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https://github.com/mod-playerbots/azerothcore-wotlk.git
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* refactor(src/common): remove unused imports * fix: build * chore: fix build * chore: size_t -> std::size_t * chore: fix fuckup from previous commit * chore: fix build * chore: fix build * chore: fix build * chore: fix build with std::size_t * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build
126 lines
5.1 KiB
C++
126 lines
5.1 KiB
C++
/*
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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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#ifndef _WORLDMODEL_H
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#define _WORLDMODEL_H
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#include "BoundingIntervalHierarchy.h"
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#include "Define.h"
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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namespace VMAP
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{
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class TreeNode;
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struct AreaInfo;
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struct LocationInfo;
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enum class ModelIgnoreFlags : uint32;
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class MeshTriangle
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{
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public:
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MeshTriangle() { }
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MeshTriangle(uint32 na, uint32 nb, uint32 nc): idx0(na), idx1(nb), idx2(nc) { }
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uint32 idx0{0};
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uint32 idx1{0};
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uint32 idx2{0};
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};
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class WmoLiquid
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{
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public:
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WmoLiquid(uint32 width, uint32 height, const G3D::Vector3& corner, uint32 type);
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WmoLiquid(const WmoLiquid& other);
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~WmoLiquid();
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WmoLiquid& operator=(const WmoLiquid& other);
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bool GetLiquidHeight(const G3D::Vector3& pos, float& liqHeight) const;
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[[nodiscard]] uint32 GetType() const { return iType; }
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float* GetHeightStorage() { return iHeight; }
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uint8* GetFlagsStorage() { return iFlags; }
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uint32 GetFileSize();
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bool writeToFile(FILE* wf);
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static bool readFromFile(FILE* rf, WmoLiquid*& liquid);
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void GetPosInfo(uint32& tilesX, uint32& tilesY, G3D::Vector3& corner) const;
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private:
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WmoLiquid() { }
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uint32 iTilesX{0}; //!< number of tiles in x direction, each
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uint32 iTilesY{0};
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G3D::Vector3 iCorner; //!< the lower corner
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uint32 iType{0}; //!< liquid type
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float* iHeight{nullptr}; //!< (tilesX + 1)*(tilesY + 1) height values
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uint8* iFlags{nullptr}; //!< info if liquid tile is used
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};
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/*! holding additional info for WMO group files */
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class GroupModel
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{
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public:
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GroupModel() { }
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GroupModel(const GroupModel& other);
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GroupModel(uint32 mogpFlags, uint32 groupWMOID, const G3D::AABox& bound):
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iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(nullptr) { }
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~GroupModel() { delete iLiquid; }
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//! pass mesh data to object and create BIH. Passed vectors get get swapped with old geometry!
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void setMeshData(std::vector<G3D::Vector3>& vert, std::vector<MeshTriangle>& tri);
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void setLiquidData(WmoLiquid*& liquid) { iLiquid = liquid; liquid = nullptr; }
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bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
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bool IsInsideObject(const G3D::Vector3& pos, const G3D::Vector3& down, float& z_dist) const;
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bool GetLiquidLevel(const G3D::Vector3& pos, float& liqHeight) const;
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[[nodiscard]] uint32 GetLiquidType() const;
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bool writeToFile(FILE* wf);
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bool readFromFile(FILE* rf);
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[[nodiscard]] const G3D::AABox& GetBound() const { return iBound; }
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[[nodiscard]] uint32 GetMogpFlags() const { return iMogpFlags; }
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[[nodiscard]] uint32 GetWmoID() const { return iGroupWMOID; }
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void GetMeshData(std::vector<G3D::Vector3>& outVertices, std::vector<MeshTriangle>& outTriangles, WmoLiquid*& liquid);
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protected:
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G3D::AABox iBound;
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uint32 iMogpFlags{0};// 0x8 outdor; 0x2000 indoor
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uint32 iGroupWMOID{0};
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std::vector<G3D::Vector3> vertices;
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std::vector<MeshTriangle> triangles;
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BIH meshTree;
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WmoLiquid* iLiquid{nullptr};
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};
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/*! Holds a model (converted M2 or WMO) in its original coordinate space */
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class WorldModel
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{
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public:
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WorldModel() { }
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//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
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void setGroupModels(std::vector<GroupModel>& models);
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void setRootWmoID(uint32 id) { RootWMOID = id; }
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bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
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bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
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bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
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bool writeFile(const std::string& filename);
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bool readFile(const std::string& filename);
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void GetGroupModels(std::vector<GroupModel>& outGroupModels);
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uint32 Flags;
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protected:
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uint32 RootWMOID{0};
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std::vector<GroupModel> groupModels;
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BIH groupTree;
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};
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} // namespace VMAP
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#endif // _WORLDMODEL_H
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