First Commit

For Azeroth!
This commit is contained in:
Yehonal
2016-06-26 10:39:44 +02:00
commit e8e94a0a66
3777 changed files with 1419268 additions and 0 deletions

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/*
* Copyright (C)
* Copyright (C)
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <vector>
#include "MapTree.h"
#include "VMapManager2.h"
#include "WorldModel.h"
#include "ModelInstance.h"
namespace VMAP
{
// Need direct access to encapsulated VMAP data, so we add functions for MMAP generator
// maybe add MapBuilder as friend to all of the below classes would be better?
// declared in src/shared/vmap/MapTree.h
void StaticMapTree::getModelInstances(ModelInstance* &models, uint32 &count)
{
models = iTreeValues;
count = iNTreeValues;
}
// declared in src/shared/vmap/VMapManager2.h
void VMapManager2::getInstanceMapTree(InstanceTreeMap &instanceMapTree)
{
instanceMapTree = iInstanceMapTrees;
}
// declared in src/shared/vmap/WorldModel.h
void WorldModel::getGroupModels(std::vector<GroupModel> &groupModels)
{
groupModels = this->groupModels;
}
// declared in src/shared/vmap/WorldModel.h
void GroupModel::getMeshData(std::vector<G3D::Vector3> &vertices, std::vector<MeshTriangle> &triangles, WmoLiquid* &liquid)
{
vertices = this->vertices;
triangles = this->triangles;
liquid = iLiquid;
}
// declared in src/shared/vmap/ModelInstance.h
WorldModel* ModelInstance::getWorldModel()
{
return iModel;
}
// declared in src/shared/vmap/WorldModel.h
void WmoLiquid::getPosInfo(uint32 &tilesX, uint32 &tilesY, G3D::Vector3 &corner) const
{
tilesX = iTilesX;
tilesY = iTilesY;
corner = iCorner;
}
}