/*
* 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_*/