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azerothcore-wotlk/src/tools/mesh_extractor/Geometry.cpp

136 lines
3.9 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "Geometry.h"
#include "Constants.h"
#include "ADT.h"
#include "WorldModelHandler.h"
#include "DoodadHandler.h"
#include <limits.h>
Geometry::Geometry() : Transform(false)
{
Vertices.reserve(10000);
Triangles.reserve(10000);
}
void Geometry::CalculateBoundingBox( float*& min, float*& max )
{
min = new float[3];
max = new float[3];
for (int i = 0; i < 3; ++i)
{
max[i] = std::numeric_limits<float>::min();
min[i] = std::numeric_limits<float>::max();
}
for (std::vector<Vector3>::iterator itr = Vertices.begin(); itr != Vertices.end(); ++itr)
{
if (itr->x > max[0])
max[0] = itr->x;
if (itr->x < min[0])
min[0] = itr->x;
if (itr->y > max[1])
max[1] = itr->y;
if (itr->y < min[1])
min[1] = itr->y;
if (itr->z > max[2])
max[2] = itr->z;
if (itr->z < min[2])
min[2] = itr->z;
}
}
void Geometry::CalculateMinMaxHeight( float& min, float& max )
{
min = std::numeric_limits<float>::max();
max = std::numeric_limits<float>::min();
for (std::vector<Vector3>::iterator itr = Vertices.begin(); itr != Vertices.end(); ++itr)
{
if (Transform)
{
if (itr->y < min)
min = itr->y;
if (itr->y > max)
max = itr->y;
}
else
{
if (itr->z < min)
min = itr->z;
if (itr->z > max)
max = itr->z;
}
}
}
void Geometry::AddData( std::vector<Vector3>& verts, std::vector<Triangle<uint32>>& tris )
{
uint32 vertOffset = Vertices.size();
for (std::vector<Vector3>::iterator itr = verts.begin(); itr != verts.end(); ++itr)
Vertices.push_back(Transform ? Utils::ToRecast(*itr) : *itr);
for (std::vector<Triangle<uint32>>::iterator itr = tris.begin(); itr != tris.end(); ++itr)
Triangles.push_back(Triangle<uint32>(itr->Type, itr->V0 + vertOffset, itr->V1 + vertOffset, itr->V2 + vertOffset));
}
void Geometry::GetRawData( float*& verts, int*& tris, uint8*& areas )
{
verts = new float[Vertices.size() * 3];
for (uint32 i = 0; i < Vertices.size(); ++i)
{
Vector3& vert = Vertices[i];
verts[(i * 3) + 0] = vert.x;
verts[(i * 3) + 1] = vert.y;
verts[(i * 3) + 2] = vert.z;
}
tris = new int[Triangles.size() * 3];
for (uint32 i = 0; i < Triangles.size(); ++i)
{
Triangle<uint32>& tri = Triangles[i];
tris[(i * 3) + 0] = (int)tri.V0;
tris[(i * 3) + 1] = (int)tri.V1;
tris[(i * 3) + 2] = (int)tri.V2;
}
areas = new uint8[Triangles.size()];
for (uint32 i = 0; i < Triangles.size(); i++)
{
switch (Triangles[i].Type)
{
case Constants::TRIANGLE_TYPE_WATER:
areas[i] = Constants::POLY_AREA_WATER;
break;
default:
areas[i] = Constants::POLY_AREA_TERRAIN;
break;
}
}
}
void Geometry::AddAdt( ADT* adt )
{
for (std::vector<MapChunk*>::iterator itr = adt->MapChunks.begin(); itr != adt->MapChunks.end(); ++itr)
{
std::vector<Triangle<uint32>> tmp;
tmp.reserve((*itr)->Triangles.size());
for (std::vector<Triangle<uint8>>::iterator itr2 = (*itr)->Triangles.begin(); itr2 != (*itr)->Triangles.end(); ++itr2)
tmp.push_back(Triangle<uint32>(itr2->Type, itr2->V0, itr2->V1, itr2->V2));
AddData((*itr)->Vertices, tmp);
}
if (!adt->_DoodadHandler->Triangles.empty())
AddData(adt->_DoodadHandler->Vertices, adt->_DoodadHandler->Triangles);
if (!adt->_WorldModelHandler->Triangles.empty())
AddData(adt->_WorldModelHandler->Vertices, adt->_WorldModelHandler->Triangles);
}