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authorStormBytePP <stormbyte@gmail.com>2015-08-15 02:19:10 +0200
committerStormBytePP <stormbyte@gmail.com>2015-08-16 21:23:15 +0200
commit1f66d719f2cbbcb144b5080c89dd73fcae261798 (patch)
tree6a3778749b629c92de95cef7eb3d1d8c2630bdc4 /src/common/Collision/Maps/TileAssembler.cpp
parent222eaccc51b8d358c7b60d8def40d6461244ed31 (diff)
Core/BuildSystem: Merge collision, debugging, threading, utilities and configuration into "common" which does not depend on shared anymore and moved database out of shared library
These changes enables to build tools only without even having MySQL installed
Diffstat (limited to 'src/common/Collision/Maps/TileAssembler.cpp')
-rw-r--r--src/common/Collision/Maps/TileAssembler.cpp550
1 files changed, 550 insertions, 0 deletions
diff --git a/src/common/Collision/Maps/TileAssembler.cpp b/src/common/Collision/Maps/TileAssembler.cpp
new file mode 100644
index 00000000000..ec7b759f975
--- /dev/null
+++ b/src/common/Collision/Maps/TileAssembler.cpp
@@ -0,0 +1,550 @@
+/*
+ * Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
+ * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 2 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ * more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "TileAssembler.h"
+#include "MapTree.h"
+#include "BoundingIntervalHierarchy.h"
+#include "VMapDefinitions.h"
+
+#include <set>
+#include <iomanip>
+#include <sstream>
+
+using G3D::Vector3;
+using G3D::AABox;
+using G3D::inf;
+using std::pair;
+
+template<> struct BoundsTrait<VMAP::ModelSpawn*>
+{
+ static void getBounds(const VMAP::ModelSpawn* const &obj, G3D::AABox& out) { out = obj->getBounds(); }
+};
+
+namespace VMAP
+{
+ bool readChunk(FILE* rf, char *dest, const char *compare, uint32 len)
+ {
+ if (fread(dest, sizeof(char), len, rf) != len) return false;
+ return memcmp(dest, compare, len) == 0;
+ }
+
+ Vector3 ModelPosition::transform(const Vector3& pIn) const
+ {
+ Vector3 out = pIn * iScale;
+ out = iRotation * out;
+ return(out);
+ }
+
+ //=================================================================
+
+ TileAssembler::TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName)
+ : iDestDir(pDestDirName), iSrcDir(pSrcDirName), iFilterMethod(NULL), iCurrentUniqueNameId(0)
+ {
+ //mkdir(iDestDir);
+ //init();
+ }
+
+ TileAssembler::~TileAssembler()
+ {
+ //delete iCoordModelMapping;
+ }
+
+ bool TileAssembler::convertWorld2()
+ {
+ bool success = readMapSpawns();
+ if (!success)
+ return false;
+
+ // export Map data
+ for (MapData::iterator map_iter = mapData.begin(); map_iter != mapData.end() && success; ++map_iter)
+ {
+ // build global map tree
+ std::vector<ModelSpawn*> mapSpawns;
+ UniqueEntryMap::iterator entry;
+ printf("Calculating model bounds for map %u...\n", map_iter->first);
+ for (entry = map_iter->second->UniqueEntries.begin(); entry != map_iter->second->UniqueEntries.end(); ++entry)
+ {
+ // M2 models don't have a bound set in WDT/ADT placement data, i still think they're not used for LoS at all on retail
+ if (entry->second.flags & MOD_M2)
+ {
+ if (!calculateTransformedBound(entry->second))
+ break;
+ }
+ else if (entry->second.flags & MOD_WORLDSPAWN) // WMO maps and terrain maps use different origin, so we need to adapt :/
+ {
+ /// @todo remove extractor hack and uncomment below line:
+ //entry->second.iPos += Vector3(533.33333f*32, 533.33333f*32, 0.f);
+ entry->second.iBound = entry->second.iBound + Vector3(533.33333f*32, 533.33333f*32, 0.f);
+ }
+ mapSpawns.push_back(&(entry->second));
+ spawnedModelFiles.insert(entry->second.name);
+ }
+
+ printf("Creating map tree for map %u...\n", map_iter->first);
+ BIH pTree;
+
+ try
+ {
+ pTree.build(mapSpawns, BoundsTrait<ModelSpawn*>::getBounds);
+ }
+ catch (std::exception& e)
+ {
+ printf("Exception ""%s"" when calling pTree.build", e.what());
+ return false;
+ }
+
+ // ===> possibly move this code to StaticMapTree class
+ std::map<uint32, uint32> modelNodeIdx;
+ for (uint32 i=0; i<mapSpawns.size(); ++i)
+ modelNodeIdx.insert(pair<uint32, uint32>(mapSpawns[i]->ID, i));
