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TileAssembler.cpp
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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 "TileAssembler.h"
#include "BoundingIntervalHierarchy.h"
#include "MapTree.h"
#include "StringFormat.h"
#include "VMapDefinitions.h"
#include <boost/filesystem.hpp>
#include <iomanip>
#include <set>
#include <sstream>
using G3D::Vector3;
using G3D::AABox;
using G3D::inf;
using std::pair;
template<> struct BoundsTrait<VMAP::ModelSpawn*>
{
static void getBounds(VMAP::ModelSpawn const* const& obj, G3D::AABox& out) { out = obj->getBounds(); }
};
namespace VMAP
{
Vector3 ModelPosition::transform(Vector3 const& pIn) const
{
Vector3 out = pIn * iScale;
out = iRotation * out;
return out;
}
//=================================================================
TileAssembler::TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName)
: iDestDir(pDestDirName), iSrcDir(pSrcDirName)
{
boost::filesystem::create_directory(iDestDir);
}
TileAssembler::~TileAssembler()
{
}
bool TileAssembler::convertWorld2()
{
bool success = readMapSpawns();
if (!success)
return false;
float constexpr invTileSize = 1.0f / 533.33333f;
// export Map data
while (!mapData.empty())
{
MapSpawns data = std::move(mapData.front());
mapData.pop_front();
// build global map tree
std::vector<ModelSpawn*> mapSpawns;
mapSpawns.reserve(data.UniqueEntries.size());
printf("Calculating model bounds for map %u...\n", data.MapId);
for (auto entry = data.UniqueEntries.begin(); entry != data.UniqueEntries.end(); ++entry)
{
// M2 models don't have a bound set in WDT/ADT placement data, they're not used for LoS but are needed for pathfinding
if (entry->second.flags & MOD_M2)
if (!calculateTransformedBound(entry->second))
continue;
mapSpawns.push_back(&entry->second);
spawnedModelFiles.insert(entry->second.name);
std::map<uint32, std::set<TileSpawn>>& tileEntries = (entry->second.flags & MOD_PARENT_SPAWN) ? data.ParentTileEntries : data.TileEntries;
G3D::AABox const& bounds = entry->second.iBound;
G3D::Vector2int16 low(int16(bounds.low().x * invTileSize), int16(bounds.low().y * invTileSize));
G3D::Vector2int16 high(int16(bounds.high().x * invTileSize), int16(bounds.high().y * invTileSize));
for (int x = low.x; x <= high.x; ++x)
for (int y = low.y; y <= high.y; ++y)
tileEntries[StaticMapTree::packTileID(x, y)].emplace(entry->second.ID, entry->second.flags);
}
printf("Creating map tree for map %u...\n", data.MapId);
BIH pTree;
try
{
pTree.build(mapSpawns, BoundsTrait<ModelSpawn*>::getBounds);
}
catch (std::exception& e)
{
printf("Exception ""%s"" when calling pTree.build", e.what());
return false;
}
// ===> possibly move this code to StaticMapTree class
// write map tree file
std::stringstream mapfilename;
mapfilename << iDestDir << '/' << std::setfill('0') << std::setw(4) << data.MapId << ".vmtree";
FILE* mapfile = fopen(mapfilename.str().c_str(), "wb");
if (!mapfile)
{
success = false;
printf("Cannot open %s\n", mapfilename.str().c_str());
break;
}
//general info
if (success && fwrite(VMAP_MAGIC, 1, 8, mapfile) != 8) success = false;
// Nodes
if (success && fwrite("NODE", 4, 1, mapfile) != 1) success = false;
if (success) success = pTree.writeToFile(mapfile);
// spawn id to index map
uint32 mapSpawnsSize = mapSpawns.size();
if (success && fwrite("SIDX", 4, 1, mapfile) != 1) success = false;
if (success && fwrite(&mapSpawnsSize, sizeof(uint32), 1, mapfile) != 1) success = false;
for (uint32 i = 0; i < mapSpawnsSize; ++i)
{
if (success && fwrite(&mapSpawns[i]->ID, sizeof(uint32), 1, mapfile) != 1) success = false;
}
fclose(mapfile);
// <====
// write map tile files, similar to ADT files, only with extra BIH tree node info
for (auto tileItr = data.TileEntries.begin(); tileItr != data.TileEntries.end(); ++tileItr)
