/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2020 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #ifndef MANGOS_H_MAP_BUILDER #define MANGOS_H_MAP_BUILDER #include #include #include #include #include #include "TerrainBuilder.h" #include "IntermediateValues.h" #include "IVMapManager.h" #include "WorldModel.h" using namespace std; using namespace VMAP; // G3D namespace typedefs conflicts with ACE typedefs namespace MMAP { /** * @brief * */ typedef map*> TileList; /** * @brief * */ struct Tile { /** * @brief * */ Tile() : chf(NULL), solid(NULL), cset(NULL), pmesh(NULL), dmesh(NULL) {} /** * @brief * */ ~Tile() { rcFreeCompactHeightfield(chf); rcFreeContourSet(cset); rcFreeHeightField(solid); rcFreePolyMesh(pmesh); rcFreePolyMeshDetail(dmesh); } rcCompactHeightfield* chf; /**< TODO */ rcHeightfield* solid; /**< TODO */ rcContourSet* cset; /**< TODO */ rcPolyMesh* pmesh; /**< TODO */ rcPolyMeshDetail* dmesh; /**< TODO */ }; /** * @brief * */ class MapBuilder { public: /** * @brief * * @param maxWalkableAngle * @param skipLiquid * @param skipContinents * @param skipJunkMaps * @param skipBattlegrounds * @param debugOutput * @param bigBaseUnit * @param offMeshFilePath */ MapBuilder(float maxWalkableAngle = 60.f, bool skipLiquid = false, bool skipContinents = false, bool skipJunkMaps = true, bool skipBattlegrounds = false, bool debugOutput = false, bool bigBaseUnit = false, const char* offMeshFilePath = NULL); /** * @brief * */ ~MapBuilder(); /** * @brief builds all mmap tiles for the specified map id (ignores skip settings) * * @param mapID */ void buildMap(uint32 mapID); /** * @brief builds an mmap tile for the specified map and its mesh * * @param mapID * @param tileX * @param tileY */ void buildSingleTile(uint32 mapID, uint32 tileX, uint32 tileY); /** * @brief builds list of maps, then builds all of mmap tiles (based on the skip settings) * */ void buildAllMaps(); /** * @brief * * @param mapID * @param tileX * @param tileY * @param navMesh */ void buildTile(uint32 mapID, uint32 tileX, uint32 tileY, dtNavMesh* navMesh); private: /** * @brief detect maps and tiles * */ void discoverTiles(); /** * @brief * * @param mapID * @return set */ set* getTileList(uint32 mapID); /** * @brief * * @param mapID * @param navMesh */ void buildNavMesh(uint32 mapID, dtNavMesh*& navMesh); /** * @brief move map building * * @param mapID * @param tileX * @param tileY * @param meshData * @param bmin[] * @param bmax[] * @param navMesh */ void buildMoveMapTile(uint32 mapID, uint32 tileX, uint32 tileY, MeshData& meshData, float bmin[3], float bmax[3], dtNavMesh* navMesh); /** * @brief * * @param tileX * @param tileY * @param verts * @param vertCount * @param bmin * @param bmax */ void getTileBounds(uint32 tileX, uint32 tileY, float* verts, int vertCount, float* bmin, float* bmax); /** * @brief * * @param mapID * @param minX * @param minY * @param maxX * @param maxY */ void getGridBounds(uint32 mapID, uint32& minX, uint32& minY, uint32& maxX, uint32& maxY); bool shouldSkipMap(uint32 mapID); bool isTransportMap(uint32 mapID); /** * @brief * * @param mapID * @param tileX * @param tileY * @return bool */ bool shouldSkipTile(uint32 mapID, uint32 tileX, uint32 tileY); TerrainBuilder* m_terrainBuilder; /**< TODO */ TileList m_tiles; /**< TODO */ bool m_debugOutput; /**< TODO */ const char* m_offMeshFilePath; /**< TODO */ bool m_skipContinents; /**< TODO */ bool m_skipJunkMaps; /**< TODO */ bool m_skipBattlegrounds; /**< TODO */ float m_maxWalkableAngle; /**< TODO */ bool m_bigBaseUnit; /**< TODO */ rcContext* m_rcContext; /**< build performance - not really used for now */ }; } #endif