+
+ // write map tree file
+ std::stringstream mapfilename;
+ mapfilename << iDestDir << '/' << std::setfill('0') << std::setw(3) << map_iter->first << ".vmtree";
+ FILE* mapfile = fopen(mapfilename.str().c_str(), "wb");
+ if (!mapfile)
+ {
+ success = false;
+ printf("Cannot open %s\n", mapfilename.str().c_str());
+ break;
+ }
+
+ //general info
+ if (success && fwrite(VMAP_MAGIC, 1, 8, mapfile) != 8) success = false;
+ uint32 globalTileID = StaticMapTree::packTileID(65, 65);
+ pair<TileMap::iterator, TileMap::iterator> globalRange = map_iter->second->TileEntries.equal_range(globalTileID);
+ char isTiled = globalRange.first == globalRange.second; // only maps without terrain (tiles) have global WMO
+ if (success && fwrite(&isTiled, sizeof(char), 1, mapfile) != 1) success = false;
+ // Nodes
+ if (success && fwrite("NODE", 4, 1, mapfile) != 1) success = false;
+ if (success) success = pTree.writeToFile(mapfile);
+ // global map spawns (WDT), if any (most instances)
+ if (success && fwrite("GOBJ", 4, 1, mapfile) != 1) success = false;
+
+ for (TileMap::iterator glob=globalRange.first; glob != globalRange.second && success; ++glob)
+ {
+ success = ModelSpawn::writeToFile(mapfile, map_iter->second->UniqueEntries[glob->second]);
+ }
+
+ fclose(mapfile);
+
+ // <====
+
+ // write map tile files, similar to ADT files, only with extra BSP tree node info
+ TileMap &tileEntries = map_iter->second->TileEntries;
+ TileMap::iterator tile;
+ for (tile = tileEntries.begin(); tile != tileEntries.end(); ++tile)
+ {
+ const ModelSpawn &spawn = map_iter->second->UniqueEntries[tile->second];
+ if (spawn.flags & MOD_WORLDSPAWN) // WDT spawn, saved as tile 65/65 currently...
+ continue;
+ uint32 nSpawns = tileEntries.count(tile->first);
+ std::stringstream tilefilename;
+ tilefilename.fill('0');
+ tilefilename << iDestDir << '/' << std::setw(3) << map_iter->first << '_';
+ uint32 x, y;
+ StaticMapTree::unpackTileID(tile->first, x, y);
+ tilefilename << std::setw(2) << x << '_' << std::setw(2) << y << ".vmtile";
+ if (FILE* tilefile = fopen(tilefilename.str().c_str(), "wb"))
+ {
+ // file header
+ if (success && fwrite(VMAP_MAGIC, 1, 8, tilefile) != 8) success = false;
+ // write number of tile spawns
+ if (success && fwrite(&nSpawns, sizeof(uint32), 1, tilefile) != 1) success = false;
+ // write tile spawns
+ for (uint32 s=0; s<nSpawns; ++s)
+ {
+ if (s)
+ ++tile;
+ const ModelSpawn &spawn2 = map_iter->second->UniqueEntries[tile->second];
+ success = success && ModelSpawn::writeToFile(tilefile, spawn2);
+ // MapTree nodes to update when loading tile:
+ std::map<uint32, uint32>::iterator nIdx = modelNodeIdx.find(spawn2.ID);
+ if (success && fwrite(&nIdx->second, sizeof(uint32), 1, tilefile) != 1) success = false;
+ }
+ fclose(tilefile);
+ }
+ }
+ // break; //test, extract only first map; TODO: remvoe this line
+ }
+
+ // add an object models, listed in temp_gameobject_models file
+ exportGameobjectModels();
+ // export objects
+ std::cout << "\nConverting Model Files" << std::endl;
+ for (std::set<std::string>::iterator mfile = spawnedModelFiles.begin(); mfile != spawnedModelFiles.end(); ++mfile)
+ {
+ std::cout << "Converting " << *mfile << std::endl;
+ if (!convertRawFile(*mfile))
+ {
+ std::cout << "error converting " << *mfile << std::endl;
+ success = false;
+ break;
+ }
+ }
+
+ //cleanup:
+ for (MapData::iterator map_iter = mapData.begin(); map_iter != mapData.end(); ++map_iter)
+ {
+ delete map_iter->second;
+ }
+ return success;
+ }
+
+ bool TileAssembler::readMapSpawns()
+ {
+ std::string fname = iSrcDir + "/dir_bin";
+ FILE* dirf = fopen(fname.c_str(), "rb");
+ if (!dirf)
+ {
+ printf("Could not read dir_bin file!\n");
+ return false;
+ }
+ printf("Read coordinate mapping...\n");
+ uint32 mapID, tileX, tileY, check=0;
+ G3D::Vector3 v1, v2;
+ ModelSpawn spawn;
+ while (!feof(dirf))
+ {
+ check = 0;
+ // read mapID, tileX, tileY, Flags, adtID, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
+ check += fread(&mapID, sizeof(uint32), 1, dirf);
+ if (check == 0) // EoF...
