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Important: * You have to re-extract and assemble vmaps * Update your config file, new option 'vmap.enableIndoorCheck' added New features: * Include WMO+DBC area information for correct subarea identification and indoor check * Support for WMO liquid (fishing/swimming in cities, instances and oterh WMO based environments) Technical changes: * New Bounding Interval Hierarchy (BIH) data structure for better performance * Referenced model data for reduced memory usage, needs more files, but reduces overall file size from ~1.9GB to ~550MB Additional Authors: arrai (DBC handling and indoor detection) faramir118 (windows support and bug investigation) And of course thanks Vladimir for a lot of patience and support!
123 lines
4.8 KiB
C++
123 lines
4.8 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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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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#ifndef _WORLDMODEL_H
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#define _WORLDMODEL_H
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#include <G3D/HashTrait.h>
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#include <G3D/Vector3.h>
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include "BIH.h"
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#include "Platform/Define.h"
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namespace VMAP
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{
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class TreeNode;
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struct AreaInfo;
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struct LocationInfo;
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class MeshTriangle
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{
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public:
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MeshTriangle(){};
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MeshTriangle(uint32 na, uint32 nb, uint32 nc): idx0(na), idx1(nb), idx2(nc) {};
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uint32 idx0;
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uint32 idx1;
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uint32 idx2;
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};
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class WmoLiquid
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{
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public:
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WmoLiquid(uint32 width, uint32 height, const Vector3 &corner, uint32 type);
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WmoLiquid(const WmoLiquid &other);
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~WmoLiquid();
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WmoLiquid& operator=(const WmoLiquid &other);
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bool GetLiquidHeight(const Vector3 &pos, float &liqHeight) const;
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uint32 GetType() const { return iType; }
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float *GetHeightStorage() { return iHeight; }
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uint8 *GetFlagsStorage() { return iFlags; }
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uint32 GetFileSize();
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bool writeToFile(FILE *wf);
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static bool readFromFile(FILE *rf, WmoLiquid *&liquid);
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private:
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WmoLiquid(): iHeight(0), iFlags(0) {};
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uint32 iTilesX; //!< number of tiles in x direction, each
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uint32 iTilesY;
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Vector3 iCorner; //!< the lower corner
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uint32 iType; //!< liquid type
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float *iHeight; //!< (tilesX + 1)*(tilesY + 1) height values
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uint8 *iFlags; //!< info if liquid tile is used
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};
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/*! holding additional info for WMO group files */
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class GroupModel
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{
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public:
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GroupModel(): iLiquid(0) {}
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GroupModel(const GroupModel &other);
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GroupModel(uint32 mogpFlags, uint32 groupWMOID, const AABox &bound):
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iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(0) {}
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~GroupModel() { delete iLiquid; }
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//! pass mesh data to object and create BIH. Passed vectors get get swapped with old geometry!
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void setMeshData(std::vector<Vector3> &vert, std::vector<MeshTriangle> &tri);
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void setLiquidData(WmoLiquid *liquid) { iLiquid = liquid; }
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bool IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const;
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bool IsInsideObject(const Vector3 &pos, const Vector3 &down, float &z_dist) const;
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bool GetLiquidLevel(const Vector3 &pos, float &liqHeight) const;
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uint32 GetLiquidType() const;
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bool writeToFile(FILE *wf);
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bool readFromFile(FILE *rf);
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const G3D::AABox& GetBound() const { return iBound; }
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uint32 GetMogpFlags() const { return iMogpFlags; }
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uint32 GetWmoID() const { return iGroupWMOID; }
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protected:
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G3D::AABox iBound;
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uint32 iMogpFlags;// 0x8 outdor; 0x2000 indoor
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uint32 iGroupWMOID;
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std::vector<Vector3> vertices;
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std::vector<MeshTriangle> triangles;
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BIH meshTree;
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WmoLiquid *iLiquid;
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};
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/*! Holds a model (converted M2 or WMO) in its original coordinate space */
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class WorldModel
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{
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public:
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WorldModel(): RootWMOID(0) {}
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//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
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void setGroupModels(std::vector<GroupModel> &models);
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void setRootWmoID(uint32 id) { RootWMOID = id; }
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bool IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const;
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bool IntersectPoint(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, AreaInfo &info) const;
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bool GetLocationInfo(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, LocationInfo &info) const;
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bool writeFile(const std::string &filename);
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bool readFile(const std::string &filename);
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protected:
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uint32 RootWMOID;
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std::vector<GroupModel> groupModels;
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BIH groupTree;
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};
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} // namespace VMAP
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#endif // _WORLDMODEL_H
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