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Generate LOD Lights making random hashes, now sorting by streetLight and hash
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parent
9c41a21217
commit
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@ -93,21 +93,12 @@ namespace CodeWalker.Project.Panels
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Task.Run(() =>
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Task.Run(() =>
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{
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{
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var lights = new List<Light>();
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var position = new List<MetaVECTOR3>();
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var colour = new List<uint>();
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var direction = new List<MetaVECTOR3>();
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var falloff = new List<float>();
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var falloffExponent = new List<float>();
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var timeAndStateFlags = new List<uint>();
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var hash = new List<uint>();
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var coneInnerAngle = new List<byte>();
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var coneOuterAngleOrCapExt = new List<byte>();
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var coronaIntensity = new List<byte>();
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var eemin = new Vector3(float.MaxValue);
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var eemin = new Vector3(float.MaxValue);
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var eemax = new Vector3(float.MinValue);
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var eemax = new Vector3(float.MinValue);
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var semin = new Vector3(float.MaxValue);
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var semin = new Vector3(float.MaxValue);
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var semax = new Vector3(float.MinValue);
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var semax = new Vector3(float.MinValue);
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var rnd = new Random();
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foreach (var ymap in projectYmaps)
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foreach (var ymap in projectYmaps)
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{
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{
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@ -216,11 +207,12 @@ namespace CodeWalker.Project.Panels
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uint i = (byte)Math.Min(la.Intensity*4, 255);
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uint i = (byte)Math.Min(la.Intensity*4, 255);
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uint c = (i << 24) + (r << 16) + (g << 8) + b;
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uint c = (i << 24) + (r << 16) + (g << 8) + b;
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uint h = 0; //TODO: what hash to use???
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uint h = (uint)rnd.NextLong(); //TODO: what hash to use???
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//any other way to know if it's a streetlight?
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//any other way to know if it's a streetlight?
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var name = ent.Archetype.Name;
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var name = ent.Archetype.Name;
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bool isStreetLight = (name != null) && (name.Contains("street") || name.Contains("traffic"));
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bool isStreetLight = (name != null) && (name.Contains("street") || name.Contains("traffic"));
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//isStreetLight = rnd.Next() > 2000000000;//DEBUG
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//@Calcium:
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//@Calcium:
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//1 = point
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//1 = point
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@ -233,18 +225,21 @@ namespace CodeWalker.Project.Panels
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var maxext = (byte)Math.Max(Math.Max(la.ExtentX, la.ExtentY), la.ExtentZ);
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var maxext = (byte)Math.Max(Math.Max(la.ExtentX, la.ExtentY), la.ExtentZ);
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position.Add(new MetaVECTOR3(epos));
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colour.Add(c);
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direction.Add(new MetaVECTOR3(edir));
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falloff.Add(la.Falloff);
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falloffExponent.Add(la.FalloffExponent);
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timeAndStateFlags.Add(t);
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hash.Add(h);
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coneInnerAngle.Add((byte)la.ConeInnerAngle);
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coneOuterAngleOrCapExt.Add(Math.Max((byte)la.ConeOuterAngle, maxext));
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coronaIntensity.Add((byte)(la.CoronaIntensity*6));
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//final lights should be sorted by isStreetLight (1 first!) and then hash
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var light = new Light();
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light.position = new MetaVECTOR3(epos);
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light.colour = c;
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light.direction = new MetaVECTOR3(edir);
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light.falloff = la.Falloff;
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light.falloffExponent = la.FalloffExponent;
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light.timeAndStateFlags = t;
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light.hash = h;
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light.coneInnerAngle = (byte)la.ConeInnerAngle;
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light.coneOuterAngleOrCapExt = Math.Max((byte)la.ConeOuterAngle, maxext);
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light.coronaIntensity = (byte)(la.CoronaIntensity * 6);
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light.isStreetLight = isStreetLight;
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lights.Add(light);
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}
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}
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}
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}
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}
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}
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@ -252,12 +247,51 @@ namespace CodeWalker.Project.Panels
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}
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}
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if (position.Count == 0)
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if (lights.Count == 0)
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{
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{
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MessageBox.Show("No lights found in project!");
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MessageBox.Show("No lights found in project!");
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return;
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return;
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}
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}
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//final lights should be sorted by isStreetLight (1 first!) and then hash
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lights.Sort((a, b) =>
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{
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if (a.isStreetLight != b.isStreetLight) return b.isStreetLight.CompareTo(a.isStreetLight);
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return a.hash.CompareTo(b.hash);
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});
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var position = new List<MetaVECTOR3>();
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var colour = new List<uint>();
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var direction = new List<MetaVECTOR3>();
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var falloff = new List<float>();
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var falloffExponent = new List<float>();
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var timeAndStateFlags = new List<uint>();
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var hash = new List<uint>();
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var coneInnerAngle = new List<byte>();
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var coneOuterAngleOrCapExt = new List<byte>();
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var coronaIntensity = new List<byte>();
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ushort numStreetLights = 0;
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foreach (var light in lights)
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{
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position.Add(light.position);
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colour.Add(light.colour);
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direction.Add(light.direction);
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falloff.Add(light.falloff);
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falloffExponent.Add(light.falloffExponent);
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timeAndStateFlags.Add(light.timeAndStateFlags);
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hash.Add(light.hash);
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coneInnerAngle.Add(light.coneInnerAngle);
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coneOuterAngleOrCapExt.Add(light.coneOuterAngleOrCapExt);
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coronaIntensity.Add(light.coronaIntensity);
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if (light.isStreetLight) numStreetLights++;
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}
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UpdateStatus("Creating new ymap files...");
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UpdateStatus("Creating new ymap files...");
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var lodymap = new YmapFile();
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var lodymap = new YmapFile();
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@ -266,7 +300,7 @@ namespace CodeWalker.Project.Panels
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var dl = new YmapDistantLODLights();
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var dl = new YmapDistantLODLights();
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var cdl = new CDistantLODLight();
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var cdl = new CDistantLODLight();
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cdl.category = 1;//0=small, 1=med, 2=large
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cdl.category = 1;//0=small, 1=med, 2=large
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cdl.numStreetLights = 0;//todo?
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cdl.numStreetLights = numStreetLights;
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dl.CDistantLODLight = cdl;
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dl.CDistantLODLight = cdl;
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dl.positions = position.ToArray();
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dl.positions = position.ToArray();
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dl.colours = colour.ToArray();
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dl.colours = colour.ToArray();
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@ -327,5 +361,24 @@ namespace CodeWalker.Project.Panels
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});
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});
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}
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}
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public class Light
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{
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public MetaVECTOR3 position { get; set; }
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public uint colour { get; set; }
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public MetaVECTOR3 direction { get; set; }
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public float falloff { get; set; }
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public float falloffExponent { get; set; }
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public uint timeAndStateFlags { get; set; }
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public uint hash { get; set; }
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public byte coneInnerAngle { get; set; }
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public byte coneOuterAngleOrCapExt { get; set; }
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public byte coronaIntensity { get; set; }
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public bool isStreetLight { get; set; }
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}
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}
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}
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}
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}
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