+ break;
+ check += fread(&tileX, sizeof(uint32), 1, dirf);
+ check += fread(&tileY, sizeof(uint32), 1, dirf);
+ if (!ModelSpawn::readFromFile(dirf, spawn))
+ break;
+
+ MapSpawns *current;
+ MapData::iterator map_iter = mapData.find(mapID);
+ if (map_iter == mapData.end())
+ {
+ printf("spawning Map %u\n", mapID);
+ mapData[mapID] = current = new MapSpawns();
+ }
+ else current = (*map_iter).second;
+ current->UniqueEntries.insert(pair<uint32, ModelSpawn>(spawn.ID, spawn));
+ current->TileEntries.insert(pair<uint32, uint32>(StaticMapTree::packTileID(tileX, tileY), spawn.ID));
+ }
+ bool success = (ferror(dirf) == 0);
+ fclose(dirf);
+ return success;
+ }
+
+ bool TileAssembler::calculateTransformedBound(ModelSpawn &spawn)
+ {
+ std::string modelFilename(iSrcDir);
+ modelFilename.push_back('/');
+ modelFilename.append(spawn.name);
+
+ ModelPosition modelPosition;
+ modelPosition.iDir = spawn.iRot;
+ modelPosition.iScale = spawn.iScale;
+ modelPosition.init();
+
+ WorldModel_Raw raw_model;
+ if (!raw_model.Read(modelFilename.c_str()))
+ return false;
+
+ uint32 groups = raw_model.groupsArray.size();
+ if (groups != 1)
+ printf("Warning: '%s' does not seem to be a M2 model!\n", modelFilename.c_str());
+
+ AABox modelBound;
+ bool boundEmpty=true;
+
+ for (uint32 g=0; g<groups; ++g) // should be only one for M2 files...
+ {
+ std::vector<Vector3>& vertices = raw_model.groupsArray[g].vertexArray;
+
+ if (vertices.empty())
+ {
+ std::cout << "error: model '" << spawn.name << "' has no geometry!" << std::endl;
+ continue;
+ }
+
+ uint32 nvectors = vertices.size();
+ for (uint32 i = 0; i < nvectors; ++i)
+ {
+ Vector3 v = modelPosition.transform(vertices[i]);
+
+ if (boundEmpty)
+ modelBound = AABox(v, v), boundEmpty=false;
+ else
+ modelBound.merge(v);
+ }
+ }
+ spawn.iBound = modelBound + spawn.iPos;
+ spawn.flags |= MOD_HAS_BOUND;
+ return true;
+ }
+
+ struct WMOLiquidHeader
+ {
+ int xverts, yverts, xtiles, ytiles;
+ float pos_x;
+ float pos_y;
+ float pos_z;
+ short type;
+ };
+ //=================================================================
+ bool TileAssembler::convertRawFile(const std::string& pModelFilename)
+ {
+ bool success = true;
+ std::string filename = iSrcDir;
+ if (filename.length() >0)
+ filename.push_back('/');
+ filename.append(pModelFilename);
+
+ WorldModel_Raw raw_model;
+ if (!raw_model.Read(filename.c_str()))
+ return false;
+
+ // write WorldModel
+ WorldModel model;
+ model.setRootWmoID(raw_model.RootWMOID);
+ if (!raw_model.groupsArray.empty())
+ {
+ std::vector<GroupModel> groupsArray;
+
+ uint32 groups = raw_model.groupsArray.size();
+ for (uint32 g = 0; g < groups; ++g)
+ {
+ GroupModel_Raw& raw_group = raw_model.groupsArray[g];
+ groupsArray.push_back(GroupModel(raw_group.mogpflags, raw_group.GroupWMOID, raw_group.bounds ));
+ groupsArray.back().setMeshData(raw_group.vertexArray, raw_group.triangles);
+ groupsArray.back().setLiquidData(raw_group.liquid);
+ }
+
+ model.setGroupModels(groupsArray);
+ }
+
+ success = model.writeFile(iDestDir + "/" + pModelFilename + ".vmo");
