server/src/game/vmap/TileAssembler.h
2011-01-01 20:33:43 +03:00

89 lines
3 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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
*/
#ifndef _TILEASSEMBLER_H_
#define _TILEASSEMBLER_H_
#include <G3D/Vector3.h>
#include <G3D/Matrix3.h>
#include <map>
#include "ModelInstance.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:
G3D::Vector3 iPos;
G3D::Vector3 iDir;
float iScale;
void init()
{
iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pi()*iDir.y/180.f, G3D::pi()*iDir.x/180.f, G3D::pi()*iDir.z/180.f);
}
G3D::Vector3 transform(const G3D::Vector3& pIn) const;
void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; }
};
typedef std::map<uint32, ModelSpawn> UniqueEntryMap;
typedef std::multimap<uint32, uint32> TileMap;
struct MapSpawns
{
UniqueEntryMap UniqueEntries;
TileMap TileEntries;
};
typedef std::map<uint32, MapSpawns*> MapData;
//===============================================
class TileAssembler
{
private:
std::string iDestDir;
std::string iSrcDir;
bool (*iFilterMethod)(char *pName);
G3D::Table<std::string, unsigned int > iUniqueNameIds;
unsigned int iCurrentUniqueNameId;
MapData mapData;
public:
TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName);
virtual ~TileAssembler();
bool convertWorld2();
bool readMapSpawns();
bool calculateTransformedBound(ModelSpawn &spawn);
bool convertRawFile(const std::string& pModelFilename);
void setModelNameFilterMethod(bool (*pFilterMethod)(char *pName)) { iFilterMethod = pFilterMethod; }
std::string getDirEntryNameFromModName(unsigned int pMapId, const std::string& pModPosName);
unsigned int getUniqueNameId(const std::string pName);
};
} // VMAP
#endif /*_TILEASSEMBLER_H_*/