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model.cpp
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model.cpp
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/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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
*/
#include "vmapexport.h"
#include "model.h"
#include "wmo.h"
#include "mpq_libmpq04.h"
#include <cassert>
#include <algorithm>
#include <cstdio>
Model::Model(std::string &filename) : filename(filename)
{
}
bool Model::open()
{
MPQFile f(filename.c_str());
ok = !f.isEof();
if (!ok)
{
f.close();
printf("Error loading model %s\n", filename.c_str());
return false;
}
memcpy(&header, f.getBuffer(), sizeof(ModelHeader));
if(header.nBoundingTriangles > 0)
{
f.seek(0);
f.seekRelative(header.ofsBoundingVertices);
vertices = new Vec3D[header.nBoundingVertices];
f.read(vertices,header.nBoundingVertices*12);
for (uint32 i=0; i<header.nBoundingVertices; i++)
{
vertices[i] = fixCoordSystem(vertices[i]);
}
f.seek(0);
f.seekRelative(header.ofsBoundingTriangles);
indices = new uint16[header.nBoundingTriangles];
f.read(indices,header.nBoundingTriangles*2);
f.close();
}
else
{
//printf("not included %s\n", filename.c_str());
f.close();
return false;
}
return true;
}
bool Model::ConvertToVMAPModel(char * outfilename)
{
int N[12] = {0,0,0,0,0,0,0,0,0,0,0,0};
FILE * output=fopen(outfilename,"wb");
if(!output)
{
printf("Can't create the output file '%s'\n",outfilename);
return false;
}
fwrite(szRawVMAPMagic,8,1,output);
uint32 nVertices = 0;
nVertices = header.nBoundingVertices;
fwrite(&nVertices, sizeof(int), 1, output);
uint32 nofgroups = 1;
fwrite(&nofgroups,sizeof(uint32), 1, output);
fwrite(N,4*3,1,output);// rootwmoid, flags, groupid
fwrite(N,sizeof(float),3*2,output);//bbox, only needed for WMO currently
fwrite(N,4,1,output);// liquidflags
fwrite("GRP ",4,1,output);
uint32 branches = 1;
int wsize;
wsize = sizeof(branches) + sizeof(uint32) * branches;
fwrite(&wsize, sizeof(int), 1, output);
fwrite(&branches,sizeof(branches), 1, output);
uint32 nIndexes = 0;
nIndexes = header.nBoundingTriangles;
fwrite(&nIndexes,sizeof(uint32), 1, output);
fwrite("INDX",4, 1, output);
wsize = sizeof(uint32) + sizeof(unsigned short) * nIndexes;
fwrite(&wsize, sizeof(int), 1, output);
fwrite(&nIndexes, sizeof(uint32), 1, output);
if(nIndexes >0)
{
fwrite(indices, sizeof(unsigned short), nIndexes, output);
}
fwrite("VERT",4, 1, output);
wsize = sizeof(int) + sizeof(float) * 3 * nVertices;
fwrite(&wsize, sizeof(int), 1, output);
fwrite(&nVertices, sizeof(int), 1, output);
if(nVertices >0)
{
for(uint32 vpos=0; vpos <nVertices; ++vpos)
{
float sy = vertices[vpos].y;
vertices[vpos].y = vertices[vpos].z;
vertices[vpos].z = sy;
}
fwrite(vertices, sizeof(float)*3, nVertices, output);
}
delete[] vertices;
delete[] indices;
fclose(output);
return true;
}
Model::~Model()
{
}
Vec3D fixCoordSystem(Vec3D v)
{
return Vec3D(v.x, v.z, -v.y);
}
Vec3D fixCoordSystem2(Vec3D v)
{
return Vec3D(v.x, v.z, v.y);
}
ModelInstance::ModelInstance(MPQFile &f,const char* ModelInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE *pDirfile)
{
float ff[3];
f.read(&id, 4);
f.read(ff,12);
pos = fixCoords(Vec3D(ff[0],ff[1],ff[2]));
f.read(ff,12);
rot = Vec3D(ff[0],ff[1],ff[2]);
f.read(&scale,4);
// scale factor - divide by 1024. blizzard devs must be on crack, why not just use a float?
sc = scale / 1024.0f;
char tempname[512];
sprintf(tempname, "%s/%s", szWorkDirWmo, ModelInstName);
FILE *input;
input = fopen(tempname, "r+b");
if(!input)
{
//printf("ModelInstance::ModelInstance couldn't open %s\n", tempname);
return;
}
fseek(input, 8, SEEK_SET); // get the correct no of vertices
int nVertices;
fread(&nVertices, sizeof (int), 1, input);
fclose(input);
if(nVertices == 0)
return;
uint16 adtId = 0;// not used for models
uint32 flags = MOD_M2;
if(tileX == 65 && tileY == 65) flags |= MOD_WORLDSPAWN;
//write mapID, tileX, tileY, Flags, ID, Pos, Rot, Scale, name
fwrite(&mapID, sizeof(uint32), 1, pDirfile);
fwrite(&tileX, sizeof(uint32), 1, pDirfile);
fwrite(&tileY, sizeof(uint32), 1, pDirfile);
fwrite(&flags, sizeof(uint32), 1, pDirfile);
fwrite(&adtId, sizeof(uint16), 1, pDirfile);
fwrite(&id, sizeof(uint32), 1, pDirfile);
fwrite(&pos, sizeof(float), 3, pDirfile);
fwrite(&rot, sizeof(float), 3, pDirfile);
fwrite(&sc, sizeof(float), 1, pDirfile);
uint32 nlen=strlen(ModelInstName);
fwrite(&nlen, sizeof(uint32), 1, pDirfile);
fwrite(ModelInstName, sizeof(char), nlen, pDirfile);
/* int realx1 = (int) ((float) pos.x / 533.333333f);
int realy1 = (int) ((float) pos.z / 533.333333f);
int realx2 = (int) ((float) pos.x / 533.333333f);
int realy2 = (int) ((float) pos.z / 533.333333f);
fprintf(pDirfile,"%s/%s %f,%f,%f_%f,%f,%f %f %d %d %d,%d %d\n",
MapName,
ModelInstName,
(float) pos.x, (float) pos.y, (float) pos.z,
(float) rot.x, (float) rot.y, (float) rot.z,
sc,
nVertices,
realx1, realy1,
realx2, realy2
); */
}