mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-16 10:30:27 +00:00
Big re-organization of repository [W.I.P]
This commit is contained in:
@@ -1,935 +0,0 @@
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "TerrainBuilder.h"
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#include "PathCommon.h"
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#include "MapBuilder.h"
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#include "VMapManager2.h"
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#include "MapTree.h"
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#include "ModelInstance.h"
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#include <vector>
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// ******************************************
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// Map file format defines
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// ******************************************
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struct map_fileheader
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{
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uint32 mapMagic;
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uint32 versionMagic;
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uint32 buildMagic;
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uint32 areaMapOffset;
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uint32 areaMapSize;
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uint32 heightMapOffset;
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uint32 heightMapSize;
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uint32 liquidMapOffset;
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uint32 liquidMapSize;
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uint32 holesOffset;
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uint32 holesSize;
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};
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#define MAP_HEIGHT_NO_HEIGHT 0x0001
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#define MAP_HEIGHT_AS_INT16 0x0002
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#define MAP_HEIGHT_AS_INT8 0x0004
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struct map_heightHeader
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{
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uint32 fourcc;
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uint32 flags;
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float gridHeight;
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float gridMaxHeight;
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};
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#define MAP_LIQUID_NO_TYPE 0x0001
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#define MAP_LIQUID_NO_HEIGHT 0x0002
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struct map_liquidHeader
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{
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uint32 fourcc;
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uint16 flags;
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uint16 liquidType;
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uint8 offsetX;
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uint8 offsetY;
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uint8 width;
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uint8 height;
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float liquidLevel;
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};
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#define MAP_LIQUID_TYPE_NO_WATER 0x00
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#define MAP_LIQUID_TYPE_WATER 0x01
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#define MAP_LIQUID_TYPE_OCEAN 0x02
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#define MAP_LIQUID_TYPE_MAGMA 0x04
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#define MAP_LIQUID_TYPE_SLIME 0x08
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#define MAP_LIQUID_TYPE_DARK_WATER 0x10
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#define MAP_LIQUID_TYPE_WMO_WATER 0x20
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namespace MMAP
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{
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char const* MAP_VERSION_MAGIC = "v1.3";
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TerrainBuilder::TerrainBuilder(bool skipLiquid) : m_skipLiquid (skipLiquid){ }
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TerrainBuilder::~TerrainBuilder() { }
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/**************************************************************************/
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void TerrainBuilder::getLoopVars(Spot portion, int &loopStart, int &loopEnd, int &loopInc)
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{
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switch (portion)
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{
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case ENTIRE:
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loopStart = 0;
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loopEnd = V8_SIZE_SQ;
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loopInc = 1;
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break;
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case TOP:
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loopStart = 0;
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loopEnd = V8_SIZE;
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loopInc = 1;
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break;
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case LEFT:
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loopStart = 0;
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loopEnd = V8_SIZE_SQ - V8_SIZE + 1;
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loopInc = V8_SIZE;
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break;
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case RIGHT:
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loopStart = V8_SIZE - 1;
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loopEnd = V8_SIZE_SQ;
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loopInc = V8_SIZE;
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break;
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case BOTTOM:
