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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/Maps): Improvements to Cinematic function (#10765)
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commit
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@@ -25,8 +25,6 @@
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#include "SpellMgr.h"
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#include "TransportMgr.h"
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#include "World.h"
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#include <fstream>
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#include <iostream>
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#include <map>
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typedef std::map<uint16, uint32> AreaFlagByAreaID;
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@@ -190,8 +188,6 @@ DBCStorage <WMOAreaTableEntry> sWMOAreaTableStore(WMOAreaTableEntryfmt);
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DBCStorage <WorldMapAreaEntry> sWorldMapAreaStore(WorldMapAreaEntryfmt);
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DBCStorage <WorldMapOverlayEntry> sWorldMapOverlayStore(WorldMapOverlayEntryfmt);
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std::unordered_map<uint32, FlyByCameraCollection> sFlyByCameraStore;
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typedef std::list<std::string> StoreProblemList;
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uint32 DBCFileCount = 0;
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@@ -635,278 +631,10 @@ void LoadDBCStores(const std::string& dataPath)
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exit(1);
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}
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LoadM2Cameras(dataPath);
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LOG_INFO("server.loading", ">> Initialized {} data stores in {} ms", DBCFileCount, GetMSTimeDiffToNow(oldMSTime));
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LOG_INFO("server.loading", " ");
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}
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// Convert the geomoetry from a spline value, to an actual WoW XYZ
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G3D::Vector3 TranslateLocation(G3D::Vector4 const* DBCPosition, G3D::Vector3 const* basePosition, G3D::Vector3 const* splineVector)
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{
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G3D::Vector3 work;
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float x = basePosition->x + splineVector->x;
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float y = basePosition->y + splineVector->y;
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float z = basePosition->z + splineVector->z;
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float const distance = std::sqrt((x * x) + (y * y));
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float angle = std::atan2(x, y) - DBCPosition->w;
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if (angle < 0)
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{
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angle += 2 * float(M_PI);
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}
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work.x = DBCPosition->x + (distance * std::sin(angle));
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work.y = DBCPosition->y + (distance * cos(angle));
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work.z = DBCPosition->z + z;
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return work;
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}
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// Number of cameras not used. Multiple cameras never used in 3.3.5
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bool readCamera(M2Camera const* cam, uint32 buffSize, M2Header const* header, CinematicCameraEntry const* dbcentry)
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{
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char const* buffer = reinterpret_cast<char const*>(header);
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FlyByCameraCollection cameras;
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FlyByCameraCollection targetcam;
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G3D::Vector4 DBCData;
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DBCData.x = dbcentry->base_x;
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DBCData.y = dbcentry->base_y;
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DBCData.z = dbcentry->base_z;
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DBCData.w = dbcentry->base_o;
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// Read target locations, only so that we can calculate orientation
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for (uint32 k = 0; k < cam->target_positions.timestamps.number; ++k)
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{
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// Extract Target positions
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if (cam->target_positions.timestamps.offset_elements + sizeof(M2Array) > buffSize)
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{
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return false;
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}
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M2Array const* targTsArray = reinterpret_cast<M2Array const*>(buffer + cam->target_positions.timestamps.offset_elements);
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if (targTsArray->offset_elements + sizeof(uint32) > buffSize || cam->target_positions.values.offset_elements + sizeof(M2Array) > buffSize)
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{
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return false;
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}
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uint32 const* targTimestamps = reinterpret_cast<uint32 const*>(buffer + targTsArray->offset_elements);
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M2Array const* targArray = reinterpret_cast<M2Array const*>(buffer + cam->target_positions.values.offset_elements);
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if (targArray->offset_elements + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
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{
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return false;
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}
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M2SplineKey<G3D::Vector3> const* targPositions = reinterpret_cast<M2SplineKey<G3D::Vector3> const*>(buffer + targArray->offset_elements);
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// Read the data for this set
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uint32 currPos = targArray->offset_elements;
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for (uint32 i = 0; i < targTsArray->number; ++i)
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{