{
uint32 x, y;
StaticMapTree::unpackTileID(tileItr->first, x, y);
std::string tileFileName = Trinity::StringFormat("%s/%04u_%02u_%02u.vmtile", iDestDir.c_str(), data.MapId, y, x);
if (FILE* tileFile = fopen(tileFileName.c_str(), "wb"))
{
std::set<TileSpawn> const& parentTileEntries = data.ParentTileEntries[tileItr->first];
uint32 nSpawns = tileItr->second.size() + parentTileEntries.size();
// file header
if (success && fwrite(VMAP_MAGIC, 1, 8, tileFile) != 8) success = false;
// write number of tile spawns
if (success && fwrite(&nSpawns, sizeof(uint32), 1, tileFile) != 1) success = false;
// write tile spawns
for (auto spawnItr = tileItr->second.begin(); spawnItr != tileItr->second.end() && success; ++spawnItr)
success = ModelSpawn::writeToFile(tileFile, data.UniqueEntries[spawnItr->Id]);
for (auto spawnItr = parentTileEntries.begin(); spawnItr != parentTileEntries.end() && success; ++spawnItr)
success = ModelSpawn::writeToFile(tileFile, data.UniqueEntries[spawnItr->Id]);
fclose(tileFile);
}
}
}
// add an object models, listed in temp_gameobject_models file
exportGameobjectModels();
// export objects
std::cout << "\nConverting Model Files" << std::endl;
for (std::set<std::string>::iterator mfile = spawnedModelFiles.begin(); mfile != spawnedModelFiles.end(); ++mfile)
{
std::cout << "Converting " << *mfile << std::endl;
if (!convertRawFile(*mfile))
{
std::cout << "error converting " << *mfile << std::endl;
success = false;
break;
}
}
return success;
}
bool TileAssembler::readMapSpawns()
{
std::string fname = iSrcDir + "/dir_bin";
FILE* dirf = fopen(fname.c_str(), "rb");
if (!dirf)
{
printf("Could not read dir_bin file!\n");
return false;
}
printf("Read coordinate mapping...\n");
uint32 mapID, check;
std::map<uint32, MapSpawns> data;
while (!feof(dirf))
{
// read mapID, Flags, NameSet, UniqueId, Pos, Rot, Scale, Bound_lo, Bound_hi, name
check = fread(&mapID, sizeof(uint32), 1, dirf);
if (check == 0) // EoF...
break;
ModelSpawn spawn;
if (!ModelSpawn::readFromFile(dirf, spawn))
break;
auto map_iter = data.emplace(std::piecewise_construct, std::forward_as_tuple(mapID), std::forward_as_tuple());
if (map_iter.second)
{
map_iter.first->second.MapId = mapID;
printf("spawning Map %u\n", mapID);
}
map_iter.first->second.UniqueEntries.emplace(spawn.ID, spawn);
}
mapData.resize(data.size());
auto dst = mapData.begin();
for (auto src = data.begin(); src != data.end(); ++src, ++dst)
*dst = std::move(src->second);
bool success = (ferror(dirf) == 0);
fclose(dirf);
return success;
}
bool TileAssembler::calculateTransformedBound(ModelSpawn &spawn)
{
std::string modelFilename(iSrcDir);
modelFilename.push_back('/');
modelFilename.append(spawn.name);
ModelPosition modelPosition;
modelPosition.iDir = spawn.iRot;
modelPosition.iScale = spawn.iScale;
modelPosition.init();
WorldModel_Raw raw_model;
if (!raw_model.Read(modelFilename.c_str()))
return false;
uint32 groups = raw_model.groupsArray.size();
if (groups != 1)
printf("Warning: '%s' does not seem to be a M2 model!\n", modelFilename.c_str());
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(modelPosition.transform(raw_model.groupsArray[0].bounds.corner(i)));
spawn.iBound = rotated_bounds + spawn.iPos;
spawn.flags |= MOD_HAS_BOUND;
return true;
}
#pragma pack(push, 1)
struct WMOLiquidHeader
{
int xverts, yverts, xtiles, ytiles;
float pos_x;
float pos_y;
float pos_z;
short material;
};
#pragma pack(pop)
//=================================================================
bool TileAssembler::convertRawFile(const std::string& pModelFilename)
{
bool success = true;
std::string filename = iSrcDir;
if (filename.length() >0)
filename.push_back('/');
filename.append(pModelFilename);
WorldModel_Raw raw_model;
