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93 lines
3.8 KiB
C++
93 lines
3.8 KiB
C++
/*
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* Copyright (C) 2005-2008 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 _TILEASSEMBLER_H_
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#define _TILEASSEMBLER_H_
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// load our modified version first !!
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#include "AABSPTree.h"
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#include <G3D/Vector3.h>
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#include "CoordModelMapping.h"
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#include "SubModel.h"
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#include "ModelContainer.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 ixMatrix;
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G3D::Matrix3 iyMatrix;
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G3D::Matrix3 izMatrix;
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public:
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G3D::Vector3 iPos;
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G3D::Vector3 iDir;
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float iScale;
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void init()
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{
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// Swap x and y the raw data uses the axis differently
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ixMatrix = G3D::Matrix3::fromAxisAngle(G3D::Vector3::unitY(),-(G3D::pi()*iDir.x/180.0));
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iyMatrix = G3D::Matrix3::fromAxisAngle(G3D::Vector3::unitX(),-(G3D::pi()*iDir.y/180.0));
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izMatrix = G3D::Matrix3::fromAxisAngle(G3D::Vector3::unitZ(),-(G3D::pi()*iDir.z/180.0));
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}
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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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//===============================================
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class TileAssembler
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{
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private:
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CoordModelMapping *iCoordModelMapping;
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std::string iDestDir;
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std::string iSrcDir;
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bool (*iFilterMethod)(char *pName);
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G3D::Table<std::string, unsigned int > iUniqueNameIds;
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unsigned int iCurrentUniqueNameId;
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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 fillModelContainerArray(const std::string& pDirFileName, unsigned int pMapId, int pXPos, int pYPos, G3D::Array<ModelContainer*>& pMC);
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ModelContainer* processNames(const G3D::Array<std::string>& pPosFileNames, const char* pDestFileName);
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void init();
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bool convertWorld();
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bool fillModelIntoTree(G3D::AABSPTree<SubModel *> *pMainTree, const G3D::Vector3& pBasePos, std::string& pPosFilename, std::string& pModelFilename);
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void getModelPosition(std::string& pPosString, ModelPosition& pModelPosition);
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bool readRawFile(std::string& pModelFilename, ModelPosition& pModelPosition, G3D::AABSPTree<SubModel *> *pMainTree);
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void addWorldAreaMapId(unsigned int pMapId) { iCoordModelMapping->addWorldAreaMap(pMapId); }
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void setModelNameFilterMethod(bool (*pFilterMethod)(char *pName)) { iFilterMethod = pFilterMethod; }
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std::string getDirEntryNameFromModName(unsigned int pMapId, const std::string& pModPosName);
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unsigned int getUniqueNameId(const std::string pName);
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};
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//===============================================
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} // VMAP
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#endif /*_TILEASSEMBLER_H_*/
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