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if (currPos + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
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{
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return false;
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}
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// Translate co-ordinates
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G3D::Vector3 newPos = TranslateLocation(&DBCData, &cam->target_position_base, &targPositions->p0);
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// Add to vector
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FlyByCamera thisCam;
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thisCam.timeStamp = targTimestamps[i];
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thisCam.locations.x = newPos.x;
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thisCam.locations.y = newPos.y;
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thisCam.locations.z = newPos.z;
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thisCam.locations.w = 0.0f;
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targetcam.push_back(thisCam);
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targPositions++;
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currPos += sizeof(M2SplineKey<G3D::Vector3>);
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}
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}
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// Read camera positions and timestamps (translating first position of 3 only, we don't need to translate the whole spline)
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for (uint32 k = 0; k < cam->positions.timestamps.number; ++k)
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{
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// Extract Camera positions for this set
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if (cam->positions.timestamps.offset_elements + sizeof(M2Array) > buffSize)
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{
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return false;
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}
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M2Array const* posTsArray = reinterpret_cast<M2Array const*>(buffer + cam->positions.timestamps.offset_elements);
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if (posTsArray->offset_elements + sizeof(uint32) > buffSize || cam->positions.values.offset_elements + sizeof(M2Array) > buffSize)
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{
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return false;
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}
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uint32 const* posTimestamps = reinterpret_cast<uint32 const*>(buffer + posTsArray->offset_elements);
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M2Array const* posArray = reinterpret_cast<M2Array const*>(buffer + cam->positions.values.offset_elements);
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if (posArray->offset_elements + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
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{
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return false;
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}
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M2SplineKey<G3D::Vector3> const* positions = reinterpret_cast<M2SplineKey<G3D::Vector3> const*>(buffer + posArray->offset_elements);
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// Read the data for this set
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uint32 currPos = posArray->offset_elements;
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for (uint32 i = 0; i < posTsArray->number; ++i)
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{
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if (currPos + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
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{
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return false;
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}
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// Translate co-ordinates
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G3D::Vector3 newPos = TranslateLocation(&DBCData, &cam->position_base, &positions->p0);
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// Add to vector
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FlyByCamera thisCam;
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thisCam.timeStamp = posTimestamps[i];
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thisCam.locations.x = newPos.x;
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thisCam.locations.y = newPos.y;
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thisCam.locations.z = newPos.z;
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if (targetcam.size() > 0)
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{
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// Find the target camera before and after this camera
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FlyByCamera lastTarget;
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FlyByCamera nextTarget;
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// Pre-load first item
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lastTarget = targetcam[0];
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nextTarget = targetcam[0];
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for (uint32 j = 0; j < targetcam.size(); ++j)
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{
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nextTarget = targetcam[j];
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if (targetcam[j].timeStamp > posTimestamps[i])
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{
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break;
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}
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lastTarget = targetcam[j];
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}
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float x = lastTarget.locations.x;
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float y = lastTarget.locations.y;
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// float z = lastTarget.locations.z;
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// Now, the timestamps for target cam and position can be different. So, if they differ we interpolate
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if (lastTarget.timeStamp != posTimestamps[i])
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{
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uint32 timeDiffTarget = nextTarget.timeStamp - lastTarget.timeStamp;
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uint32 timeDiffThis = posTimestamps[i] - lastTarget.timeStamp;
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float xDiff = nextTarget.locations.x - lastTarget.locations.x;
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float yDiff = nextTarget.locations.y - lastTarget.locations.y;
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// float zDiff = nextTarget.locations.z - lastTarget.locations.z;