if (!raw_model.Read(filename.c_str()))
return false;
// write WorldModel
WorldModel model;
model.setRootWmoID(raw_model.RootWMOID);
if (!raw_model.groupsArray.empty())
{
std::vector<GroupModel> groupsArray;
uint32 groups = raw_model.groupsArray.size();
for (uint32 g = 0; g < groups; ++g)
{
GroupModel_Raw& raw_group = raw_model.groupsArray[g];
groupsArray.push_back(GroupModel(raw_group.mogpflags, raw_group.GroupWMOID, raw_group.bounds));
groupsArray.back().setMeshData(raw_group.vertexArray, raw_group.triangles);
groupsArray.back().setLiquidData(raw_group.liquid);
}
model.setGroupModels(groupsArray);
}
success = model.writeFile(iDestDir + "/" + pModelFilename + ".vmo");
//std::cout << "readRawFile2: '" << pModelFilename << "' tris: " << nElements << " nodes: " << nNodes << std::endl;
return success;
}
void TileAssembler::exportGameobjectModels()
{
FILE* model_list = fopen((iSrcDir + "/" + "temp_gameobject_models").c_str(), "rb");
if (!model_list)
return;
char ident[8];
if (fread(ident, 1, 8, model_list) != 8 || memcmp(ident, VMAP::RAW_VMAP_MAGIC, 8) != 0)
{
fclose(model_list);
return;
}
FILE* model_list_copy = fopen((iDestDir + "/" + GAMEOBJECT_MODELS).c_str(), "wb");
if (!model_list_copy)
{
fclose(model_list);
return;
}
fwrite(VMAP::VMAP_MAGIC, 1, 8, model_list_copy);
uint32 name_length, displayId;
uint8 isWmo;
char buff[500];
while (true)
{
if (fread(&displayId, sizeof(uint32), 1, model_list) != 1)
if (feof(model_list)) // EOF flag is only set after failed reading attempt
break;
if (fread(&isWmo, sizeof(uint8), 1, model_list) != 1
|| fread(&name_length, sizeof(uint32), 1, model_list) != 1
|| name_length >= sizeof(buff)
|| fread(&buff, sizeof(char), name_length, model_list) != name_length)
{
std::cout << "\nFile 'temp_gameobject_models' seems to be corrupted" << std::endl;
break;
}
std::string model_name(buff, name_length);
WorldModel_Raw raw_model;
if (!raw_model.Read((iSrcDir + "/" + model_name).c_str()) )
continue;
spawnedModelFiles.insert(model_name);
AABox bounds;
for (GroupModel_Raw const& groupModel : raw_model.groupsArray)
for (G3D::Vector3 const& vertice : groupModel.vertexArray)
bounds.merge(vertice);
if (bounds.isEmpty())
{
std::cout << "\nModel " << std::string(buff, name_length) << " has empty bounding box" << std::endl;
continue;
}
if (!bounds.isFinite())
{
std::cout << "\nModel " << std::string(buff, name_length) << " has invalid bounding box" << std::endl;
continue;
}
fwrite(&displayId, sizeof(uint32), 1, model_list_copy);
fwrite(&isWmo, sizeof(uint8), 1, model_list_copy);
fwrite(&name_length, sizeof(uint32), 1, model_list_copy);
fwrite(&buff, sizeof(char), name_length, model_list_copy);
fwrite(&bounds.low(), sizeof(Vector3), 1, model_list_copy);
fwrite(&bounds.high(), sizeof(Vector3), 1, model_list_copy);
}
fclose(model_list);
fclose(model_list_copy);
}
// temporary use defines to simplify read/check code (close file and return at fail)
#define READ_OR_RETURN(V, S) if (fread((V), (S), 1, rf) != 1) { \
fclose(rf); printf("%s readfail, op = %s\n", __FUNCTION__, #V); return(false); }
#define READ_OR_RETURN_WITH_DELETE(V, S) if (fread((V), (S), 1, rf) != 1) { \
fclose(rf); printf("%s readfail, op = %s\n", __FUNCTION__, #V); delete[] V; return(false); };
#define CMP_OR_RETURN(V, S) if (strcmp((V), (S)) != 0) { \
fclose(rf); printf("%s cmpfail, %s!=%s\n", __FUNCTION__, V, S);return(false); }
bool GroupModel_Raw::Read(FILE* rf)
{
char blockId[5];
blockId[4] = 0;
int blocksize;
READ_OR_RETURN(&mogpflags, sizeof(uint32));
READ_OR_RETURN(&GroupWMOID, sizeof(uint32));
Vector3 vec1, vec2;
READ_OR_RETURN(&vec1, sizeof(Vector3));
READ_OR_RETURN(&vec2, sizeof(Vector3));
bounds.set(vec1, vec2);
READ_OR_RETURN(&liquidflags, sizeof(uint32));
// will this ever be used? what is it good for anyway??
