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azerothcore-wotlk/src/tools/mmaps_generator/TerrainBuilder.cpp

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "TerrainBuilder.h"
#include "PathCommon.h"
#include "MapBuilder.h"
#include "VMapManager2.h"
#include "MapTree.h"
#include "ModelInstance.h"
#include <vector>
// ******************************************
// Map file format defines
// ******************************************
struct map_fileheader
{
uint32 mapMagic;
uint32 versionMagic;
uint32 buildMagic;
uint32 areaMapOffset;
uint32 areaMapSize;
uint32 heightMapOffset;
uint32 heightMapSize;
uint32 liquidMapOffset;
uint32 liquidMapSize;
uint32 holesOffset;
uint32 holesSize;
};
#define MAP_HEIGHT_NO_HEIGHT 0x0001
#define MAP_HEIGHT_AS_INT16 0x0002
#define MAP_HEIGHT_AS_INT8 0x0004
struct map_heightHeader
{
uint32 fourcc;
uint32 flags;
float gridHeight;
float gridMaxHeight;
};
#define MAP_LIQUID_NO_TYPE 0x0001
#define MAP_LIQUID_NO_HEIGHT 0x0002
struct map_liquidHeader
{
uint32 fourcc;
uint16 flags;
uint16 liquidType;
uint8 offsetX;
uint8 offsetY;
uint8 width;
uint8 height;
float liquidLevel;
};
#define MAP_LIQUID_TYPE_NO_WATER 0x00
#define MAP_LIQUID_TYPE_WATER 0x01
#define MAP_LIQUID_TYPE_OCEAN 0x02
#define MAP_LIQUID_TYPE_MAGMA 0x04
#define MAP_LIQUID_TYPE_SLIME 0x08
#define MAP_LIQUID_TYPE_DARK_WATER 0x10
#define MAP_LIQUID_TYPE_WMO_WATER 0x20
namespace MMAP
{
char const* MAP_VERSION_MAGIC = "v1.8";
TerrainBuilder::TerrainBuilder(bool skipLiquid) : m_skipLiquid (skipLiquid){ }
TerrainBuilder::~TerrainBuilder() { }
/**************************************************************************/
void TerrainBuilder::getLoopVars(Spot portion, int &loopStart, int &loopEnd, int &loopInc)
{
switch (portion)
{
case ENTIRE:
loopStart = 0;
loopEnd = V8_SIZE_SQ;
loopInc = 1;
break;
case TOP:
loopStart = 0;
loopEnd = V8_SIZE;
loopInc = 1;
break;
case LEFT:
loopStart = 0;
loopEnd = V8_SIZE_SQ - V8_SIZE + 1;
loopInc = V8_SIZE;
break;
case RIGHT:
loopStart = V8_SIZE - 1;
loopEnd = V8_SIZE_SQ;
loopInc = V8_SIZE;
break;
case BOTTOM:
loopStart = V8_SIZE_SQ - V8_SIZE;
loopEnd = V8_SIZE_SQ;
loopInc = 1;
break;
}
}
/**************************************************************************/
void TerrainBuilder::loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData)
{
if (loadMap(mapID, tileX, tileY, meshData, ENTIRE))
{
loadMap(mapID, tileX+1, tileY, meshData, LEFT);
loadMap(mapID, tileX-1, tileY, meshData, RIGHT);
loadMap(mapID, tileX, tileY+1, meshData, TOP);
loadMap(mapID, tileX, tileY-1, meshData, BOTTOM);
}
}
/**************************************************************************/
bool TerrainBuilder::loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData, Spot portion)
{
char mapFileName[255];
sprintf(mapFileName, "maps/%03u%02u%02u.map", mapID, tileY, tileX);
FILE* mapFile = fopen(mapFileName, "rb");
if (!mapFile)
return false;
map_fileheader fheader;
if (fread(&fheader, sizeof(map_fileheader), 1, mapFile) != 1 ||
fheader.versionMagic != *((uint32 const*)(MAP_VERSION_MAGIC)))
{
fclose(mapFile);
printf("%s is the wrong version, please extract new .map files\n", mapFileName);
return false;
}
map_heightHeader hheader;
fseek(mapFile, fheader.heightMapOffset, SEEK_SET);
bool haveTerrain = false;
bool haveLiquid = false;
if (fread(&hheader, sizeof(map_heightHeader), 1, mapFile) == 1)
{
haveTerrain = !(hheader.flags & MAP_HEIGHT_NO_HEIGHT);
haveLiquid = fheader.liquidMapOffset && !m_skipLiquid;
}
// no data in this map file
if (!haveTerrain && !haveLiquid)
{
fclose(mapFile);
return false;
}
// data used later
uint16 holes[16][16];
memset(holes, 0, sizeof(holes));
uint8 liquid_type[16][16];
memset(liquid_type, 0, sizeof(liquid_type));
G3D::Array<int> ltriangles;
G3D::Array<int> ttriangles;
// terrain data
if (haveTerrain)
{
float heightMultiplier;
float V9[V9_SIZE_SQ], V8[V8_SIZE_SQ];
int expected = V9_SIZE_SQ + V8_SIZE_SQ;
if (hheader.flags & MAP_HEIGHT_AS_INT8)
{
uint8 v9[V9_SIZE_SQ];
uint8 v8[V8_SIZE_SQ];
int count = 0;
count += fread(v9, sizeof(uint8), V9_SIZE_SQ, mapFile);
