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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef _TILEASSEMBLER_H_
#define _TILEASSEMBLER_H_
#include "ModelInstance.h"
#include "WorldModel.h"
#include <G3D/Matrix3.h>
#include <G3D/Vector3.h>
#include <boost/filesystem/path.hpp>
#include <deque>
#include <map>
#include <set>
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<uint32, ModelSpawn> UniqueEntries;
std::set<std::string> SpawnedModelFiles;
std::map<uint32 /*packedTileId*/, std::set<uint32 /*Id*/>> TileEntries;
std::map<uint32 /*packedTileId*/, std::set<uint32 /*Id*/>> ParentTileEntries;
};
typedef std::deque<MapSpawns> MapData;
//===============================================
struct GroupModel_Raw
{
uint32 mogpflags;
uint32 GroupWMOID;
G3D::AABox bounds;
uint32 liquidflags;
std::vector<MeshTriangle> triangles;
std::vector<G3D::Vector3> vertexArray;
std::unique_ptr<WmoLiquid> liquid;
GroupModel_Raw() : mogpflags(0), GroupWMOID(0), liquidflags(0),
liquid(nullptr) { }
bool Read(FILE* f);
};
struct WorldModel_Raw
{
ModelFlags Flags;
uint32 RootWMOID;
std::vector<GroupModel_Raw> groupsArray;
bool Read(boost::filesystem::path const& path);
};
class TileAssembler
{
private:
boost::filesystem::path iSrcDir;
boost::filesystem::path iDestDir;
uint32 iThreads;
std::set<std::string> spawnedModelFiles;
public:
TileAssembler(std::string const& srcDirName, std::string const& destDirName, uint32 threads);
bool convertWorld2();
bool convertMap(MapSpawns& data) const;
static bool readMapSpawns(FILE* dirf, MapSpawns* data);
bool calculateTransformedBound(ModelSpawn &spawn) const;
void exportGameobjectModels();
bool convertRawFile(const std::string& pModelFilename) const;
};
} // VMAP
#endif /*_TILEASSEMBLER_H_*/
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