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