+ //std::cout << "readRawFile2: '" << pModelFilename << "' tris: " << nElements << " nodes: " << nNodes << std::endl;
+ return success;
+ }
+
+ void TileAssembler::exportGameobjectModels()
+ {
+ FILE* model_list = fopen((iSrcDir + "/" + "temp_gameobject_models").c_str(), "rb");
+ if (!model_list)
+ return;
+
+ FILE* model_list_copy = fopen((iDestDir + "/" + GAMEOBJECT_MODELS).c_str(), "wb");
+ if (!model_list_copy)
+ {
+ fclose(model_list);
+ return;
+ }
+
+ uint32 name_length, displayId;
+ char buff[500];
+ while (!feof(model_list))
+ {
+ if (fread(&displayId, sizeof(uint32), 1, model_list) != 1
+ || fread(&name_length, sizeof(uint32), 1, model_list) != 1
+ || name_length >= sizeof(buff)
+ || fread(&buff, sizeof(char), name_length, model_list) != name_length)
+ {
+ std::cout << "\nFile 'temp_gameobject_models' seems to be corrupted" << std::endl;
+ break;
+ }
+
+ std::string model_name(buff, name_length);
+
+ WorldModel_Raw raw_model;
+ if ( !raw_model.Read((iSrcDir + "/" + model_name).c_str()) )
+ continue;
+
+ spawnedModelFiles.insert(model_name);
+ AABox bounds;
+ bool boundEmpty = true;
+ for (uint32 g = 0; g < raw_model.groupsArray.size(); ++g)
+ {
+ std::vector<Vector3>& vertices = raw_model.groupsArray[g].vertexArray;
+
+ uint32 nvectors = vertices.size();
+ for (uint32 i = 0; i < nvectors; ++i)
+ {
+ Vector3& v = vertices[i];
+ if (boundEmpty)
+ bounds = AABox(v, v), boundEmpty = false;
+ else
+ bounds.merge(v);
+ }
+ }
+
+ if (bounds.isEmpty())
+ {
+ std::cout << "\nModel " << std::string(buff, name_length) << " has empty bounding box" << std::endl;
+ continue;
+ }
+
+ if (!bounds.isFinite())
+ {
+ std::cout << "\nModel " << std::string(buff, name_length) << " has invalid bounding box" << std::endl;
+ continue;
+ }
+
+ fwrite(&displayId, sizeof(uint32), 1, model_list_copy);
+ fwrite(&name_length, sizeof(uint32), 1, model_list_copy);
+ fwrite(&buff, sizeof(char), name_length, model_list_copy);
+ fwrite(&bounds.low(), sizeof(Vector3), 1, model_list_copy);
+ fwrite(&bounds.high(), sizeof(Vector3), 1, model_list_copy);
+ }
+
+ fclose(model_list);
+ fclose(model_list_copy);
+ }
+ // temporary use defines to simplify read/check code (close file and return at fail)
+ #define READ_OR_RETURN(V, S) if (fread((V), (S), 1, rf) != 1) { \
+ fclose(rf); printf("readfail, op = %i\n", readOperation); return(false); }
+ #define READ_OR_RETURN_WITH_DELETE(V, S) if (fread((V), (S), 1, rf) != 1) { \
+ fclose(rf); printf("readfail, op = %i\n", readOperation); delete[] V; return(false); };
+ #define CMP_OR_RETURN(V, S) if (strcmp((V), (S)) != 0) { \
+ fclose(rf); printf("cmpfail, %s!=%s\n", V, S);return(false); }
+
+ bool GroupModel_Raw::Read(FILE* rf)
+ {
+ char blockId[5];
+ blockId[4] = 0;
+ int blocksize;
+ int readOperation = 0;
+
+ READ_OR_RETURN(&mogpflags, sizeof(uint32));
+ READ_OR_RETURN(&GroupWMOID, sizeof(uint32));
+
+
+ Vector3 vec1, vec2;
+ READ_OR_RETURN(&vec1, sizeof(Vector3));
+
+ READ_OR_RETURN(&vec2, sizeof(Vector3));
+ bounds.set(vec1, vec2);
+
+ READ_OR_RETURN(&liquidflags, sizeof(uint32));
+
+ // will this ever be used? what is it good for anyway??