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loopStart = V8_SIZE_SQ - V8_SIZE;
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loopEnd = V8_SIZE_SQ;
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loopInc = 1;
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break;
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}
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}
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/**************************************************************************/
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void TerrainBuilder::loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData)
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{
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if (loadMap(mapID, tileX, tileY, meshData, ENTIRE))
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{
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loadMap(mapID, tileX+1, tileY, meshData, LEFT);
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loadMap(mapID, tileX-1, tileY, meshData, RIGHT);
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loadMap(mapID, tileX, tileY+1, meshData, TOP);
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loadMap(mapID, tileX, tileY-1, meshData, BOTTOM);
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}
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}
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/**************************************************************************/
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bool TerrainBuilder::loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData, Spot portion)
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{
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char mapFileName[255];
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sprintf(mapFileName, "maps/%03u%02u%02u.map", mapID, tileY, tileX);
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FILE* mapFile = fopen(mapFileName, "rb");
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if (!mapFile)
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return false;
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map_fileheader fheader;
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if (fread(&fheader, sizeof(map_fileheader), 1, mapFile) != 1 ||
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fheader.versionMagic != *((uint32 const*)(MAP_VERSION_MAGIC)))
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{
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fclose(mapFile);
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printf("%s is the wrong version, please extract new .map files\n", mapFileName);
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return false;
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}
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map_heightHeader hheader;
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fseek(mapFile, fheader.heightMapOffset, SEEK_SET);
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bool haveTerrain = false;
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bool haveLiquid = false;
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if (fread(&hheader, sizeof(map_heightHeader), 1, mapFile) == 1)
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{
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haveTerrain = !(hheader.flags & MAP_HEIGHT_NO_HEIGHT);
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haveLiquid = fheader.liquidMapOffset && !m_skipLiquid;
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}
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// no data in this map file
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if (!haveTerrain && !haveLiquid)
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{
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fclose(mapFile);
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return false;
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}
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// data used later
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uint16 holes[16][16];
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memset(holes, 0, sizeof(holes));
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uint8 liquid_type[16][16];
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memset(liquid_type, 0, sizeof(liquid_type));
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G3D::Array<int> ltriangles;
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G3D::Array<int> ttriangles;
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// terrain data
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if (haveTerrain)
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{
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float heightMultiplier;
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float V9[V9_SIZE_SQ], V8[V8_SIZE_SQ];
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int expected = V9_SIZE_SQ + V8_SIZE_SQ;
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if (hheader.flags & MAP_HEIGHT_AS_INT8)
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{
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uint8 v9[V9_SIZE_SQ];
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uint8 v8[V8_SIZE_SQ];
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int count = 0;
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count += fread(v9, sizeof(uint8), V9_SIZE_SQ, mapFile);
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count += fread(v8, sizeof(uint8), V8_SIZE_SQ, mapFile);
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if (count != expected)
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printf("TerrainBuilder::loadMap: Failed to read some data expected %d, read %d\n", expected, count);
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heightMultiplier = (hheader.gridMaxHeight - hheader.gridHeight) / 255;
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for (int i = 0; i < V9_SIZE_SQ; ++i)
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V9[i] = (float)v9[i]*heightMultiplier + hheader.gridHeight;
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for (int i = 0; i < V8_SIZE_SQ; ++i)
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V8[i] = (float)v8[i]*heightMultiplier + hheader.gridHeight;
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}
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else if (hheader.flags & MAP_HEIGHT_AS_INT16)
