/* * Copyright (C) 2008-2018 TrinityCore * Copyright (C) 2005-2010 MaNGOS * * 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 . */ #include "TileAssembler.h" #include "BoundingIntervalHierarchy.h" #include "MapTree.h" #include "StringFormat.h" #include "VMapDefinitions.h" #include #include #include #include using G3D::Vector3; using G3D::AABox; using G3D::inf; using std::pair; template<> struct BoundsTrait { 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) { boost::filesystem::create_directory(iDestDir); } TileAssembler::~TileAssembler() { } bool TileAssembler::convertWorld2() { bool success = readMapSpawns(); if (!success) return false; float constexpr invTileSize = 1.0f / 533.33333f; // export Map data while (!mapData.empty()) { MapSpawns data = std::move(mapData.front()); mapData.pop_front(); // build global map tree std::vector mapSpawns; mapSpawns.reserve(data.UniqueEntries.size()); printf("Calculating model bounds for map %u...\n", data.MapId); for (auto entry = data.UniqueEntries.begin(); entry != data.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)) continue; mapSpawns.push_back(&entry->second); spawnedModelFiles.insert(entry->second.name); std::map>& tileEntries = (entry->second.flags & MOD_PARENT_SPAWN) ? data.ParentTileEntries : data.TileEntries; G3D::AABox const& bounds = entry->second.iBound; G3D::Vector2int16 low(int16(bounds.low().x * invTileSize), int16(bounds.low().y * invTileSize)); G3D::Vector2int16 high(int16(bounds.high().x * invTileSize), int16(bounds.high().y * invTileSize)); for (int x = low.x; x <= high.x; ++x) for (int y = low.y; y <= high.y; ++y) tileEntries[StaticMapTree::packTileID(x, y)].emplace(entry->second.ID, entry->second.flags); } printf("Creating map tree for map %u...\n", data.MapId); BIH pTree; try { pTree.build(mapSpawns, BoundsTrait::getBounds); } catch (std::exception& e) { printf("Exception ""%s"" when calling pTree.build", e.what()); return false; } // ===> possibly move this code to StaticMapTree class // write map tree file std::stringstream mapfilename; mapfilename << iDestDir << '/' << std::setfill('0') << std::setw(4) << data.MapId << ".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; // Nodes if (success && fwrite("NODE", 4, 1, mapfile) != 1) success = false; if (success) success = pTree.writeToFile(mapfile); // spawn id to index map uint32 mapSpawnsSize = mapSpawns.size(); if (success && fwrite("SIDX", 4, 1, mapfile) != 1) success = false; if (success && fwrite(&mapSpawnsSize, sizeof(uint32), 1, mapfile) != 1) success = false; for (uint32 i = 0; i < mapSpawnsSize; ++i) { if (success && fwrite(&mapSpawns[i]->ID, sizeof(uint32), 1, mapfile) != 1) success = false; if (success && fwrite(&i, sizeof(uint32), 1, mapfile) != 1) success = false; } fclose(mapfile); // <==== // write map tile files, similar to ADT files, only with extra BIH tree node info for (auto tileItr = data.TileEntries.begin(); tileItr != data.TileEntries.end(); ++tileItr) { uint32 x, y; StaticMapTree::unpackTileID(tileItr->first, x, y); std::string tileFileName = Trinity::StringFormat("%s/%04u_%02u_%02u.vmtile", iDestDir.c_str(), data.MapId, y, x); if (FILE* tileFile = fopen(tileFileName.c_str(), "wb")) { std::set const& parentTileEntries = data.ParentTileEntries[tileItr->first]; uint32 nSpawns = tileItr->second.size() + parentTileEntries.size(); // 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 (auto spawnItr = tileItr->second.begin(); spawnItr != tileItr->second.end() && success; ++spawnItr) success = ModelSpawn::writeToFile(tileFile, data.UniqueEntries[spawnItr->Id]); for (auto spawnItr = parentTileEntries.begin(); spawnItr != parentTileEntries.end() && success; ++spawnItr) success = ModelSpawn::writeToFile(tileFile, data.UniqueEntries[spawnItr->Id]); fclose(tileFile); } } } // add an object models, listed in temp_gameobject_models file exportGameobjectModels(); // export objects std::cout << "\nConverting Model Files" << std::endl; for (std::set::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; } } 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, check=0; std::map data; while (!feof(dirf)) { check = 0; // read mapID, Flags, NameSet, UniqueId, Pos, Rot, Scale, Bound_lo, Bound_hi, name check += fread(&mapID, sizeof(uint32), 1, dirf); if (check == 0) // EoF... break; ModelSpawn spawn; if (!ModelSpawn::readFromFile(dirf, spawn)) break; auto map_iter = data.emplace(std::piecewise_construct, std::forward_as_tuple(mapID), std::forward_as_tuple()); if (map_iter.second) { map_iter.first->second.MapId = mapID; printf("spawning Map %u\n", mapID); } map_iter.first->second.UniqueEntries.emplace(spawn.ID, spawn); } mapData.resize(data.size()); auto dst = mapData.begin(); for (auto src = data.begin(); src != data.end(); ++src, ++dst) *dst = std::move(src->second); 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; modelBound.merge(modelPosition.transform(raw_model.groupsArray[0].bounds.low())); modelBound.merge(modelPosition.transform(raw_model.groupsArray[0].bounds.high())); spawn.iBound = modelBound + spawn.iPos; spawn.flags |= MOD_HAS_BOUND; return true; } #pragma pack(push, 1) struct WMOLiquidHeader { int xverts, yverts, xtiles, ytiles; float pos_x; float pos_y; float pos_z; short material; }; #pragma pack(pop) //================================================================= 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 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; char ident[8]; if (fread(ident, 1, 8, model_list) != 8 || memcmp(ident, VMAP::RAW_VMAP_MAGIC, 8) != 0) { fclose(model_list); return; } FILE* model_list_copy = fopen((iDestDir + "/" + GAMEOBJECT_MODELS).c_str(), "wb"); if (!model_list_copy) { fclose(model_list); return; } fwrite(VMAP::VMAP_MAGIC, 1, 8, model_list_copy); uint32 name_length, displayId; uint8 isWmo; char buff[500]; while (true) { if (fread(&displayId, sizeof(uint32), 1, model_list) != 1) if (feof(model_list)) // EOF flag is only set after failed reading attempt break; if (fread(&isWmo, sizeof(uint8), 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& 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(&isWmo, sizeof(uint8), 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; b0) { uint16 *indexarray = new uint16[nindexes]; READ_OR_RETURN_WITH_DELETE(indexarray, nindexes*sizeof(uint16)); triangles.reserve(nindexes / 3); for (uint32 i=0; i0) { float *vectorarray = new float[nvectors*3]; READ_OR_RETURN_WITH_DELETE(vectorarray, nvectors*sizeof(float)*3); for (uint32 i=0; iGetHeightStorage(), size * sizeof(float)); size = hlq.xtiles * hlq.ytiles; READ_OR_RETURN(liquid->GetFlagsStorage(), size); } else { liquid = new WmoLiquid(0, 0, Vector3::zero(), liquidType); liquid->GetHeightStorage()[0] = bounds.high().z; } } 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 }