+ uint32 branches;
+ READ_OR_RETURN(&blockId, 4);
+ CMP_OR_RETURN(blockId, "GRP ");
+ READ_OR_RETURN(&blocksize, sizeof(int));
+ READ_OR_RETURN(&branches, sizeof(uint32));
+ for (uint32 b=0; b<branches; ++b)
+ {
+ uint32 indexes;
+ // indexes for each branch (not used jet)
+ READ_OR_RETURN(&indexes, sizeof(uint32));
+ }
+
+ // ---- indexes
+ READ_OR_RETURN(&blockId, 4);
+ CMP_OR_RETURN(blockId, "INDX");
+ READ_OR_RETURN(&blocksize, sizeof(int));
+ uint32 nindexes;
+ READ_OR_RETURN(&nindexes, sizeof(uint32));
+ if (nindexes >0)
+ {
+ uint16 *indexarray = new uint16[nindexes];
+ READ_OR_RETURN_WITH_DELETE(indexarray, nindexes*sizeof(uint16));
+ triangles.reserve(nindexes / 3);
+ for (uint32 i=0; i<nindexes; i+=3)
+ triangles.push_back(MeshTriangle(indexarray[i], indexarray[i+1], indexarray[i+2]));
+
+ delete[] indexarray;
+ }
+
+ // ---- vectors
+ READ_OR_RETURN(&blockId, 4);
+ CMP_OR_RETURN(blockId, "VERT");
+ READ_OR_RETURN(&blocksize, sizeof(int));
+ uint32 nvectors;
+ READ_OR_RETURN(&nvectors, sizeof(uint32));
+
+ if (nvectors >0)
+ {
+ float *vectorarray = new float[nvectors*3];
+ READ_OR_RETURN_WITH_DELETE(vectorarray, nvectors*sizeof(float)*3);
+ for (uint32 i=0; i<nvectors; ++i)
+ vertexArray.push_back( Vector3(vectorarray + 3*i) );
+
+ delete[] vectorarray;
+ }
+ // ----- liquid
+ liquid = 0;
+ if (liquidflags& 1)
+ {
+ WMOLiquidHeader hlq;
+ READ_OR_RETURN(&blockId, 4);
+ CMP_OR_RETURN(blockId, "LIQU");
+ READ_OR_RETURN(&blocksize, sizeof(int));
+ READ_OR_RETURN(&hlq, sizeof(WMOLiquidHeader));
+ liquid = new WmoLiquid(hlq.xtiles, hlq.ytiles, Vector3(hlq.pos_x, hlq.pos_y, hlq.pos_z), hlq.type);
+ uint32 size = hlq.xverts*hlq.yverts;
+ READ_OR_RETURN(liquid->GetHeightStorage(), size*sizeof(float));
+ size = hlq.xtiles*hlq.ytiles;
+ READ_OR_RETURN(liquid->GetFlagsStorage(), size);
+ }
+
+ return true;
+ }
+
+
+ GroupModel_Raw::~GroupModel_Raw()
+ {
+ delete liquid;
+ }
+
+ bool WorldModel_Raw::Read(const char * path)
+ {
+ FILE* rf = fopen(path, "rb");
+ if (!rf)
+ {
+ printf("ERROR: Can't open raw model file: %s\n", path);
+ return false;
+ }
+
+ char ident[9];
+ ident[8] = '\0';
+ int readOperation = 0;
+
+ READ_OR_RETURN(&ident, 8);
+ CMP_OR_RETURN(ident, RAW_VMAP_MAGIC);
+
+ // we have to read one int. This is needed during the export and we have to skip it here
+ uint32 tempNVectors;
+ READ_OR_RETURN(&tempNVectors, sizeof(tempNVectors));
+
+ uint32 groups;
+ READ_OR_RETURN(&groups, sizeof(uint32));
+ READ_OR_RETURN(&RootWMOID, sizeof(uint32));
+
+ groupsArray.resize(groups);
+ bool succeed = true;
+ for (uint32 g = 0; g < groups && succeed; ++g)
+ succeed = groupsArray[g].Read(rf);
+
+ if (succeed) /// rf will be freed inside Read if the function had any errors.
+ fclose(rf);
+ return succeed;
+ }
+
+ // drop of temporary use defines
+ #undef READ_OR_RETURN
+ #undef CMP_OR_RETURN
+}