/* * This file is part of the AzerothCore 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 Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 "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() { } G3D::Vector3 iPos; G3D::Vector3 iDir; float iScale{0.0f}; void init() { iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pif() * iDir.y / 180.f, G3D::pif() * iDir.x / 180.f, G3D::pif() * iDir.z / 180.f); } [[nodiscard]] G3D::Vector3 transform(const G3D::Vector3& pIn) const; void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; } }; typedef std::map UniqueEntryMap; typedef std::multimap TileMap; struct MapSpawns { UniqueEntryMap UniqueEntries; TileMap TileEntries; }; typedef std::map MapData; //=============================================== struct GroupModel_Raw { uint32 mogpflags{0}; uint32 GroupWMOID{0}; G3D::AABox bounds; uint32 liquidflags{0}; std::vector triangles; std::vector vertexArray; class WmoLiquid* liquid; GroupModel_Raw() : liquid(nullptr) { } ~GroupModel_Raw(); bool Read(FILE* f); }; struct WorldModel_Raw { uint32 RootWMOID; std::vector groupsArray; bool Read(const char* path); }; class TileAssembler { private: std::string iDestDir; std::string iSrcDir; G3D::Table iUniqueNameIds; MapData mapData; std::set spawnedModelFiles; public: TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName); virtual ~TileAssembler(); bool convertWorld2(); bool readMapSpawns(); bool calculateTransformedBound(ModelSpawn& spawn); void exportGameobjectModels(); bool convertRawFile(const std::string& pModelFilename); }; } // VMAP #endif /*_TILEASSEMBLER_H_*/