/* * Copyright (C) 2008-2013 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 "MapTree.h" #include "BoundingIntervalHierarchy.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), 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 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::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 modelNodeIdx; for (uint32 i=0; i(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 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; ssecond->UniqueEntries[tile->second]; success = success && ModelSpawn::writeToFile(tilefile, spawn2); // MapTree nodes to update when loading tile: std::map::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::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 %d\n", mapID); mapData[mapID] = current = new MapSpawns(); } else current = (*map_iter).second; current->UniqueEntries.insert(pair(spawn.ID, spawn)); current->TileEntries.insert(pair(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& 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 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& 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); } } 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; 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); } 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 }