffer [(int)num5], ref pushAmount, ref pushDivider);
                        if (++num6 > 65536)
                        {
                            CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace);

                            break;
                        }
                    }
                }
            }
            VehicleManager instance2 = Singleton <VehicleManager> .instance;
            int            num7      = Mathf.Max((int)((min.x - 10f) / 32f + 270f), 0);
            int            num8      = Mathf.Max((int)((min.z - 10f) / 32f + 270f), 0);
            int            num9      = Mathf.Min((int)((max.x + 10f) / 32f + 270f), 539);
            int            num10     = Mathf.Min((int)((max.z + 10f) / 32f + 270f), 539);

            for (int k = num8; k <= num10; k++)
            {
                for (int l = num7; l <= num9; l++)
                {
                    ushort num11 = instance2.m_vehicleGrid [k * 540 + l];
                    int    num12 = 0;
                    while (num11 != 0)
                    {
                        num11 = this.CheckCollisions(instanceID, ref citizenData, segment, min, max, num11, ref instance2.m_vehicles.m_buffer [(int)num11], ref pushAmount, ref pushDivider);
                        if (++num12 > 65536)
                        {
                            CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace);

                            break;
                        }
                    }
                }
            }
            for (int m = num8; m <= num10; m++)
            {
                for (int n = num7; n <= num9; n++)
                {
                    ushort num13 = instance2.m_parkedGrid [m * 540 + n];
                    int    num14 = 0;
                    while (num13 != 0)
                    {
                        num13 = this.CheckCollisions(instanceID, ref citizenData, segment, min, max, num13, ref instance2.m_parkedVehicles.m_buffer [(int)num13], ref pushAmount, ref pushDivider);
                        if (++num14 > 65536)
                        {
                            CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace);

                            break;
                        }
                    }
                }
            }
            if (buildingID != 0)
            {
                BuildingManager instance3 = Singleton <BuildingManager> .instance;
                BuildingInfo    info      = instance3.m_buildings.m_buffer [(int)buildingID].Info;
                if (info.m_props != null)
                {
                    Vector3   position = instance3.m_buildings.m_buffer [(int)buildingID].m_position;
                    float     angle    = instance3.m_buildings.m_buffer [(int)buildingID].m_angle;
                    int       length   = instance3.m_buildings.m_buffer [(int)buildingID].Length;
                    Matrix4x4 matrix4x = default(Matrix4x4);
                    matrix4x.SetTRS(Building.CalculateMeshPosition(info, position, angle, length), Quaternion.AngleAxis(angle * 57.29578f, Vector3.down), Vector3.one);
                    for (int num15 = 0; num15 < info.m_props.Length; num15++)
                    {
                        BuildingInfo.Prop prop       = info.m_props [num15];
                        Randomizer        randomizer = new Randomizer((int)buildingID << 6 | prop.m_index);
                        if (randomizer.Int32(100u) < prop.m_probability && length >= prop.m_requiredLength)
                        {
                            Vector3 vector = matrix4x.MultiplyPoint(prop.m_position);
                            if (vector.x >= min.x - 2f && vector.x <= max.x + 2f)
                            {
                                if (vector.z >= min.z - 2f && vector.z <= max.z + 2f)
                                {
                                    PropInfo propInfo = prop.m_finalProp;
                                    TreeInfo treeInfo = prop.m_finalTree;
                                    float    num16    = 0f;
                                    float    num17    = 0f;
                                    if (propInfo != null)
                                    {
                                        propInfo = propInfo.GetVariation(ref randomizer);
                                        if (propInfo.m_isMarker || propInfo.m_isDecal || !propInfo.m_hasRenderer)
                                        {
                                            goto IL_7D3;
                                        }
                                        num16 = propInfo.m_generatedInfo.m_size.x * 0.5f;
                                        num17 = propInfo.m_generatedInfo.m_size.y;
                                    }
                                    else
                                    {
                                        if (treeInfo != null)
                                        {
                                            treeInfo = treeInfo.GetVariation(ref randomizer);
                                            num16    = (treeInfo.m_generatedInfo.m_size.x + treeInfo.m_generatedInfo.m_size.z) * 0.125f;
                                            num17    = treeInfo.m_generatedInfo.m_size.y;
                                        }
                                    }
                                    if (!prop.m_fixedHeight)
                                    {
                                        vector.y = Singleton <TerrainManager> .instance.SampleDetailHeight(vector);
                                    }
                                    else
                                    {
                                        if (info.m_requireHeightMap)
                                        {
                                            vector.y = Singleton <TerrainManager> .instance.SampleDetailHeight(vector) + prop.m_position.y;
                                        }
                                    }
                                    if (vector.y + num17 >= min.y && vector.y <= max.y)
                                    {
                                        num16 = this.m_info.m_radius + num16;
                                        float num19;
                                        float num18 = segment.DistanceSqr(vector, out num19);
                                        if (num18 < num16 * num16)
                                        {
                                            float   num20 = num16 - Mathf.Sqrt(num18);
                                            float   num21 = 1f - num18 / (num16 * num16);
                                            Vector3 a     = segment.Position(num19 * 0.9f);
                                            a.y      = 0f;
                                            vector.y = 0f;
                                            Vector3 vector2 = Vector3.Normalize(a - vector);
                                            Vector3 rhs     = Vector3.Normalize(new Vector3(segment.b.x - segment.a.x, 0f, segment.b.z - segment.a.z));
                                            Vector3 vector3 = new Vector3(rhs.z, 0f, -rhs.x) * Mathf.Abs(Vector3.Dot(vector2, rhs) * 0.5f);
                                            if (Vector3.Dot(vector2, vector3) >= 0f)
                                            {
                                                vector2 += vector3;
                                            }
                                            else
                                            {
                                                vector2 -= vector3;
                                            }
                                            pushAmount  += vector2 * (num20 * num21);
                                            pushDivider += num21;
                                        }
                                    }
                                }
                            }
                        }
IL_7D3:
                        ;
                    }
                }
            }
        }