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x = lastTarget.locations.x + (xDiff * (float(timeDiffThis) / float(timeDiffTarget)));
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y = lastTarget.locations.y + (yDiff * (float(timeDiffThis) / float(timeDiffTarget)));
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// z = lastTarget.locations.z + (zDiff * (float(timeDiffThis) / float(timeDiffTarget)));
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}
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float xDiff = x - thisCam.locations.x;
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float yDiff = y - thisCam.locations.y;
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thisCam.locations.w = std::atan2(yDiff, xDiff);
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if (thisCam.locations.w < 0)
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{
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thisCam.locations.w += 2 * float(M_PI);
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}
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}
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cameras.push_back(thisCam);
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positions++;
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currPos += sizeof(M2SplineKey<G3D::Vector3>);
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}
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}
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sFlyByCameraStore[dbcentry->id] = cameras;
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return true;
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}
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void LoadM2Cameras(const std::string& dataPath)
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{
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sFlyByCameraStore.clear();
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LOG_INFO("server.loading", ">> Loading Cinematic Camera files");
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uint32 oldMSTime = getMSTime();
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for (uint32 i = 0; i < sCinematicCameraStore.GetNumRows(); ++i)
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{
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if (CinematicCameraEntry const* dbcentry = sCinematicCameraStore.LookupEntry(i))
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{
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std::string filename = dataPath.c_str();
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filename.append(dbcentry->filename);
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// Replace slashes
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size_t loc = filename.find("\\");
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while (loc != std::string::npos)
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{
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filename.replace(loc, 1, "/");
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loc = filename.find("\\");
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}
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// Replace mdx to .m2
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loc = filename.find(".mdx");
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if (loc != std::string::npos)
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{
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filename.replace(loc, 4, ".m2");
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}
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std::ifstream m2file(filename.c_str(), std::ios::in | std::ios::binary);
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if (!m2file.is_open())
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{
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continue;
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}
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// Get file size
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m2file.seekg(0, std::ios::end);
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std::streamoff const fileSize = m2file.tellg();
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// Reject if not at least the size of the header
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if (static_cast<uint32>(fileSize) < sizeof(M2Header))
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{
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LOG_ERROR("dbc", "Camera file {} is damaged. File is smaller than header size", filename);
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m2file.close();
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continue;
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}
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// Read 4 bytes (signature)
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m2file.seekg(0, std::ios::beg);
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char fileCheck[5];
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m2file.read(fileCheck, 4);
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fileCheck[4] = 0;
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// Check file has correct magic (MD20)
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if (strcmp(fileCheck, "MD20"))
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{
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LOG_ERROR("dbc", "Camera file {} is damaged. File identifier not found", filename);
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m2file.close();
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continue;
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}
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// Now we have a good file, read it all into a vector of char's, then close the file.
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std::vector<char> buffer(fileSize);
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m2file.seekg(0, std::ios::beg);
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if (!m2file.read(buffer.data(), fileSize))
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{
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m2file.close();
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continue;
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}
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m2file.close();
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// Read header
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M2Header const* header = reinterpret_cast<M2Header const*>(buffer.data());
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if (header->ofsCameras + sizeof(M2Camera) > static_cast<uint32>(fileSize))
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{
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LOG_ERROR("dbc", "Camera file {} is damaged. Camera references position beyond file end", filename);
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continue;
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}
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// Get camera(s) - Main header, then dump them.