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{
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uint16 v9[V9_SIZE_SQ];
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uint16 v8[V8_SIZE_SQ];
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int count = 0;
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count += fread(v9, sizeof(uint16), V9_SIZE_SQ, mapFile);
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count += fread(v8, sizeof(uint16), V8_SIZE_SQ, mapFile);
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if (count != expected)
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printf("TerrainBuilder::loadMap: Failed to read some data expected %d, read %d\n", expected, count);
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heightMultiplier = (hheader.gridMaxHeight - hheader.gridHeight) / 65535;
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for (int i = 0; i < V9_SIZE_SQ; ++i)
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V9[i] = (float)v9[i]*heightMultiplier + hheader.gridHeight;
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for (int i = 0; i < V8_SIZE_SQ; ++i)
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V8[i] = (float)v8[i]*heightMultiplier + hheader.gridHeight;
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}
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else
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{
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int count = 0;
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count += fread(V9, sizeof(float), V9_SIZE_SQ, mapFile);
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count += fread(V8, sizeof(float), V8_SIZE_SQ, mapFile);
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if (count != expected)
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printf("TerrainBuilder::loadMap: Failed to read some data expected %d, read %d\n", expected, count);
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}
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// hole data
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if (fheader.holesSize != 0)
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{
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memset(holes, 0, fheader.holesSize);
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fseek(mapFile, fheader.holesOffset, SEEK_SET);
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if (fread(holes, fheader.holesSize, 1, mapFile) != 1)
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printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
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}
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int count = meshData.solidVerts.size() / 3;
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float xoffset = (float(tileX)-32)*GRID_SIZE;
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float yoffset = (float(tileY)-32)*GRID_SIZE;
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float coord[3];
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for (int i = 0; i < V9_SIZE_SQ; ++i)
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{
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getHeightCoord(i, GRID_V9, xoffset, yoffset, coord, V9);
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meshData.solidVerts.append(coord[0]);
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meshData.solidVerts.append(coord[2]);
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meshData.solidVerts.append(coord[1]);
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}
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for (int i = 0; i < V8_SIZE_SQ; ++i)
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{
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getHeightCoord(i, GRID_V8, xoffset, yoffset, coord, V8);
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meshData.solidVerts.append(coord[0]);
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meshData.solidVerts.append(coord[2]);
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meshData.solidVerts.append(coord[1]);
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}
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int indices[] = { 0, 0, 0 };
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int loopStart = 0, loopEnd = 0, loopInc = 0;
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getLoopVars(portion, loopStart, loopEnd, loopInc);
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for (int i = loopStart; i < loopEnd; i+=loopInc)
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for (int j = TOP; j <= BOTTOM; j+=1)
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{
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getHeightTriangle(i, Spot(j), indices);
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ttriangles.append(indices[2] + count);
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ttriangles.append(indices[1] + count);
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ttriangles.append(indices[0] + count);
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}
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}
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// liquid data
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if (haveLiquid)
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{
|
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map_liquidHeader lheader;
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fseek(mapFile, fheader.liquidMapOffset, SEEK_SET);
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if (fread(&lheader, sizeof(map_liquidHeader), 1, mapFile) != 1)
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printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
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float* liquid_map = NULL;
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if (!(lheader.flags & MAP_LIQUID_NO_TYPE))
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if (fread(liquid_type, sizeof(liquid_type), 1, mapFile) != 1)
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printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
|
||||
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if (!(lheader.flags & MAP_LIQUID_NO_HEIGHT))
|
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{
|
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uint32 toRead = lheader.width * lheader.height;
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liquid_map = new float [toRead];