count += fread(v8, sizeof(uint8), V8_SIZE_SQ, mapFile);
if (count != expected)
printf("TerrainBuilder::loadMap: Failed to read some data expected %d, read %d\n", expected, count);
heightMultiplier = (hheader.gridMaxHeight - hheader.gridHeight) / 255;
for (int i = 0; i < V9_SIZE_SQ; ++i)
V9[i] = (float)v9[i]*heightMultiplier + hheader.gridHeight;
for (int i = 0; i < V8_SIZE_SQ; ++i)
V8[i] = (float)v8[i]*heightMultiplier + hheader.gridHeight;
}
else if (hheader.flags & MAP_HEIGHT_AS_INT16)
{
uint16 v9[V9_SIZE_SQ];
uint16 v8[V8_SIZE_SQ];
int count = 0;
count += fread(v9, sizeof(uint16), V9_SIZE_SQ, mapFile);
count += fread(v8, sizeof(uint16), V8_SIZE_SQ, mapFile);
if (count != expected)
printf("TerrainBuilder::loadMap: Failed to read some data expected %d, read %d\n", expected, count);
heightMultiplier = (hheader.gridMaxHeight - hheader.gridHeight) / 65535;
for (int i = 0; i < V9_SIZE_SQ; ++i)
V9[i] = (float)v9[i]*heightMultiplier + hheader.gridHeight;
for (int i = 0; i < V8_SIZE_SQ; ++i)
V8[i] = (float)v8[i]*heightMultiplier + hheader.gridHeight;
}
else
{
int count = 0;
count += fread(V9, sizeof(float), V9_SIZE_SQ, mapFile);
count += fread(V8, sizeof(float), V8_SIZE_SQ, mapFile);
if (count != expected)
printf("TerrainBuilder::loadMap: Failed to read some data expected %d, read %d\n", expected, count);
}
// hole data
if (fheader.holesSize != 0)
{
memset(holes, 0, fheader.holesSize);
fseek(mapFile, fheader.holesOffset, SEEK_SET);
if (fread(holes, fheader.holesSize, 1, mapFile) != 1)
printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
}
int count = meshData.solidVerts.size() / 3;
float xoffset = (float(tileX)-32)*GRID_SIZE;
float yoffset = (float(tileY)-32)*GRID_SIZE;
float coord[3];
for (int i = 0; i < V9_SIZE_SQ; ++i)
{
getHeightCoord(i, GRID_V9, xoffset, yoffset, coord, V9);
meshData.solidVerts.append(coord[0]);
meshData.solidVerts.append(coord[2]);
meshData.solidVerts.append(coord[1]);
}
for (int i = 0; i < V8_SIZE_SQ; ++i)
{
getHeightCoord(i, GRID_V8, xoffset, yoffset, coord, V8);
meshData.solidVerts.append(coord[0]);
meshData.solidVerts.append(coord[2]);
meshData.solidVerts.append(coord[1]);
}
int indices[] = { 0, 0, 0 };
int loopStart = 0, loopEnd = 0, loopInc = 0;
getLoopVars(portion, loopStart, loopEnd, loopInc);
for (int i = loopStart; i < loopEnd; i+=loopInc)
for (int j = TOP; j <= BOTTOM; j+=1)
{
getHeightTriangle(i, Spot(j), indices);
ttriangles.append(indices[2] + count);
ttriangles.append(indices[1] + count);
ttriangles.append(indices[0] + count);
}
}
// liquid data
if (haveLiquid)
{
map_liquidHeader lheader;
fseek(mapFile, fheader.liquidMapOffset, SEEK_SET);
if (fread(&lheader, sizeof(map_liquidHeader), 1, mapFile) != 1)
printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
float* liquid_map = nullptr;
if (!(lheader.flags & MAP_LIQUID_NO_TYPE))
if (fread(liquid_type, sizeof(liquid_type), 1, mapFile) != 1)
printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
if (!(lheader.flags & MAP_LIQUID_NO_HEIGHT))
{
uint32 toRead = lheader.width * lheader.height;
liquid_map = new float [toRead];
if (fread(liquid_map, sizeof(float), toRead, mapFile) != toRead)
printf("TerrainBuilder::loadMap: Failed to read some data expected 1, read 0\n");
}
if (liquid_map)
{
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;
// generate coordinates
if (!(lheader.flags & MAP_LIQUID_NO_HEIGHT))
{
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 = nullptr;
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 = nullptr;
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 = nullptr;
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() & 3)
{
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 j = 0; j < liqVerts.size(); ++j)
{
meshData.liquidVerts.append(liqVerts[j].y, liqVerts[j].z, liqVerts[j].x);
}
for (uint32 j = 0; j < liqTris.size() / 3; ++j)
{
meshData.liquidTris.append(liqTris[j*3+1] + liqOffset, liqTris[j*3+2] + liqOffset, liqTris[j*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 == nullptr)
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, "%u %u,%u (%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);
}
}