22 if (name ==
"Brightness") {
36 int num = (int)MathF.Floor(p.
X);
37 int num2 = (int)MathF.Floor(p.
Y);
38 int num3 = (int)MathF.Floor(p.
Z);
39 int x = (int)MathF.Ceiling(p.
X);
40 int num4 = (int)MathF.Ceiling(p.
Y);
41 int z = (int)MathF.Ceiling(p.
Z);
49 if (chunkAtCell !=
null
51 && chunkAtCell2 !=
null
53 && chunkAtCell3 !=
null
55 && chunkAtCell4 !=
null
58 float f2 = p.Y - num2;
59 float f3 = p.Z - num3;
75 int num6 = (int)MathF.Floor(num5);
76 int num7 = (int)MathF.Ceiling(num5);
77 float f4 = num5 - num6;
79 "CalculateSmoothLight",
81 l.CalculateSmoothLight(subsystemTerrain, p, ref f4);
96 modLoader.CalculateLighting(ref brightness);
101 for (
int i = 0; i < 16; i++) {
104 for (
int j = 0; j < 6; j++) {
106 for (
int k = 0; k < 16; k++) {
static float Saturate(float x)
static int Max(int x1, int x2)
static float Lerp(float x1, float x2, float f)
static readonly float[] LightIntensityByLightValue
static readonly Vector3 DirectionToLight2
static void CalculateLightingTables()
static readonly float LightAmbient
static float CalculateLighting(Vector3 normal)
static readonly float[] LightIntensityByLightValueAndFace
static ? float CalculateSmoothLight(SubsystemTerrain subsystemTerrain, Vector3 p)
static readonly Vector3 DirectionToLight1
static Action< string > SettingChanged
virtual int GetCellLightFast(int x, int y, int z)
virtual TerrainChunk GetChunkAtCell(int x, int z)
static void HookAction(string HookName, Func< ModLoader, bool > action)
执行Hook
static float Dot(Vector3 v1, Vector3 v2)
static Vector3 FaceToVector3(int face)