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M2Camera const* cam = reinterpret_cast<M2Camera const*>(buffer.data() + header->ofsCameras);
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if (!readCamera(cam, fileSize, header, dbcentry))
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{
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LOG_ERROR("dbc", "Camera file {} is damaged. Camera references position beyond file end", filename);
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}
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}
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}
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LOG_INFO("server.loading", ">> Loaded {} cinematic waypoint sets in {} ms", (uint32)sFlyByCameraStore.size(), GetMSTimeDiffToNow(oldMSTime));
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}
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SimpleFactionsList const* GetFactionTeamList(uint32 faction)
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{
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FactionTeamMap::const_iterator itr = sFactionTeamMap.find(faction);
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@@ -26,7 +26,6 @@
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#include <unordered_set>
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typedef std::list<uint32> SimpleFactionsList;
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typedef std::vector<FlyByCamera> FlyByCameraCollection;
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SimpleFactionsList const* GetFactionTeamList(uint32 faction);
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@@ -183,9 +182,7 @@ extern DBCStorage <VehicleSeatEntry> sVehicleSeatStore;
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extern DBCStorage <WMOAreaTableEntry> sWMOAreaTableStore;
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//extern DBCStorage <WorldMapAreaEntry> sWorldMapAreaStore; -- use Zone2MapCoordinates and Map2ZoneCoordinates
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extern DBCStorage <WorldMapOverlayEntry> sWorldMapOverlayStore;
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extern std::unordered_map<uint32, FlyByCameraCollection> sFlyByCameraStore;
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void LoadDBCStores(const std::string& dataPath);
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void LoadM2Cameras(const std::string& dataPath);
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#endif
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259
src/server/game/DataStores/M2Stores.cpp
Normal file
259
src/server/game/DataStores/M2Stores.cpp
Normal file
@@ -0,0 +1,259 @@
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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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 Affero General Public License as published by the
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* Free Software Foundation; either version 3 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 Affero 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 "DBCStores.h"
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#include "Common.h"
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#include "Containers.h"
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#include "Log.h"
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#include "M2Structure.h"
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#include "M2Stores.h"
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#include "World.h"
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#include <boost/filesystem/path.hpp>
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#include <fstream>
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#include <iostream>
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#include <iomanip>
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typedef std::vector<FlyByCamera> FlyByCameraCollection;
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std::unordered_map<uint32, FlyByCameraCollection> sFlyByCameraStore;
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// Convert the geomoetry from a spline value, to an actual WoW XYZ
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G3D::Vector3 TranslateLocation(G3D::Vector4 const* DBCPosition, G3D::Vector3 const* basePosition, G3D::Vector3 const* splineVector)
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{
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G3D::Vector3 work;
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float x = basePosition->x + splineVector->x;
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float y = basePosition->y + splineVector->y;
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float z = basePosition->z + splineVector->z;
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float const distance = std::sqrt((x * x) + (y * y));
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float angle = std::atan2(x, y) - DBCPosition->w;
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if (angle < 0)
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angle += 2 * float(M_PI);
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work.x = DBCPosition->x + (distance * sin(angle));
