mirror of
https://github.com/azerothcore/azerothcore-wotlk.git
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114 lines
3.2 KiB
C++
114 lines
3.2 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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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, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _TILEASSEMBLER_H_
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#define _TILEASSEMBLER_H_
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#include <G3D/Matrix3.h>
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#include <G3D/Vector3.h>
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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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namespace VMAP
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{
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/**
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This Class is used to convert raw vector data into balanced BSP-Trees.
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To start the conversion call convertWorld().
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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;
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public:
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ModelPosition() { }
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G3D::Vector3 iPos;
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G3D::Vector3 iDir;
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float iScale{0.0f};
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void init()
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{
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iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pif() * iDir.y / 180.f, G3D::pif() * iDir.x / 180.f, G3D::pif() * iDir.z / 180.f);
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}
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[[nodiscard]] G3D::Vector3 transform(const G3D::Vector3& pIn) const;
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void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; }
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};
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typedef std::map<uint32, ModelSpawn> UniqueEntryMap;
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typedef std::multimap<uint32, uint32> TileMap;
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struct MapSpawns
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{
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UniqueEntryMap UniqueEntries;
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TileMap TileEntries;
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};
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typedef std::map<uint32, MapSpawns*> MapData;
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//===============================================
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struct GroupModel_Raw
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{
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uint32 mogpflags{0};
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uint32 GroupWMOID{0};
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G3D::AABox bounds;
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uint32 liquidflags{0};
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std::vector<MeshTriangle> triangles;
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std::vector<G3D::Vector3> vertexArray;
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class WmoLiquid* liquid;
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GroupModel_Raw() : liquid(nullptr) { }
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~GroupModel_Raw();
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bool Read(FILE* f);
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};
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struct WorldModel_Raw
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{
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uint32 RootWMOID;
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std::vector<GroupModel_Raw> groupsArray;
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bool Read(const char* path);
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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;
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std::string iSrcDir;
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G3D::Table<std::string, unsigned int > iUniqueNameIds;
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MapData mapData;
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std::set<std::string> spawnedModelFiles;
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public:
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TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName);
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virtual ~TileAssembler();
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bool convertWorld2();
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bool readMapSpawns();
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bool calculateTransformedBound(ModelSpawn& spawn);
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void exportGameobjectModels();
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bool convertRawFile(const std::string& pModelFilename);
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};
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} // VMAP
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#endif /*_TILEASSEMBLER_H_*/
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