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if (fread(liquid_map, sizeof(float), toRead, mapFile) != toRead)
|
||||
printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
|
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}
|
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|
||||
if (liquid_map)
|
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{
|
||||
int count = meshData.liquidVerts.size() / 3;
|
||||
float xoffset = (float(tileX)-32)*GRID_SIZE;
|
||||
float yoffset = (float(tileY)-32)*GRID_SIZE;
|
||||
|
||||
float coord[3];
|
||||
int row, col;
|
||||
|
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// generate coordinates
|
||||
if (!(lheader.flags & MAP_LIQUID_NO_HEIGHT))
|
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{
|
||||
int j = 0;
|
||||
for (int i = 0; i < V9_SIZE_SQ; ++i)
|
||||
{
|
||||
row = i / V9_SIZE;
|
||||
col = i % V9_SIZE;
|
||||
|
||||
if (row < lheader.offsetY || row >= lheader.offsetY + lheader.height ||
|
||||
col < lheader.offsetX || col >= lheader.offsetX + lheader.width)
|
||||
{
|
||||
// dummy vert using invalid height
|
||||
meshData.liquidVerts.append((xoffset+col*GRID_PART_SIZE)*-1, INVALID_MAP_LIQ_HEIGHT, (yoffset+row*GRID_PART_SIZE)*-1);
|
||||
continue;
|
||||
}
|
||||
|
||||
getLiquidCoord(i, j, xoffset, yoffset, coord, liquid_map);
|
||||
meshData.liquidVerts.append(coord[0]);
|
||||
meshData.liquidVerts.append(coord[2]);
|
||||
meshData.liquidVerts.append(coord[1]);
|
||||
j++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < V9_SIZE_SQ; ++i)
|
||||
{
|
||||
row = i / V9_SIZE;
|
||||
col = i % V9_SIZE;
|
||||
meshData.liquidVerts.append((xoffset+col*GRID_PART_SIZE)*-1, lheader.liquidLevel, (yoffset+row*GRID_PART_SIZE)*-1);
|
||||
}
|
||||
}
|
||||
|
||||
delete [] liquid_map;
|
||||
|
||||
int indices[] = { 0, 0, 0 };
|
||||
int loopStart = 0, loopEnd = 0, loopInc = 0, triInc = BOTTOM-TOP;
|
||||
getLoopVars(portion, loopStart, loopEnd, loopInc);
|
||||
|
||||
// generate triangles
|
||||
for (int i = loopStart; i < loopEnd; i+=loopInc)
|
||||
for (int j = TOP; j <= BOTTOM; j+= triInc)
|
||||
{
|
||||
getHeightTriangle(i, Spot(j), indices, true);
|
||||
ltriangles.append(indices[2] + count);
|
||||
ltriangles.append(indices[1] + count);
|
||||
ltriangles.append(indices[0] + count);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fclose(mapFile);
|
||||
|
||||
// now that we have gathered the data, we can figure out which parts to keep:
|
||||
// liquid above ground, ground above liquid
|
||||
int loopStart = 0, loopEnd = 0, loopInc = 0, tTriCount = 4;
|
||||
bool useTerrain, useLiquid;
|
||||
|
||||
float* lverts = meshData.liquidVerts.getCArray();
|
||||
int* ltris = ltriangles.getCArray();
|
||||
|
||||
float* tverts = meshData.solidVerts.getCArray();
|
||||
int* ttris = ttriangles.getCArray();
|
||||
|
||||
if ((ltriangles.size() + ttriangles.size()) == 0)
|
||||
return false;
|
||||
|
||||
// make a copy of liquid vertices
|
||||
// used to pad right-bottom frame due to lost vertex data at extraction
|
||||
float* lverts_copy = NULL;
|
||||
if (meshData.liquidVerts.size())
|
||||
{
|
||||
lverts_copy = new float[meshData.liquidVerts.size()];
|
||||
memcpy(lverts_copy, lverts, sizeof(float)*meshData.liquidVerts.size());
|
||||
}
|
||||
|
||||
getLoopVars(portion, loopStart, loopEnd, loopInc);
|
||||
for (int i = loopStart; i < loopEnd; i+=loopInc)
|
||||
{
|
||||
for (int j = 0; j < 2; ++j)
|
||||
{
|
||||
// default is true, will change to false if needed
|
||||
useTerrain = true;
|
||||
useLiquid = true;
|
||||
uint8 liquidType = MAP_LIQUID_TYPE_NO_WATER;
|
||||
// FIXME: "warning: the address of ‘liquid_type’ will always evaluate as ‘true’"
|
||||
|
||||
// if there is no liquid, don't use liquid
|
||||
if (!meshData.liquidVerts.size() || !ltriangles.size())
|
||||
useLiquid = false;
|
||||
else
|
||||
{
|
||||
liquidType = getLiquidType(i, liquid_type);
|
||||
switch (liquidType)
|
||||
{
|
||||
default:
|
||||
useLiquid = false;
|
||||
break;
|
||||
case MAP_LIQUID_TYPE_WATER:
|
||||
case MAP_LIQUID_TYPE_OCEAN:
|
||||
// merge different types of water
|
||||
liquidType = NAV_WATER;
|
||||
break;
|
||||
case MAP_LIQUID_TYPE_MAGMA:
|
||||
liquidType = NAV_MAGMA;
|
||||
break;
|
||||
case MAP_LIQUID_TYPE_SLIME:
|
||||
liquidType = NAV_SLIME;
|
||||
break;
|
||||
case MAP_LIQUID_TYPE_DARK_WATER:
|
||||
// players should not be here, so logically neither should creatures
|
||||
useTerrain = false;
|
||||
useLiquid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// if there is no terrain, don't use terrain
|
||||
if (!ttriangles.size())
|
||||
useTerrain = false;
|
||||
|
||||
// while extracting ADT data we are losing right-bottom vertices
|
||||
// this code adds fair approximation of lost data
|
||||
if (useLiquid)
|
||||
{
|
||||
float quadHeight = 0;
|
||||
uint32 validCount = 0;
|
||||
for(uint32 idx = 0; idx < 3; idx++)
|
||||
{
|
||||
float h = lverts_copy[ltris[idx]*3 + 1];
|
||||
if (h != INVALID_MAP_LIQ_HEIGHT && h < INVALID_MAP_LIQ_HEIGHT_MAX)
|
||||
{
|
||||
quadHeight += h;
|
||||
validCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// update vertex height data
|
||||
if (validCount > 0 && validCount < 3)
|
||||
{
|
||||
quadHeight /= validCount;
|
||||
for(uint32 idx = 0; idx < 3; idx++)
|
||||
{
|
||||
float h = lverts[ltris[idx]*3 + 1];
|
||||
if (h == INVALID_MAP_LIQ_HEIGHT || h > INVALID_MAP_LIQ_HEIGHT_MAX)
|
||||
lverts[ltris[idx]*3 + 1] = quadHeight;
|
||||
}
|
||||
}
|
||||
|
||||
// no valid vertexes - don't use this poly at all
|
||||
if (validCount == 0)
|
||||
useLiquid = false;
|
||||
}
|
||||
|
||||
// if there is a hole here, don't use the terrain
|
||||
if (useTerrain && fheader.holesSize != 0)
|
||||
useTerrain = !isHole(i, holes);
|
||||
|
||||
// we use only one terrain kind per quad - pick higher one
|
||||
if (useTerrain && useLiquid)
|
||||
{
|
||||
float minLLevel = INVALID_MAP_LIQ_HEIGHT_MAX;
|
||||
float maxLLevel = INVALID_MAP_LIQ_HEIGHT;
|
||||
for(uint32 x = 0; x < 3; x++)
|
||||
{
|
||||
float h = lverts[ltris[x]*3 + 1];
|
||||
if (minLLevel > h)
|
||||
minLLevel = h;
|
||||
|
||||
if (maxLLevel < h)
|
||||
maxLLevel = h;
|
||||
}
|
||||
|
||||
float maxTLevel = INVALID_MAP_LIQ_HEIGHT;
|
||||
float minTLevel = INVALID_MAP_LIQ_HEIGHT_MAX;
|
||||
for(uint32 x = 0; x < 6; x++)
|
||||
{
|
||||
float h = tverts[ttris[x]*3 + 1];
|
||||
if (maxTLevel < h)
|
||||
maxTLevel = h;
|
||||
|
||||
if (minTLevel > h)
|
||||
minTLevel = h;
|
||||
}
|
||||
|
||||
// terrain under the liquid?
