
Ported commits from cmangos repositories - https://github.com/cmangos/mangos-classic/commit/82f0bea - https://github.com/cmangos/mangos-classic/commit/8bb9271 - https://github.com/cmangos/mangos-classic/commit/ba373b1 - https://github.com/cmangos/mangos-classic/commit/7800ce6 Also - fixed MacOS X build
245 lines
6.2 KiB
C++
245 lines
6.2 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2016 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef MANGOS_H_TILEASSEMBLER
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#define MANGOS_H_TILEASSEMBLER
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#include <map>
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#include <set>
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#include "ModelInstance.h"
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#include "WorldModel.h"
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#include <G3D/Vector3.h>
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#include <G3D/Matrix3.h>
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namespace VMAP
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{
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/**
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* @brief This Class is used to convert raw vector data into balanced BSP-Trees.
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*
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*/
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class ModelPosition
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{
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private:
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G3D::Matrix3 iRotation; /**< TODO */
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public:
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G3D::Vector3 iPos; /**< TODO */
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G3D::Vector3 iDir; /**< TODO */
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float iScale; /**< TODO */
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/**
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* @brief
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*
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*/
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void init()
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{
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iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pi() * iDir.y / 180.f, G3D::pi() * iDir.x / 180.f, G3D::pi() * iDir.z / 180.f);
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}
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/**
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* @brief
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*
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* @param pIn
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* @return G3D::Vector3
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*/
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G3D::Vector3 transform(const G3D::Vector3& pIn) const;
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/**
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* @brief
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*
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* @param pBasePos
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*/
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void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; }
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};
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/**
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* @brief
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*
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*/
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typedef std::map<uint32, ModelSpawn> UniqueEntryMap;
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/**
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* @brief
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*
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*/
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typedef std::multimap<uint32, uint32> TileMap;
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/**
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* @brief
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*
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*/
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struct MapSpawns
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{
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UniqueEntryMap UniqueEntries; /**< TODO */
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TileMap TileEntries; /**< TODO */
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};
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/**
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* @brief
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*
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*/
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typedef std::map<uint32, MapSpawns*> MapData;
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//===============================================
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/**
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* @brief
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*
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*/
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struct GroupModel_Raw
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{
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uint32 mogpflags; /**< TODO */
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uint32 GroupWMOID; /**< TODO */
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G3D::AABox bounds; /**< TODO */
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uint32 liquidflags; /**< TODO */
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std::vector<MeshTriangle> triangles; /**< TODO */
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std::vector<G3D::Vector3> vertexArray; /**< TODO */
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class WmoLiquid* liquid; /**< TODO */
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/**
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* @brief
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*
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*/
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GroupModel_Raw() : liquid(0) {}
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/**
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* @brief
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*
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*/
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~GroupModel_Raw();
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/**
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* @brief
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*
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* @param f
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* @return bool
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*/
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bool Read(FILE* f);
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};
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/**
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* @brief
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*
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*/
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struct WorldModel_Raw
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{
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uint32 RootWMOID; /**< TODO */
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std::vector<GroupModel_Raw> groupsArray; /**< TODO */
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/**
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* @brief
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*
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* @param path
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* @return bool
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*/
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bool Read(const char* path, const char *RAW_VMAP_MAGIC);
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};
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/**
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* @brief
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*
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*/
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class TileAssembler
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{
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private:
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std::string iDestDir; /**< TODO */
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std::string iSrcDir; /**< TODO */
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/**
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* @brief
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*
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* @param pName
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* @return bool
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*/
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bool (*iFilterMethod)(char* pName);
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G3D::Table<std::string, unsigned int > iUniqueNameIds; /**< TODO */
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unsigned int iCurrentUniqueNameId; /**< TODO */
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MapData mapData; /**< TODO */
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std::set<std::string> spawnedModelFiles; /**< TODO */
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public:
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/**
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* @brief
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*
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* @param pSrcDirName
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* @param pDestDirName
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*/
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TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName);
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/**
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* @brief
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*
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*/
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virtual ~TileAssembler();
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/**
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* @brief
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*
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* @return bool
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*/
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bool convertWorld2(const char *RAW_VMAP_MAGIC);
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/**
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* @brief
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*
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* @return bool
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*/
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bool readMapSpawns();
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/**
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* @brief
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*
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* @param spawn
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* @return bool
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*/
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bool calculateTransformedBound(ModelSpawn& spawn, const char *RAW_VMAP_MAGIC);
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/**
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* @brief
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*
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*/
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void exportGameobjectModels(const char *RAW_VMAP_MAGIC);
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/**
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* @brief
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*
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* @param pModelFilename
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* @return bool
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*/
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bool convertRawFile(const std::string& pModelFilename, const char *RAW_VMAP_MAGIC);
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/**
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* @brief
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*
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* @param )
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*/
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void setModelNameFilterMethod(bool (*pFilterMethod)(char* pName)) { iFilterMethod = pFilterMethod; }
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/**
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* @brief
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*
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* @param pMapId
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* @param pModPosName
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* @return std::string
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*/
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std::string getDirEntryNameFromModName(unsigned int pMapId, const std::string& pModPosName);
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/**
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* @brief
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*
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* @param pName
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* @return unsigned int
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*/
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unsigned int getUniqueNameId(const std::string pName);
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};
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}
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#endif
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