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work.y = DBCPosition->y + (distance * cos(angle));
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work.z = DBCPosition->z + z;
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return work;
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}
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// Number of cameras not used. Multiple cameras never used in 3.3.5
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bool readCamera(M2Camera const* cam, uint32 buffSize, M2Header const* header, CinematicCameraEntry const* dbcentry)
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{
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char const* buffer = reinterpret_cast<char const*>(header);
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FlyByCameraCollection cameras;
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FlyByCameraCollection targetcam;
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G3D::Vector4 DBCData;
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DBCData.x = dbcentry->Origin.X;
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DBCData.y = dbcentry->Origin.Y;
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DBCData.z = dbcentry->Origin.Z;
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DBCData.w = dbcentry->OriginFacing;
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// Read target locations, only so that we can calculate orientation
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for (uint32 k = 0; k < cam->target_positions.timestamps.number; ++k)
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{
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// Extract Target positions
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if (cam->target_positions.timestamps.offset_elements + sizeof(M2Array) > buffSize)
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return false;
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M2Array const* targTsArray = reinterpret_cast<M2Array const*>(buffer + cam->target_positions.timestamps.offset_elements);
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if (targTsArray->offset_elements + sizeof(uint32) > buffSize || cam->target_positions.values.offset_elements + sizeof(M2Array) > buffSize)
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return false;
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uint32 const* targTimestamps = reinterpret_cast<uint32 const*>(buffer + targTsArray->offset_elements);
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M2Array const* targArray = reinterpret_cast<M2Array const*>(buffer + cam->target_positions.values.offset_elements);
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if (targArray->offset_elements + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
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return false;
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M2SplineKey<G3D::Vector3> const* targPositions = reinterpret_cast<M2SplineKey<G3D::Vector3> const*>(buffer + targArray->offset_elements);
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// Read the data for this set
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uint32 currPos = targArray->offset_elements;
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for (uint32 i = 0; i < targTsArray->number; ++i)
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{
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if (currPos + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
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return false;
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// Translate co-ordinates
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G3D::Vector3 newPos = TranslateLocation(&DBCData, &cam->target_position_base, &targPositions->p0);
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// Add to vector
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FlyByCamera thisCam;
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thisCam.timeStamp = targTimestamps[i];
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thisCam.locations.Relocate(newPos.x, newPos.y, newPos.z, 0.0f);
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targetcam.push_back(thisCam);
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targPositions++;
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currPos += sizeof(M2SplineKey<G3D::Vector3>);
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}
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}
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// Read camera positions and timestamps (translating first position of 3 only, we don't need to translate the whole spline)
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for (uint32 k = 0; k < cam->positions.timestamps.number; ++k)
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{
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// Extract Camera positions for this set
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||||
if (cam->positions.timestamps.offset_elements + sizeof(M2Array) > buffSize)
|
||||
return false;
|
||||
M2Array const* posTsArray = reinterpret_cast<M2Array const*>(buffer + cam->positions.timestamps.offset_elements);
|
||||
if (posTsArray->offset_elements + sizeof(uint32) > buffSize || cam->positions.values.offset_elements + sizeof(M2Array) > buffSize)
