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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Big re-organization of repository [W.I.P]
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@@ -1,134 +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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#ifndef _MMAP_TERRAIN_BUILDER_H
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#define _MMAP_TERRAIN_BUILDER_H
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#include "PathCommon.h"
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#include "WorldModel.h"
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#include "G3D/Array.h"
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#include "G3D/Vector3.h"
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#include "G3D/Matrix3.h"
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#include "Database/DatabaseEnv.h"
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namespace MMAP
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{
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enum Spot
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{
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TOP = 1,
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RIGHT = 2,
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LEFT = 3,
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BOTTOM = 4,
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ENTIRE = 5
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};
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enum Grid
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{
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GRID_V8,
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GRID_V9
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};
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static const int V9_SIZE = 129;
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static const int V9_SIZE_SQ = V9_SIZE*V9_SIZE;
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static const int V8_SIZE = 128;
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static const int V8_SIZE_SQ = V8_SIZE*V8_SIZE;
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static const float GRID_SIZE = 533.3333f;
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static const float GRID_PART_SIZE = GRID_SIZE/V8_SIZE;
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// see contrib/extractor/system.cpp, CONF_use_minHeight
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static const float INVALID_MAP_LIQ_HEIGHT = -500.f;
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static const float INVALID_MAP_LIQ_HEIGHT_MAX = 5000.0f;
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// see following files:
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// contrib/extractor/system.cpp
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// src/game/Map.cpp
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struct MeshData
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{
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G3D::Array<float> solidVerts;
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G3D::Array<int> solidTris;
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G3D::Array<float> liquidVerts;
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G3D::Array<int> liquidTris;
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G3D::Array<uint8> liquidType;
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// offmesh connection data
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G3D::Array<float> offMeshConnections; // [p0y,p0z,p0x,p1y,p1z,p1x] - per connection
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G3D::Array<float> offMeshConnectionRads;
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G3D::Array<unsigned char> offMeshConnectionDirs;
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G3D::Array<unsigned char> offMeshConnectionsAreas;
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G3D::Array<unsigned short> offMeshConnectionsFlags;
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};
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class TerrainBuilder
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{
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public:
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TerrainBuilder(bool skipLiquid);
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~TerrainBuilder();
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void loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData);
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bool loadVMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData);
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void loadOffMeshConnections(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData, const char* offMeshFilePath);
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bool usesLiquids() { return !m_skipLiquid; }
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// vert and triangle methods
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static void transform(std::vector<G3D::Vector3> &original, std::vector<G3D::Vector3> &transformed,
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float scale, G3D::Matrix3 &rotation, G3D::Vector3 &position);
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static void copyVertices(std::vector<G3D::Vector3> &source, G3D::Array<float> &dest);
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static void copyIndices(std::vector<VMAP::MeshTriangle> &source, G3D::Array<int> &dest, int offest, bool flip);
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static void copyIndices(G3D::Array<int> &src, G3D::Array<int> &dest, int offset);
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static void cleanVertices(G3D::Array<float> &verts, G3D::Array<int> &tris);
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private:
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/// Loads a portion of a map's terrain
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bool loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData, Spot portion);
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/// Sets loop variables for selecting only certain parts of a map's terrain
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void getLoopVars(Spot portion, int &loopStart, int &loopEnd, int &loopInc);
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/// Controls whether liquids are loaded
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bool m_skipLiquid;
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/// Load the map terrain from file
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bool loadHeightMap(uint32 mapID, uint32 tileX, uint32 tileY, G3D::Array<float> &vertices, G3D::Array<int> &triangles, Spot portion);
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/// Get the vector coordinate for a specific position
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void getHeightCoord(int index, Grid grid, float xOffset, float yOffset, float* coord, float* v);
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/// Get the triangle's vector indices for a specific position
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void getHeightTriangle(int square, Spot triangle, int* indices, bool liquid = false);
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/// Determines if the specific position's triangles should be rendered
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bool isHole(int square, const uint16 holes[16][16]);
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/// Get the liquid vector coordinate for a specific position
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void getLiquidCoord(int index, int index2, float xOffset, float yOffset, float* coord, float* v);
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/// Get the liquid type for a specific position
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uint8 getLiquidType(int square, const uint8 liquid_type[16][16]);
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// hide parameterless and copy constructor
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TerrainBuilder();
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TerrainBuilder(const TerrainBuilder &tb);
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};
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}
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#endif
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