uint32 branches;
READ_OR_RETURN(&blockId, 4);
CMP_OR_RETURN(blockId, "GRP ");
READ_OR_RETURN(&blocksize, sizeof(int));
READ_OR_RETURN(&branches, sizeof(uint32));
for (uint32 b=0; b<branches; ++b)
{
uint32 indexes;
// indexes for each branch (not used jet)
READ_OR_RETURN(&indexes, sizeof(uint32));
}
// ---- indexes
READ_OR_RETURN(&blockId, 4);
CMP_OR_RETURN(blockId, "INDX");
READ_OR_RETURN(&blocksize, sizeof(int));
uint32 nindexes;
READ_OR_RETURN(&nindexes, sizeof(uint32));
if (nindexes >0)
{
uint32 *indexarray = new uint32[nindexes];
READ_OR_RETURN_WITH_DELETE(indexarray, nindexes*sizeof(uint32));
triangles.reserve(nindexes / 3);
for (uint32 i=0; i<nindexes; i+=3)
triangles.push_back(MeshTriangle(indexarray[i], indexarray[i+1], indexarray[i+2]));
delete[] indexarray;
}
// ---- vectors
READ_OR_RETURN(&blockId, 4);
CMP_OR_RETURN(blockId, "VERT");
READ_OR_RETURN(&blocksize, sizeof(int));
uint32 nvectors;
READ_OR_RETURN(&nvectors, sizeof(uint32));
if (nvectors >0)
{
float *vectorarray = new float[nvectors*3];
READ_OR_RETURN_WITH_DELETE(vectorarray, nvectors*sizeof(float)*3);
for (uint32 i=0; i<nvectors; ++i)
vertexArray.push_back( Vector3(vectorarray + 3*i) );
delete[] vectorarray;
}
// ----- liquid
liquid = nullptr;
if (liquidflags & 3)
{
READ_OR_RETURN(&blockId, 4);
CMP_OR_RETURN(blockId, "LIQU");
READ_OR_RETURN(&blocksize, sizeof(int));
uint32 liquidType;
READ_OR_RETURN(&liquidType, sizeof(uint32));
if (liquidflags & 1)
{
WMOLiquidHeader hlq;
READ_OR_RETURN(&hlq, sizeof(WMOLiquidHeader));
liquid = new WmoLiquid(hlq.xtiles, hlq.ytiles, Vector3(hlq.pos_x, hlq.pos_y, hlq.pos_z), liquidType);
uint32 size = hlq.xverts * hlq.yverts;
READ_OR_RETURN(liquid->GetHeightStorage(), size * sizeof(float));
size = hlq.xtiles * hlq.ytiles;
READ_OR_RETURN(liquid->GetFlagsStorage(), size);
}
else
{
liquid = new WmoLiquid(0, 0, Vector3::zero(), liquidType);
liquid->GetHeightStorage()[0] = bounds.high().z;
}
}
return true;
}
GroupModel_Raw::~GroupModel_Raw()
{
delete liquid;
}
bool WorldModel_Raw::Read(const char * path)
{
FILE* rf = fopen(path, "rb");
if (!rf)
{
printf("ERROR: Can't open raw model file: %s\n", path);
return false;
}
char ident[9];
ident[8] = '\0';
READ_OR_RETURN(&ident, 8);
CMP_OR_RETURN(ident, RAW_VMAP_MAGIC);
// we have to read one int. This is needed during the export and we have to skip it here
uint32 tempNVectors;
READ_OR_RETURN(&tempNVectors, sizeof(tempNVectors));
uint32 groups;
READ_OR_RETURN(&groups, sizeof(uint32));
READ_OR_RETURN(&RootWMOID, sizeof(uint32));
groupsArray.resize(groups);
bool succeed = true;
for (uint32 g = 0; g < groups && succeed; ++g)
succeed = groupsArray[g].Read(rf);
if (succeed) /// rf will be freed inside Read if the function had any errors.
fclose(rf);
return succeed;
}
// drop of temporary use defines
#undef READ_OR_RETURN
#undef READ_OR_RETURN_WITH_DELETE
#undef CMP_OR_RETURN
}