|
||||
return false;
|
||||
uint32 const* posTimestamps = reinterpret_cast<uint32 const*>(buffer + posTsArray->offset_elements);
|
||||
M2Array const* posArray = reinterpret_cast<M2Array const*>(buffer + cam->positions.values.offset_elements);
|
||||
if (posArray->offset_elements + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
|
||||
return false;
|
||||
M2SplineKey<G3D::Vector3> const* positions = reinterpret_cast<M2SplineKey<G3D::Vector3> const*>(buffer + posArray->offset_elements);
|
||||
|
||||
// Read the data for this set
|
||||
uint32 currPos = posArray->offset_elements;
|
||||
for (uint32 i = 0; i < posTsArray->number; ++i)
|
||||
{
|
||||
if (currPos + sizeof(M2SplineKey<G3D::Vector3>) > buffSize)
|
||||
return false;
|
||||
// Translate co-ordinates
|
||||
G3D::Vector3 newPos = TranslateLocation(&DBCData, &cam->position_base, &positions->p0);
|
||||
|
||||
// Add to vector
|
||||
FlyByCamera thisCam;
|
||||
thisCam.timeStamp = posTimestamps[i];
|
||||
thisCam.locations.Relocate(newPos.x, newPos.y, newPos.z);
|
||||
|
||||
if (targetcam.size() > 0)
|
||||
{
|
||||
// Find the target camera before and after this camera
|
||||
FlyByCamera lastTarget;
|
||||
FlyByCamera nextTarget;
|
||||
|
||||
// Pre-load first item
|
||||
lastTarget = targetcam[0];
|
||||
nextTarget = targetcam[0];
|
||||
for (uint32 j = 0; j < targetcam.size(); ++j)
|
||||
{
|
||||
nextTarget = targetcam[j];
|
||||
if (targetcam[j].timeStamp > posTimestamps[i])
|
||||
break;
|
||||
|
||||
lastTarget = targetcam[j];
|
||||
}
|
||||
|
||||
float x, y, z;
|
||||
lastTarget.locations.GetPosition(x, y, z);
|
||||
|
||||
// Now, the timestamps for target cam and position can be different. So, if they differ we interpolate
|
||||
if (lastTarget.timeStamp != posTimestamps[i])
|
||||
{
|
||||
uint32 timeDiffTarget = nextTarget.timeStamp - lastTarget.timeStamp;
|
||||
uint32 timeDiffThis = posTimestamps[i] - lastTarget.timeStamp;
|
||||
float xDiff = nextTarget.locations.GetPositionX() - lastTarget.locations.GetPositionX();
|
||||
float yDiff = nextTarget.locations.GetPositionY() - lastTarget.locations.GetPositionY();
|
||||
x = lastTarget.locations.GetPositionX() + (xDiff * (float(timeDiffThis) / float(timeDiffTarget)));
|
||||
y = lastTarget.locations.GetPositionY() + (yDiff * (float(timeDiffThis) / float(timeDiffTarget)));
|
||||
}
|
||||
float xDiff = x - thisCam.locations.GetPositionX();
|
||||
float yDiff = y - thisCam.locations.GetPositionY();
|
||||
thisCam.locations.SetOrientation(std::atan2(yDiff, xDiff));
|
||||
}
|
||||
|
||||
cameras.push_back(thisCam);
|
||||
positions++;
|
||||
currPos += sizeof(M2SplineKey<G3D::Vector3>);
|
||||
}
|
||||
}
|
||||
|
||||
sFlyByCameraStore[dbcentry->ID] = cameras;
|
||||
return true;
|
||||
}
|
||||
|
||||
void LoadM2Cameras(std::string const& dataPath)
|
||||
{
|
||||
sFlyByCameraStore.clear();
|
||||
LOG_INFO("server.loading", ">> Loading Cinematic Camera files");
|
||||
|
||||
uint32 oldMSTime = getMSTime();
|
||||
for (CinematicCameraEntry const* dbcentry : sCinematicCameraStore)
|
||||
{
|
||||
std::string filenameWork = dataPath;
|
||||
filenameWork.append(dbcentry->Model);
|
||||
|
||||
// Replace slashes (always to forward slash, because boost!)
|
||||
std::replace(filenameWork.begin(), filenameWork.end(), '\\', '/');
|
||||
|
||||
boost::filesystem::path filename = filenameWork;
|
||||
|
||||
// Convert to native format
|
||||
filename.make_preferred();
|
||||
|
||||
// Replace mdx to .m2
|
||||
filename.replace_extension("m2");
|
||||
|
||||
std::ifstream m2file(filename.string().c_str(), std::ios::in | std::ios::binary);
|
||||
if (!m2file.is_open())
|
||||
continue;
|
||||
|
||||
// Get file size
|
||||
m2file.seekg(0, std::ios::end);
|
||||
std::streamoff fileSize = m2file.tellg();
|
||||
|
||||
// Reject if not at least the size of the header
|
||||
if (static_cast<uint32>(fileSize) < sizeof(M2Header))
|
||||
{
|
||||
LOG_ERROR("server.loading", "Camera file %s is damaged. File is smaller than header size", filename.string().c_str());
|
||||
m2file.close();
|
||||
continue;
|
||||
}
|
||||
|
||||
// Read 4 bytes (signature)
|
||||
m2file.seekg(0, std::ios::beg);
|
||||
char fileCheck[5];
|
||||
m2file.read(fileCheck, 4);
|
||||
fileCheck[4] = 0;
|
||||
|
||||
// Check file has correct magic (MD20)
|
||||
if (strcmp(fileCheck, "MD20"))
|
||||
{
|
||||
LOG_ERROR("server.loading", "Camera file %s is damaged. File identifier not found", filename.string().c_str());
|
||||
m2file.close();
|
||||
continue;
|
||||
}
|
||||
|
||||
// Now we have a good file, read it all into a vector of char's, then close the file.
|
||||
std::vector<char> buffer(fileSize);
|
||||
m2file.seekg(0, std::ios::beg);
|
||||
if (!m2file.read(buffer.data(), fileSize))
|
||||
{
|
||||
m2file.close();
|
||||
continue;
|
||||
}
|
||||
m2file.close();
|
||||
|
||||
// Read header
|
||||
M2Header const* header = reinterpret_cast<M2Header const*>(buffer.data());
|
||||
|
||||
if (header->ofsCameras + sizeof(M2Camera) > static_cast<uint32>(fileSize))
|
||||
{
|
||||
LOG_ERROR("server.loading", "Camera file %s is damaged. Camera references position beyond file end", filename.string().c_str());
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get camera(s) - Main header, then dump them.
