server/contrib/mmap/src/MapBuilder.h
faramir118 deb97590a1 [11903] Add MoveMapGen tool to generate MMaps
Authorship also includes qsa, and thanks to others!
2012-02-06 22:52:50 +01:00

128 lines
4.1 KiB
C++

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