/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _TILEASSEMBLER_H_ #define _TILEASSEMBLER_H_ // load our modified version first !! #include "AABSPTree.h" #include #include "CoordModelMapping.h" #include "SubModel.h" #include "ModelContainer.h" namespace VMAP { /** This Class is used to convert raw vector data into balanced BSP-Trees. To start the conversion call convertWorld(). */ //=============================================== class ModelPosition { private: G3D::Matrix3 ixMatrix; G3D::Matrix3 iyMatrix; G3D::Matrix3 izMatrix; public: G3D::Vector3 iPos; G3D::Vector3 iDir; float iScale; void init() { // Swap x and y the raw data uses the axis differently ixMatrix = G3D::Matrix3::fromAxisAngle(G3D::Vector3::unitY(),-(G3D::pi()*iDir.x/180.0)); iyMatrix = G3D::Matrix3::fromAxisAngle(G3D::Vector3::unitX(),-(G3D::pi()*iDir.y/180.0)); izMatrix = G3D::Matrix3::fromAxisAngle(G3D::Vector3::unitZ(),-(G3D::pi()*iDir.z/180.0)); } G3D::Vector3 transform(const G3D::Vector3& pIn) const; void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; } }; //=============================================== class TileAssembler { private: CoordModelMapping *iCoordModelMapping; std::string iDestDir; std::string iSrcDir; bool (*iFilterMethod)(char *pName); G3D::Table iUniqueNameIds; unsigned int iCurrentUniqueNameId; public: TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName); virtual ~TileAssembler(); bool fillModelContainerArray(const std::string& pDirFileName, unsigned int pMapId, int pXPos, int pYPos, G3D::Array& pMC); ModelContainer* processNames(const G3D::Array& pPosFileNames, const char* pDestFileName); void init(); bool convertWorld(); bool fillModelIntoTree(G3D::AABSPTree *pMainTree, const G3D::Vector3& pBasePos, std::string& pPosFilename, std::string& pModelFilename); void getModelPosition(std::string& pPosString, ModelPosition& pModelPosition); bool readRawFile(std::string& pModelFilename, ModelPosition& pModelPosition, G3D::AABSPTree *pMainTree); void addWorldAreaMapId(unsigned int pMapId) { iCoordModelMapping->addWorldAreaMap(pMapId); } void setModelNameFilterMethod(bool (*pFilterMethod)(char *pName)) { iFilterMethod = pFilterMethod; } std::string getDirEntryNameFromModName(unsigned int pMapId, const std::string& pModPosName); unsigned int getUniqueNameId(const std::string pName); }; //=============================================== } // VMAP #endif /*_TILEASSEMBLER_H_*/