|
||||
if (minLLevel > maxTLevel)
|
||||
useTerrain = false;
|
||||
|
||||
//liquid under the terrain?
|
||||
if (minTLevel > maxLLevel)
|
||||
useLiquid = false;
|
||||
}
|
||||
|
||||
// store the result
|
||||
if (useLiquid)
|
||||
{
|
||||
meshData.liquidType.append(liquidType);
|
||||
for (int k = 0; k < 3; ++k)
|
||||
meshData.liquidTris.append(ltris[k]);
|
||||
}
|
||||
|
||||
if (useTerrain)
|
||||
for (int k = 0; k < 3*tTriCount/2; ++k)
|
||||
meshData.solidTris.append(ttris[k]);
|
||||
|
||||
// advance to next set of triangles
|
||||
ltris += 3;
|
||||
ttris += 3*tTriCount/2;
|
||||
}
|
||||
}
|
||||
|
||||
if (lverts_copy)
|
||||
delete [] lverts_copy;
|
||||
|
||||
return meshData.solidTris.size() || meshData.liquidTris.size();
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::getHeightCoord(int index, Grid grid, float xOffset, float yOffset, float* coord, float* v)
|
||||
{
|
||||
// wow coords: x, y, height
|
||||
// coord is mirroed about the horizontal axes
|
||||
switch (grid)
|
||||
{
|
||||
case GRID_V9:
|
||||
coord[0] = (xOffset + index%(V9_SIZE)*GRID_PART_SIZE) * -1.f;
|
||||
coord[1] = (yOffset + (int)(index/(V9_SIZE))*GRID_PART_SIZE) * -1.f;
|
||||
coord[2] = v[index];
|
||||
break;
|
||||
case GRID_V8:
|
||||
coord[0] = (xOffset + index%(V8_SIZE)*GRID_PART_SIZE + GRID_PART_SIZE/2.f) * -1.f;
|
||||
coord[1] = (yOffset + (int)(index/(V8_SIZE))*GRID_PART_SIZE + GRID_PART_SIZE/2.f) * -1.f;
|
||||
coord[2] = v[index];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::getHeightTriangle(int square, Spot triangle, int* indices, bool liquid/* = false*/)
|
||||
{
|
||||
int rowOffset = square/V8_SIZE;
|
||||
if (!liquid)
|
||||
switch (triangle)
|
||||
{
|
||||
case TOP:
|
||||
indices[0] = square+rowOffset; // 0-----1 .... 128
|
||||
indices[1] = square+1+rowOffset; // |\ T /|
|
||||
indices[2] = (V9_SIZE_SQ)+square; // | \ / |
|
||||
break; // |L 0 R| .. 127
|
||||
case LEFT: // | / \ |
|
||||
indices[0] = square+rowOffset; // |/ B \|
|
||||
indices[1] = (V9_SIZE_SQ)+square; // 129---130 ... 386
|
||||
indices[2] = square+V9_SIZE+rowOffset; // |\ /|
|
||||
break; // | \ / |
|
||||
case RIGHT: // | 128 | .. 255
|
||||
indices[0] = square+1+rowOffset; // | / \ |
|
||||
indices[1] = square+V9_SIZE+1+rowOffset; // |/ \|
|
||||
indices[2] = (V9_SIZE_SQ)+square; // 258---259 ... 515
|
||||
break;
|
||||
case BOTTOM:
|
||||
indices[0] = (V9_SIZE_SQ)+square;
|
||||
indices[1] = square+V9_SIZE+1+rowOffset;
|
||||
indices[2] = square+V9_SIZE+rowOffset;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
else
|
||||
switch (triangle)
|
||||
{ // 0-----1 .... 128
|
||||
case TOP: // |\ |
|
||||
indices[0] = square+rowOffset; // | \ T |
|
||||
indices[1] = square+1+rowOffset; // | \ |
|
||||
indices[2] = square+V9_SIZE+1+rowOffset; // | B \ |
|
||||
break; // | \|
|
||||
case BOTTOM: // 129---130 ... 386
|
||||
indices[0] = square+rowOffset; // |\ |
|
||||
indices[1] = square+V9_SIZE+1+rowOffset; // | \ |
|
||||
indices[2] = square+V9_SIZE+rowOffset; // | \ |
|
||||
break; // | \ |
|
||||
default: break; // | \|
|
||||
} // 258---259 ... 515
|
||||
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::getLiquidCoord(int index, int index2, float xOffset, float yOffset, float* coord, float* v)
|
||||
{
|
||||
// wow coords: x, y, height
|
||||
// coord is mirroed about the horizontal axes
|
||||
coord[0] = (xOffset + index%(V9_SIZE)*GRID_PART_SIZE) * -1.f;
|
||||
coord[1] = (yOffset + (int)(index/(V9_SIZE))*GRID_PART_SIZE) * -1.f;
|
||||
coord[2] = v[index2];
|
||||
}
|
||||
|
||||
static uint16 holetab_h[4] = {0x1111, 0x2222, 0x4444, 0x8888};
|
||||
static uint16 holetab_v[4] = {0x000F, 0x00F0, 0x0F00, 0xF000};
|
||||
|
||||
/**************************************************************************/
|
||||
bool TerrainBuilder::isHole(int square, const uint16 holes[16][16])
|
||||
{
|
||||
int row = square / 128;