|
||||
M2Camera const* cam = reinterpret_cast<M2Camera const*>(buffer.data() + header->ofsCameras);
|
||||
if (!readCamera(cam, fileSize, header, dbcentry))
|
||||
LOG_ERROR("server.loading", "Camera file %s is damaged. Camera references position beyond file end", filename.string().c_str());
|
||||
}
|
||||
|
||||
LOG_INFO("server.loading", ">> Loaded %u cinematic waypoint sets in %u ms", (uint32)sFlyByCameraStore.size(), GetMSTimeDiffToNow(oldMSTime));
|
||||
}
|
||||
|
||||
std::vector<FlyByCamera> const* GetFlyByCameras(uint32 cinematicCameraId)
|
||||
{
|
||||
return Acore::Containers::MapGetValuePtr(sFlyByCameraStore, cinematicCameraId);
|
||||
}
|
||||
35
src/server/game/DataStores/M2Stores.h
Normal file
35
src/server/game/DataStores/M2Stores.h
Normal file
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU Affero General Public License as published by the
|
||||
* Free Software Foundation; either version 3 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 Affero General Public License for
|
||||
* more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef ACORE_M2STORES_H
|
||||
#define ACORE_M2STORES_H
|
||||
|
||||
#include "Define.h"
|
||||
#include "Position.h"
|
||||
#include <vector>
|
||||
|
||||
struct FlyByCamera
|
||||
{
|
||||
uint32 timeStamp;
|
||||
Position locations;
|
||||
};
|
||||
|
||||
AC_GAME_API void LoadM2Cameras(std::string const& dataPath);
|
||||
|
||||
AC_GAME_API std::vector<FlyByCamera> const* GetFlyByCameras(uint32 cinematicCameraId);
|
||||
|
||||
#endif
|
||||
133
src/server/game/DataStores/M2Structure.h
Normal file
133
src/server/game/DataStores/M2Structure.h
Normal file
@@ -0,0 +1,133 @@
|
||||
/*
|
||||
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU Affero General Public License as published by the
|
||||
* Free Software Foundation; either version 3 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 Affero General Public License for
|
||||
* more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef ACORE_M2STRUCTURE_H
|
||||
#define ACORE_M2STRUCTURE_H
|
||||
|
||||
#include <G3D/Vector3.h>
|
||||
#include <G3D/AABox.h>
|
||||
|
||||
// Structures for M2 file. Source: https://wowdev.wiki
|
||||
#pragma pack(push, 1)
|
||||
template<typename T>
|
||||
struct M2SplineKey
|
||||
{
|
||||
T p0;
|
||||
T p1;
|
||||
T p2;
|
||||
};
|
||||
|
||||
struct M2Header
|
||||
{
|
||||
char Magic[4]; // "MD20"
|
||||
uint32 Version; // The version of the format.
|
||||
uint32 lName; // Length of the model's name including the trailing \0
|
||||
uint32 ofsName; // Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess.
|
||||
uint32 GlobalModelFlags; // 0x0001: tilt x, 0x0002: tilt y, 0x0008: add 2 fields in header, 0x0020: load .phys data (MoP+), 0x0080: has _lod .skin files (MoP?+), 0x0100: is camera related.
|
||||
uint32 nGlobalSequences;
|
||||
uint32 ofsGlobalSequences; // A list of timestamps.
|
||||
uint32 nAnimations;
|
||||
uint32 ofsAnimations; // Information about the animations in the model.
|
||||
uint32 nAnimationLookup;
|
||||
uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block.
|
||||
uint32 nBones; // MAX_BONES = 0x100
|
||||
uint32 ofsBones; // Information about the bones in this model.
|
||||
uint32 nKeyBoneLookup;
|
||||
uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones.
|
||||
uint32 nVertices;
|
||||
uint32 ofsVertices; // Vertices of the model.
