VISI (MREA Section): Difference between revisions
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|- | |- | ||
| bool | | bool | ||
| | | Has Actors | ||
| | | If set, the game will resolve script entity IDs for the PVS lookup | ||
|- | |- | ||
| bool | | bool | ||
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| u32 | | u32 | ||
| Light count | | Light count | ||
| | | Total number of area lights encoded in octree leaves. | ||
|- | |- | ||
| u32 | | u32 | ||
| | | 2nd Layer Light Count | ||
| | | Lights within total that are in the 2nd BABEDEAD layer. | ||
|- | |- | ||
| u32 | | u32 | ||
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| u8[lightVisibilityNodeCount][leafSize] | | u8[lightVisibilityNodeCount][leafSize] | ||
| Light visibility node array | | Light visibility node array | ||
| Array of [[#Leaf Nodes|leaf node data]] indicating visibility of other objects from light's perspective. | | Array of [[#Leaf Nodes|leaf node data]] indicating visibility of other objects from light's perspective. 2nd layer lights are listed first. | ||
|- | |- | ||
| float[2][3] | | float[2][3] | ||
| Octree AABB | | Octree AABB | ||
| Total bounds subdivided by octree. '''Note:''' the coordinates of the AABB are in local area space ( | | Total bounds subdivided by octree. '''Note:''' the coordinates of the AABB are in local area space (i.e. inverse-transformed with the matrix in the MREA header). | ||
|- | |- | ||
| u32 | | u32 | ||
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in-order of the first MREA sections. Next are bits relating the scripted entities in the VISI entities table. | in-order of the first MREA sections. Next are bits relating the scripted entities in the VISI entities table. | ||
Finally are the bits relating lights in order of the BABEDEAD section of the MREA. Each light encodes 2-bits apiece, | Finally are the bits relating lights in order of the BABEDEAD section of the MREA. The 2nd layer lights are related first. Each light encodes 2-bits apiece, | ||
with the following enum represented: | with the following enum represented: | ||