|
||||
int col = square % 128;
|
||||
int cellRow = row / 8; // 8 squares per cell
|
||||
int cellCol = col / 8;
|
||||
int holeRow = row % 8 / 2;
|
||||
int holeCol = (square - (row * 128 + cellCol * 8)) / 2;
|
||||
|
||||
uint16 hole = holes[cellRow][cellCol];
|
||||
|
||||
return (hole & holetab_h[holeCol] & holetab_v[holeRow]) != 0;
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
uint8 TerrainBuilder::getLiquidType(int square, const uint8 liquid_type[16][16])
|
||||
{
|
||||
int row = square / 128;
|
||||
int col = square % 128;
|
||||
int cellRow = row / 8; // 8 squares per cell
|
||||
int cellCol = col / 8;
|
||||
|
||||
return liquid_type[cellRow][cellCol];
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
bool TerrainBuilder::loadVMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData)
|
||||
{
|
||||
IVMapManager* vmapManager = new VMapManager2();
|
||||
int result = vmapManager->loadMap("vmaps", mapID, tileX, tileY);
|
||||
bool retval = false;
|
||||
|
||||
do
|
||||
{
|
||||
if (result == VMAP_LOAD_RESULT_ERROR)
|
||||
break;
|
||||
|
||||
InstanceTreeMap instanceTrees;
|
||||
((VMapManager2*)vmapManager)->getInstanceMapTree(instanceTrees);
|
||||
|
||||
if (!instanceTrees[mapID])
|
||||
break;
|
||||
|
||||
ModelInstance* models = NULL;
|
||||
uint32 count = 0;
|
||||
instanceTrees[mapID]->getModelInstances(models, count);
|
||||
|
||||
if (!models)
|
||||
break;
|
||||
|
||||
for (uint32 i = 0; i < count; ++i)
|
||||
{
|
||||
ModelInstance instance = models[i];
|
||||
|
||||
// model instances exist in tree even though there are instances of that model in this tile
|
||||
WorldModel* worldModel = instance.getWorldModel();
|
||||
if (!worldModel)
|
||||
continue;
|
||||
|
||||
// now we have a model to add to the meshdata
|
||||
retval = true;
|
||||
|
||||
std::vector<GroupModel> groupModels;
|
||||
worldModel->getGroupModels(groupModels);
|
||||
|
||||
// all M2s need to have triangle indices reversed
|
||||
bool isM2 = instance.name.find(".m2") != std::string::npos || instance.name.find(".M2") != std::string::npos;
|
||||
|
||||
// transform data
|
||||
float scale = instance.iScale;
|
||||
G3D::Matrix3 rotation = G3D::Matrix3::fromEulerAnglesXYZ(G3D::pi()*instance.iRot.z/-180.f, G3D::pi()*instance.iRot.x/-180.f, G3D::pi()*instance.iRot.y/-180.f);
|
||||
G3D::Vector3 position = instance.iPos;
|
||||
position.x -= 32*GRID_SIZE;
|
||||
position.y -= 32*GRID_SIZE;
|
||||
|
||||
for (std::vector<GroupModel>::iterator it = groupModels.begin(); it != groupModels.end(); ++it)
|
||||
{
|
||||
std::vector<G3D::Vector3> tempVertices;
|
||||
std::vector<G3D::Vector3> transformedVertices;
|
||||
std::vector<MeshTriangle> tempTriangles;
|
||||
WmoLiquid* liquid = NULL;
|
||||
|
||||
it->getMeshData(tempVertices, tempTriangles, liquid);
|
||||
|
||||
// first handle collision mesh
|
||||
transform(tempVertices, transformedVertices, scale, rotation, position);
|
||||
|
||||
int offset = meshData.solidVerts.size() / 3;
|
||||
|
||||
copyVertices(transformedVertices, meshData.solidVerts);
|
||||
copyIndices(tempTriangles, meshData.solidTris, offset, isM2);
|
||||
|
||||
// now handle liquid data
|
||||
if (liquid)
|
||||
{
|
||||
std::vector<G3D::Vector3> liqVerts;
|
||||
std::vector<int> liqTris;
|
||||
uint32 tilesX, tilesY, vertsX, vertsY;
|
||||
G3D::Vector3 corner;
|
||||
liquid->getPosInfo(tilesX, tilesY, corner);
|
||||
vertsX = tilesX + 1;
|
||||
vertsY = tilesY + 1;
|
||||
uint8* flags = liquid->GetFlagsStorage();
|
||||
float* data = liquid->GetHeightStorage();
|
||||
uint8 type = NAV_EMPTY;
|
||||
|
||||
// convert liquid type to NavTerrain
|
||||
switch (liquid->GetType())
|
||||
{
|
||||
case 0:
|
||||
case 1:
|
||||
type = NAV_WATER;
|
||||
break;
|
||||
case 2:
|
||||
type = NAV_MAGMA;
|
||||
break;
|
||||
case 3:
|
||||
type = NAV_SLIME;
|
||||
break;
|
||||
}
|
||||
|
||||
// indexing is weird...
