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/*
* Copyright (C) 2008-2013 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>
#include <iomanip>
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;
pTree.build(mapSpawns, BoundsTrait<ModelSpawn*>::getBounds);
// ===> 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";
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 %d\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);
}
}
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[8];
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);
fclose(rf);
return succeed;
}
// drop of temporary use defines
#undef READ_OR_RETURN
#undef CMP_OR_RETURN
}
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