|
||||
uint32 nViews; // Views (LOD) are now in .skins.
|
||||
uint32 nSubmeshAnimations;
|
||||
uint32 ofsSubmeshAnimations; // Submesh color and alpha animations definitions.
|
||||
uint32 nTextures;
|
||||
uint32 ofsTextures; // Textures of this model.
|
||||
uint32 nTransparency;
|
||||
uint32 ofsTransparency; // Transparency of textures.
|
||||
uint32 nUVAnimation;
|
||||
uint32 ofsUVAnimation;
|
||||
uint32 nTexReplace;
|
||||
uint32 ofsTexReplace; // Replaceable Textures.
|
||||
uint32 nRenderFlags;
|
||||
uint32 ofsRenderFlags; // Blending modes / render flags.
|
||||
uint32 nBoneLookupTable;
|
||||
uint32 ofsBoneLookupTable; // A bone lookup table.
|
||||
uint32 nTexLookup;
|
||||
uint32 ofsTexLookup; // The same for textures.
|
||||
uint32 nTexUnits; // possibly removed with cata?!
|
||||
uint32 ofsTexUnits; // And texture units. Somewhere they have to be too.
|
||||
uint32 nTransLookup;
|
||||
uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies.
|
||||
uint32 nUVAnimLookup;
|
||||
uint32 ofsUVAnimLookup;
|
||||
G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
|
||||
float BoundingSphereRadius;
|
||||
G3D::AABox CollisionBox;
|
||||
float CollisionSphereRadius;
|
||||
uint32 nBoundingTriangles;
|
||||
uint32 ofsBoundingTriangles; // Our bounding volumes. Similar structure like in the old ofsViews.
|
||||
uint32 nBoundingVertices;
|
||||
uint32 ofsBoundingVertices;
|
||||
uint32 nBoundingNormals;
|
||||
uint32 ofsBoundingNormals;
|
||||
uint32 nAttachments;
|
||||
uint32 ofsAttachments; // Attachments are for weapons etc.
|
||||
uint32 nAttachLookup;
|
||||
uint32 ofsAttachLookup; // Of course with a lookup.
|
||||
uint32 nEvents;
|
||||
uint32 ofsEvents; // Used for playing sounds when dying and a lot else.
|
||||
uint32 nLights;
|
||||
uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too.
|
||||
uint32 nCameras; // Format of Cameras changed with version 271!
|
||||
uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab.
|
||||
uint32 nCameraLookup;
|
||||
uint32 ofsCameraLookup; // And lookup-time again.
|
||||
uint32 nRibbonEmitters;
|
||||
uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails.
|
||||
uint32 nParticleEmitters;
|
||||
uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles.
|
||||
uint32 nBlendMaps; // This has to deal with blending. Exists IFF (flags & 0x8) != 0. When set, textures blending is overriden by the associated array. See M2/WotLK#Blend_mode_overrides
|
||||
uint32 ofsBlendMaps; // Same as above. Points to an array of uint16 of nBlendMaps entries -- From WoD information.};
|
||||
};
|
||||
|
||||
struct M2Array
|
||||
{
|
||||
uint32_t number;
|
||||
uint32 offset_elements;
|
||||
};
|
||||
struct M2Track
|
||||
{
|
||||
uint16_t interpolation_type;
|
||||
uint16_t global_sequence;
|
||||
M2Array timestamps;
|
||||
M2Array values;
|
||||
};
|
||||
|
||||
struct M2Camera
|
||||
{
|
||||
uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
|
||||
float fov; // No radians, no degrees. Multiply by 35 to get degrees.
|
||||
float far_clip;
|
||||
float near_clip;
|
||||
M2Track positions; // How the camera's position moves. Should be 3*3 floats.
|
||||
G3D::Vector3 position_base;
|
||||
M2Track target_positions; // How the target moves. Should be 3*3 floats.
|
||||
G3D::Vector3 target_position_base;
|
||||
M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi.
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user