|
||||
// after a lot of trial and error, this is what works:
|
||||
// vertex = y*vertsX+x
|
||||
// tile = x*tilesY+y
|
||||
// flag = y*tilesY+x
|
||||
|
||||
G3D::Vector3 vert;
|
||||
for (uint32 x = 0; x < vertsX; ++x)
|
||||
for (uint32 y = 0; y < vertsY; ++y)
|
||||
{
|
||||
vert = G3D::Vector3(corner.x + x * GRID_PART_SIZE, corner.y + y * GRID_PART_SIZE, data[y*vertsX + x]);
|
||||
vert = vert * rotation * scale + position;
|
||||
vert.x *= -1.f;
|
||||
vert.y *= -1.f;
|
||||
liqVerts.push_back(vert);
|
||||
}
|
||||
|
||||
int idx1, idx2, idx3, idx4;
|
||||
uint32 square;
|
||||
for (uint32 x = 0; x < tilesX; ++x)
|
||||
for (uint32 y = 0; y < tilesY; ++y)
|
||||
if ((flags[x+y*tilesX] & 0x0f) != 0x0f)
|
||||
{
|
||||
square = x * tilesY + y;
|
||||
idx1 = square+x;
|
||||
idx2 = square+1+x;
|
||||
idx3 = square+tilesY+1+1+x;
|
||||
idx4 = square+tilesY+1+x;
|
||||
|
||||
// top triangle
|
||||
liqTris.push_back(idx3);
|
||||
liqTris.push_back(idx2);
|
||||
liqTris.push_back(idx1);
|
||||
// bottom triangle
|
||||
liqTris.push_back(idx4);
|
||||
liqTris.push_back(idx3);
|
||||
liqTris.push_back(idx1);
|
||||
}
|
||||
|
||||
uint32 liqOffset = meshData.liquidVerts.size() / 3;
|
||||
for (uint32 i = 0; i < liqVerts.size(); ++i)
|
||||
meshData.liquidVerts.append(liqVerts[i].y, liqVerts[i].z, liqVerts[i].x);
|
||||
|
||||
for (uint32 i = 0; i < liqTris.size() / 3; ++i)
|
||||
{
|
||||
meshData.liquidTris.append(liqTris[i*3+1] + liqOffset, liqTris[i*3+2] + liqOffset, liqTris[i*3] + liqOffset);
|
||||
meshData.liquidType.append(type);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
while (false);
|
||||
|
||||
vmapManager->unloadMap(mapID, tileX, tileY);
|
||||
delete vmapManager;
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::transform(std::vector<G3D::Vector3> &source, std::vector<G3D::Vector3> &transformedVertices, float scale, G3D::Matrix3 &rotation, G3D::Vector3 &position)
|
||||
{
|
||||
for (std::vector<G3D::Vector3>::iterator it = source.begin(); it != source.end(); ++it)
|
||||
{
|
||||
// apply tranform, then mirror along the horizontal axes
|
||||
G3D::Vector3 v((*it) * rotation * scale + position);
|
||||
v.x *= -1.f;
|
||||
v.y *= -1.f;
|
||||
transformedVertices.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::copyVertices(std::vector<G3D::Vector3> &source, G3D::Array<float> &dest)
|
||||
{
|
||||
for (std::vector<G3D::Vector3>::iterator it = source.begin(); it != source.end(); ++it)
|
||||
{
|
||||
dest.push_back((*it).y);
|
||||
dest.push_back((*it).z);
|
||||
dest.push_back((*it).x);
|
||||
}
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::copyIndices(std::vector<MeshTriangle> &source, G3D::Array<int> &dest, int offset, bool flip)
|
||||
{
|
||||
if (flip)
|
||||
{
|
||||
for (std::vector<MeshTriangle>::iterator it = source.begin(); it != source.end(); ++it)
|
||||
{
|
||||
dest.push_back((*it).idx2+offset);
|
||||
dest.push_back((*it).idx1+offset);
|
||||
dest.push_back((*it).idx0+offset);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (std::vector<MeshTriangle>::iterator it = source.begin(); it != source.end(); ++it)
|
||||
{
|
||||
dest.push_back((*it).idx0+offset);
|
||||
dest.push_back((*it).idx1+offset);
|
||||
