/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 . */ #ifndef _TILEASSEMBLER_H_ #define _TILEASSEMBLER_H_ #include #include #include #include #include #include "ModelInstance.h" #include "WorldModel.h" namespace VMAP { /** This Class is used to convert raw vector data into balanced BSP-Trees. To start the conversion call convertWorld(). */ //=============================================== class ModelPosition { private: G3D::Matrix3 iRotation; public: ModelPosition(): iScale(0.0f) { } G3D::Vector3 iPos; G3D::Vector3 iDir; float iScale; void init() { iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pif()*iDir.y/180.f, G3D::pif()*iDir.x/180.f, G3D::pif()*iDir.z/180.f); } G3D::Vector3 transform(const G3D::Vector3& pIn) const; void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; } }; struct MapSpawns { uint32 MapId = 0; std::map UniqueEntries; std::map> TileEntries; std::map> ParentTileEntries; }; typedef std::deque MapData; //=============================================== struct GroupModel_Raw { uint32 mogpflags; uint32 GroupWMOID; G3D::AABox bounds; uint32 liquidflags; std::vector triangles; std::vector vertexArray; std::unique_ptr liquid; GroupModel_Raw() : mogpflags(0), GroupWMOID(0), liquidflags(0), liquid(nullptr) { } bool Read(FILE* f); }; struct WorldModel_Raw { ModelFlags Flags; uint32 RootWMOID; std::vector groupsArray; bool Read(const char * path); }; class TileAssembler { private: std::string iDestDir; std::string iSrcDir; MapData mapData; std::set spawnedModelFiles; public: TileAssembler(std::string pSrcDirName, std::string pDestDirName); bool convertWorld2(); bool readMapSpawns(); bool calculateTransformedBound(ModelSpawn &spawn); void exportGameobjectModels(); bool convertRawFile(const std::string& pModelFilename); }; } // VMAP #endif /*_TILEASSEMBLER_H_*/