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https://github.com/mangosfour/server.git
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187 lines
5.2 KiB
C++
187 lines
5.2 KiB
C++
#include "vmapexport.h"
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#include "model.h"
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#include "wmo.h"
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#include "mpq_libmpq04.h"
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#include <cassert>
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#include <algorithm>
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#include <cstdio>
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Model::Model(std::string &filename) : filename(filename)
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{
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}
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bool Model::open()
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{
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MPQFile f(filename.c_str());
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ok = !f.isEof();
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if (!ok)
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{
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f.close();
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printf("Error loading model %s\n", filename.c_str());
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return false;
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}
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memcpy(&header, f.getBuffer(), sizeof(ModelHeader));
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if(header.nBoundingTriangles > 0)
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{
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f.seek(0);
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f.seekRelative(header.ofsBoundingVertices);
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vertices = new Vec3D[header.nBoundingVertices];
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f.read(vertices,header.nBoundingVertices*12);
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for (uint32 i=0; i<header.nBoundingVertices; i++)
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{
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vertices[i] = fixCoordSystem(vertices[i]);
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}
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f.seek(0);
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f.seekRelative(header.ofsBoundingTriangles);
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indices = new uint16[header.nBoundingTriangles];
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f.read(indices,header.nBoundingTriangles*2);
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f.close();
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}
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else
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{
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//printf("not included %s\n", filename.c_str());
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f.close();
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return false;
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}
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return true;
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}
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bool Model::ConvertToVMAPModel(char * outfilename)
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{
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int N[12] = {0,0,0,0,0,0,0,0,0,0,0,0};
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FILE * output=fopen(outfilename,"wb");
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if(!output)
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{
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printf("Can't create the output file '%s'\n",outfilename);
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return false;
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}
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fwrite(szRawVMAPMagic,8,1,output);
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uint32 nVertices = 0;
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nVertices = header.nBoundingVertices;
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fwrite(&nVertices, sizeof(int), 1, output);
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uint32 nofgroups = 1;
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fwrite(&nofgroups,sizeof(uint32), 1, output);
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fwrite(N,4*3,1,output);// rootwmoid, flags, groupid
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fwrite(N,sizeof(float),3*2,output);//bbox, only needed for WMO currently
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fwrite(N,4,1,output);// liquidflags
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fwrite("GRP ",4,1,output);
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uint32 branches = 1;
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int wsize;
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wsize = sizeof(branches) + sizeof(uint32) * branches;
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fwrite(&wsize, sizeof(int), 1, output);
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fwrite(&branches,sizeof(branches), 1, output);
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uint32 nIndexes = 0;
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nIndexes = header.nBoundingTriangles;
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fwrite(&nIndexes,sizeof(uint32), 1, output);
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fwrite("INDX",4, 1, output);
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wsize = sizeof(uint32) + sizeof(unsigned short) * nIndexes;
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fwrite(&wsize, sizeof(int), 1, output);
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fwrite(&nIndexes, sizeof(uint32), 1, output);
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if(nIndexes >0)
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{
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fwrite(indices, sizeof(unsigned short), nIndexes, output);
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}
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fwrite("VERT",4, 1, output);
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wsize = sizeof(int) + sizeof(float) * 3 * nVertices;
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fwrite(&wsize, sizeof(int), 1, output);
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fwrite(&nVertices, sizeof(int), 1, output);
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if(nVertices >0)
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{
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for(uint32 vpos=0; vpos <nVertices; ++vpos)
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{
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float sy = vertices[vpos].y;
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vertices[vpos].y = vertices[vpos].z;
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vertices[vpos].z = sy;
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}
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fwrite(vertices, sizeof(float)*3, nVertices, output);
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}
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delete[] vertices;
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delete[] indices;
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fclose(output);
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return true;
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}
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Model::~Model()
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{
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}
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Vec3D fixCoordSystem(Vec3D v)
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{
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return Vec3D(v.x, v.z, -v.y);
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}
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Vec3D fixCoordSystem2(Vec3D v)
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{
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return Vec3D(v.x, v.z, v.y);
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}
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ModelInstance::ModelInstance(MPQFile &f,const char* ModelInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE *pDirfile)
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{
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float ff[3];
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f.read(&id, 4);
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f.read(ff,12);
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pos = fixCoords(Vec3D(ff[0],ff[1],ff[2]));
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f.read(ff,12);
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rot = Vec3D(ff[0],ff[1],ff[2]);
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f.read(&scale,4);
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// scale factor - divide by 1024. blizzard devs must be on crack, why not just use a float?
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sc = scale / 1024.0f;
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char tempname[512];
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sprintf(tempname, "%s/%s", szWorkDirWmo, ModelInstName);
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FILE *input;
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input = fopen(tempname, "r+b");
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if(!input)
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{
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//printf("ModelInstance::ModelInstance couldn't open %s\n", tempname);
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return;
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}
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fseek(input, 8, SEEK_SET); // get the correct no of vertices
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int nVertices;
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fread(&nVertices, sizeof (int), 1, input);
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fclose(input);
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if(nVertices == 0)
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return;
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uint16 adtId = 0;// not used for models
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uint32 flags = MOD_M2;
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if(tileX == 65 && tileY == 65) flags |= MOD_WORLDSPAWN;
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//write mapID, tileX, tileY, Flags, ID, Pos, Rot, Scale, name
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fwrite(&mapID, sizeof(uint32), 1, pDirfile);
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fwrite(&tileX, sizeof(uint32), 1, pDirfile);
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fwrite(&tileY, sizeof(uint32), 1, pDirfile);
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fwrite(&flags, sizeof(uint32), 1, pDirfile);
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fwrite(&adtId, sizeof(uint16), 1, pDirfile);
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fwrite(&id, sizeof(uint32), 1, pDirfile);
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fwrite(&pos, sizeof(float), 3, pDirfile);
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fwrite(&rot, sizeof(float), 3, pDirfile);
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fwrite(&sc, sizeof(float), 1, pDirfile);
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uint32 nlen=strlen(ModelInstName);
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fwrite(&nlen, sizeof(uint32), 1, pDirfile);
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fwrite(ModelInstName, sizeof(char), nlen, pDirfile);
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/* int realx1 = (int) ((float) pos.x / 533.333333f);
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int realy1 = (int) ((float) pos.z / 533.333333f);
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int realx2 = (int) ((float) pos.x / 533.333333f);
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int realy2 = (int) ((float) pos.z / 533.333333f);
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fprintf(pDirfile,"%s/%s %f,%f,%f_%f,%f,%f %f %d %d %d,%d %d\n",
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MapName,
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ModelInstName,
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(float) pos.x, (float) pos.y, (float) pos.z,
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(float) rot.x, (float) rot.y, (float) rot.z,
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sc,
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nVertices,
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realx1, realy1,
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realx2, realy2
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); */
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}
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