diff options
Diffstat (limited to 'src/server/shared')
| -rw-r--r-- | src/server/shared/DataStores/DBCStore.h | 115 |
1 files changed, 0 insertions, 115 deletions
diff --git a/src/server/shared/DataStores/DBCStore.h b/src/server/shared/DataStores/DBCStore.h index 7c2cab1e36a..b93bbdaea12 100644 --- a/src/server/shared/DataStores/DBCStore.h +++ b/src/server/shared/DataStores/DBCStore.h @@ -25,121 +25,6 @@ #include "DatabaseWorkerPool.h" #include "Implementation/WorldDatabase.h" #include "DatabaseEnv.h" -#include <G3D/Vector3.h> -#include <G3D/AABox.h> - - // Structures for M4 file. Source: https://wowdev.wiki -template<typename T> -struct M2SplineKey -{ - T p0; - T p1; - T p2; -}; - -struct M2Header -{ - char Magic[4]; // "MD20" - uint32 Version; // The version of the format. - uint32 lName; // Length of the model's name including the trailing \0 - uint32 ofsName; // Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess. - uint32 GlobalModelFlags; // 0x0001: tilt x, 0x0002: tilt y, 0x0008: add 2 fields in header, 0x0020: load .phys data (MoP+), 0x0080: has _lod .skin files (MoP?+), 0x0100: is camera related. - uint32 nGlobalSequences; - uint32 ofsGlobalSequences; // A list of timestamps. - uint32 nAnimations; - uint32 ofsAnimations; // Information about the animations in the model. - uint32 nAnimationLookup; - uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block. - uint32 nBones; // MAX_BONES = 0x100 - uint32 ofsBones; // Information about the bones in this model. - uint32 nKeyBoneLookup; - uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones. - uint32 nVertices; - uint32 ofsVertices; // Vertices of the model. - uint32 nViews; // Views (LOD) are now in .skins. - uint32 nSubmeshAnimations; - uint32 ofsSubmeshAnimations; // Submesh color and alpha animations definitions. - uint32 nTextures; - uint32 ofsTextures; // Textures of this model. - uint32 nTransparency; - uint32 ofsTransparency; // Transparency of textures. - uint32 nUVAnimation; - uint32 ofsUVAnimation; - uint32 nTexReplace; - uint32 ofsTexReplace; // Replaceable Textures. - uint32 nRenderFlags; - uint32 ofsRenderFlags; // Blending modes / render flags. - uint32 nBoneLookupTable; - uint32 ofsBoneLookupTable; // A bone lookup table. - uint32 nTexLookup; - uint32 ofsTexLookup; // The same for textures. - uint32 nTexUnits; // possibly removed with cata?! - uint32 ofsTexUnits; // And texture units. Somewhere they have to be too. - uint32 nTransLookup; - uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies. - uint32 nUVAnimLookup; - uint32 ofsUVAnimLookup; - G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height - float BoundingSphereRadius; - G3D::AABox CollisionBox; - float CollisionSphereRadius; - uint32 nBoundingTriangles; - uint32 ofsBoundingTriangles; // Our bounding volumes. Similar structure like in the old ofsViews. - uint32 nBoundingVertices; - uint32 ofsBoundingVertices; - uint32 nBoundingNormals; - uint32 ofsBoundingNormals; - uint32 nAttachments; - uint32 ofsAttachments; // Attachments are for weapons etc. - uint32 nAttachLookup; - uint32 ofsAttachLookup; // Of course with a lookup. - uint32 nEvents; - uint32 ofsEvents; // Used for playing sounds when dying and a lot else. - uint32 nLights; - uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too. - uint32 nCameras; // Format of Cameras changed with version 271! - uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab. - uint32 nCameraLookup; - uint32 ofsCameraLookup; // And lookup-time again. - uint32 nRibbonEmitters; - uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails. - uint32 nParticleEmitters; - uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles. - uint32 nBlendMaps; // This has to deal with blending. Exists IFF (flags & 0x8) != 0. When set, textures blending is overriden by the associated array. See M2/WotLK#Blend_mode_overrides - uint32 ofsBlendMaps; // Same as above. Points to an array of uint16 of nBlendMaps entries -- From WoD information.}; -}; - -struct M2Array -{ - uint32_t number; - uint32 offset_elements; -}; -struct M2Track -{ - uint16_t interpolation_type; - uint16_t global_sequence; - M2Array timestamps; - M2Array values; -}; - -struct M2Camera -{ - uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table. - float fov; // No radians, no degrees. Multiply by 35 to get degrees. - float far_clip; - float near_clip; - M2Track positions; // How the camera's position moves. Should be 3*3 floats. - G3D::Vector3 position_base; - M2Track target_positions; // How the target moves. Should be 3*3 floats. - G3D::Vector3 target_position_base; - M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi. -}; - -struct FlyByCamera -{ - uint32 timeStamp; - G3D::Vector4 locations; -}; struct SqlDbc { |