dest.push_back((*it).idx2+offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::copyIndices(G3D::Array<int> &source, G3D::Array<int> &dest, int offset)
|
||||
{
|
||||
int* src = source.getCArray();
|
||||
for (int32 i = 0; i < source.size(); ++i)
|
||||
dest.append(src[i] + offset);
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::cleanVertices(G3D::Array<float> &verts, G3D::Array<int> &tris)
|
||||
{
|
||||
std::map<int, int> vertMap;
|
||||
|
||||
int* t = tris.getCArray();
|
||||
float* v = verts.getCArray();
|
||||
|
||||
G3D::Array<float> cleanVerts;
|
||||
int index, count = 0;
|
||||
// collect all the vertex indices from triangle
|
||||
for (int i = 0; i < tris.size(); ++i)
|
||||
{
|
||||
if (vertMap.find(t[i]) != vertMap.end())
|
||||
continue;
|
||||
std::pair<int, int> val;
|
||||
val.first = t[i];
|
||||
|
||||
index = val.first;
|
||||
val.second = count;
|
||||
|
||||
vertMap.insert(val);
|
||||
cleanVerts.append(v[index * 3], v[index * 3 + 1], v[index * 3 + 2]);
|
||||
count++;
|
||||
}
|
||||
|
||||
verts.fastClear();
|
||||
verts.append(cleanVerts);
|
||||
cleanVerts.clear();
|
||||
|
||||
// update triangles to use new indices
|
||||
for (int i = 0; i < tris.size(); ++i)
|
||||
{
|
||||
std::map<int, int>::iterator it;
|
||||
if ((it = vertMap.find(t[i])) == vertMap.end())
|
||||
continue;
|
||||
|
||||
t[i] = (*it).second;
|
||||
}
|
||||
|
||||
vertMap.clear();
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
void TerrainBuilder::loadOffMeshConnections(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData, const char* offMeshFilePath)
|
||||
{
|
||||
// no meshfile input given?
|
||||
if (offMeshFilePath == NULL)
|
||||
return;
|
||||
|
||||
FILE* fp = fopen(offMeshFilePath, "rb");
|
||||
if (!fp)
|
||||
{
|
||||
printf(" loadOffMeshConnections:: input file %s not found!\n", offMeshFilePath);
|
||||
return;
|
||||
}
|
||||
|
||||
// pretty silly thing, as we parse entire file and load only the tile we need
|
||||
// but we don't expect this file to be too large
|
||||
char* buf = new char[512];
|
||||
while(fgets(buf, 512, fp))
|
||||
{
|
||||
float p0[3], p1[3];
|
||||
uint32 mid, tx, ty;
|
||||
float size;
|
||||
if (sscanf(buf, "%d %d,%d (%f %f %f) (%f %f %f) %f", &mid, &tx, &ty,
|
||||
&p0[0], &p0[1], &p0[2], &p1[0], &p1[1], &p1[2], &size) != 10)
|
||||
continue;
|
||||
|
||||
if (mapID == mid && tileX == tx && tileY == ty)
|
||||
{
|
||||
meshData.offMeshConnections.append(p0[1]);
|
||||
meshData.offMeshConnections.append(p0[2]);
|
||||
meshData.offMeshConnections.append(p0[0]);
|
||||
|
||||
meshData.offMeshConnections.append(p1[1]);
|
||||
meshData.offMeshConnections.append(p1[2]);
|
||||
meshData.offMeshConnections.append(p1[0]);
|
||||
|
||||
meshData.offMeshConnectionDirs.append(1); // 1 - both direction, 0 - one sided
|
||||
meshData.offMeshConnectionRads.append(size); // agent size equivalent
|
||||
// can be used same way as polygon flags
|
||||
meshData.offMeshConnectionsAreas.append((unsigned char)0xFF);
|
||||
meshData.offMeshConnectionsFlags.append((unsigned short)0xFF); // all movement masks can make this path
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
delete [] buf;
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user