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128 lines
4.1 KiB
C++
128 lines
4.1 KiB
C++
/*
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* Copyright (C) 2005-2012 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 _MAP_BUILDER_H
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#define _MAP_BUILDER_H
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#include <vector>
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#include <set>
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#include <map>
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#include "TerrainBuilder.h"
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#include "IntermediateValues.h"
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#include "IVMapManager.h"
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#include "WorldModel.h"
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#include "Recast.h"
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#include "DetourNavMesh.h"
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using namespace std;
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using namespace VMAP;
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// G3D namespace typedefs conflicts with ACE typedefs
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namespace MMAP
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{
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typedef map<uint32,set<uint32>*> TileList;
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struct Tile
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{
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Tile() : chf(NULL), solid(NULL), cset(NULL), pmesh(NULL), dmesh(NULL) {}
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~Tile()
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{
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rcFreeCompactHeightfield(chf);
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rcFreeContourSet(cset);
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rcFreeHeightField(solid);
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rcFreePolyMesh(pmesh);
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rcFreePolyMeshDetail(dmesh);
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}
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rcCompactHeightfield* chf;
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rcHeightfield* solid;
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rcContourSet* cset;
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rcPolyMesh* pmesh;
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rcPolyMeshDetail* dmesh;
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};
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class MapBuilder
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{
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public:
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MapBuilder(float maxWalkableAngle = 60.f,
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bool skipLiquid = false,
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bool skipContinents = false,
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bool skipJunkMaps = true,
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bool skipBattlegrounds = false,
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bool debugOutput = false,
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bool bigBaseUnit = false,
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const char* offMeshFilePath = NULL);
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~MapBuilder();
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// builds all mmap tiles for the specified map id (ignores skip settings)
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void buildMap(uint32 mapID);
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// builds an mmap tile for the specified map and its mesh
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void buildSingleTile(uint32 mapID, uint32 tileX, uint32 tileY);
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// builds list of maps, then builds all of mmap tiles (based on the skip settings)
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void buildAllMaps();
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private:
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// detect maps and tiles
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void discoverTiles();
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set<uint32>* getTileList(uint32 mapID);
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void buildNavMesh(uint32 mapID, dtNavMesh* &navMesh);
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void buildTile(uint32 mapID, uint32 tileX, uint32 tileY, dtNavMesh* navMesh);
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// move map building
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void buildMoveMapTile(uint32 mapID,
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uint32 tileX,
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uint32 tileY,
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MeshData &meshData,
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float bmin[3],
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float bmax[3],
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dtNavMesh* navMesh);
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void getTileBounds(uint32 tileX, uint32 tileY,
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float* verts, int vertCount,
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float* bmin, float* bmax);
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void getGridBounds(uint32 mapID, uint32 &minX, uint32 &minY, uint32 &maxX, uint32 &maxY);
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bool shouldSkipMap(uint32 mapID);
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bool isTransportMap(uint32 mapID);
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bool shouldSkipTile(uint32 mapID, uint32 tileX, uint32 tileY);
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TerrainBuilder* m_terrainBuilder;
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TileList m_tiles;
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bool m_debugOutput;
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const char* m_offMeshFilePath;
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bool m_skipContinents;
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bool m_skipJunkMaps;
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bool m_skipBattlegrounds;
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float m_maxWalkableAngle;
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bool m_bigBaseUnit;
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// build performance - not really used for now
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rcContext* m_rcContext;
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};
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}
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#endif
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