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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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214 lines
7.3 KiB
C++
214 lines
7.3 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef LD_EXPORT_H
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#define LD_EXPORT_H
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// ---------------------------------------------------------------------------
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#include "nel/misc/config_file.h"
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#include "nel/misc/vector.h"
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#include <string>
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#include <vector>
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// ---------------------------------------------------------------------------
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namespace NLLIGO
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{
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class CPrimZone;
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class CPrimPoint;
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class CPrimPath;
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}
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namespace NL3D
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{
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class CLandscape;
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class CVisualCollisionManager;
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class CVisualCollisionEntity;
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}
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struct SPlantInstance;
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struct SFormPlant;
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// Export options
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// ---------------------------------------------------------------------------
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struct SExportOptions
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{
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std::string InLandscapeDir; // Directory where to get .zonew files
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std::string OutIGDir; // Directory where to put IG
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std::string LandBankFile; // The .smallbank file associated with the landscape
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std::string LandFarBankFile; // The .farbank file
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float CellSize; // Typically 160.0
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std::string LandTileNoiseDir; // Directory where to get displacement map
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std::string PrimFloraDir; // Directory to parse for .flora and .prim associated
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// This is here we get continent.cfg file
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// Not read for the moment
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std::string LandFile; // The .land file to get the mask and date of zones
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std::string DfnDir; // Directory to get georges dfn
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std::string GameElemDir; // Directory to get georges file (pipoti.plant)
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// =======================================================================
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SExportOptions ();
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bool loadcf (NLMISC::CConfigFile &cf);
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bool save (FILE *f);
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};
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// ---------------------------------------------------------------------------
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// Export callback
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// ---------------------------------------------------------------------------
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class IExportCB
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{
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public:
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virtual bool isCanceled () = 0; // Tell the exporter if it must end as quick as possible
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// Display callbacks
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virtual void dispPass (const std::string &Text) = 0; // Pass (generate land, flora, etc...)
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virtual void dispPassProgress (float percentage) = 0; // [ 0.0 , 1.0 ]
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virtual void dispInfo (const std::string &Text) = 0; // Verbose
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virtual void dispWarning (const std::string &Text) = 0; // Error but not critical
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virtual void dispError (const std::string &Text) = 0; // Should block (misfunction)
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};
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// ---------------------------------------------------------------------------
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// Export Patat
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// ---------------------------------------------------------------------------
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struct SExportPrimitive
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{
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std::string FullPrimName;
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std::string PrimitiveName;
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bool operator == (const SExportPrimitive &rRightArg);
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};
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// ---------------------------------------------------------------------------
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// Flora export
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// ---------------------------------------------------------------------------
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struct SFloraInst
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{
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NLMISC::CVector Pos;
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float Rot;
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float Scale;
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float Radius;
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std::string ShapeName; // the .shape stored in the name field of the instance (that represents the shape name)
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std::string PlantName; // the .plant associated which is stored in the instance name
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};
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// ---------------------------------------------------------------------------
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// Export class
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// ---------------------------------------------------------------------------
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class CExport
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{
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public:
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CExport ();
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~CExport ();
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// EXPORT one region :
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// Parse the SourceDir find the .land and .prim
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// newExport is the incremental export
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bool newExport (SExportOptions &options, IExportCB *expCB = NULL);
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bool doExport (SExportOptions &options, IExportCB *expCB = NULL, std::vector<SExportPrimitive> *selection = NULL);
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// HELPERS
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// Get All files with the extension ext in the current directory and subdirectory
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static void getAllFiles (const std::string &ext, std::vector<std::string> &files);
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// Search a file through all subdirectories of the current one (and in the current too)
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static bool searchFile (const std::string &plantName, std::string &dir);
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private:
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SExportOptions *_Options;
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IExportCB *_ExportCB;
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// Temp data to generate ig
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NL3D::CLandscape *_Landscape;
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NL3D::CVisualCollisionManager *_VCM;
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NL3D::CVisualCollisionEntity *_VCE;
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std::vector<SFloraInst> _FloraInsts;
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std::string _ExeDir;
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std::string _LandFile;
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std::string _GameElemDir;
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std::string _DfnDir;
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std::string _InLandscapeDir; // Directory where to get .zonew files
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std::string _OutIGDir; // Directory where to put IG
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std::string _LandBankFile; // The .smallbank file associated with the landscape
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std::string _LandFarBankFile; // The .farbank file
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std::string _LandTileNoiseDir; // Directory where to get displacement map
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private:
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struct SFloraToUpdate
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{
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std::string FloraFile;
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std::vector<std::string> PrimFile;
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};
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struct SPrimToUpdate
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{
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std::string PrimFile;
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std::vector<std::string> FloraFile;
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};
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// All the functions to generate the igs from flora
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// ************************************************
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// Entry point
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bool generateIGFromFlora (const std::string &SrcFile, std::vector<SExportPrimitive> *selection = NULL);
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// Get the altitude from the position in 2D
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float getZFromXY (float x, float y);
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// Does the plant is well placed
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bool isWellPlaced (NLMISC::CVector &pos, SPlantInstance &rPI, SFormPlant &rFP, float scale);
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// Write zone by zone the instance group of the flora generated in the specific land
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void writeFloraIG (const std::string &LandFile, bool bTestForWriting = false);
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// Helpers
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// *******
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// Load all zones of a .land
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void loadLandscape (const std::string &name);
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bool segmentIntersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4);
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void delIGZone (sint32 x, sint32 y);
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void delAllIGZoneUnderPatat (float fCellSize, NLLIGO::CPrimZone *pPatat, const std::string &sIGOutputDir);
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void delAllIGZoneUnderPoint (float fCellSize, NLLIGO::CPrimPoint *pPoint, const std::string &sIGOutputDir);
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void delAllIGZoneUnderPath (float fCellSize, NLLIGO::CPrimPath *pPath, const std::string &sIGOutputDir);
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bool isPatatNeedUpdate (float fCellSize, NLLIGO::CPrimZone *pPatat, const std::string &sIGOutputDir);
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bool isPathNeedUpdate (float fCellSize, NLLIGO::CPrimPath *pPath, const std::string &sIGOutputDir);
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bool isPointNeedUpdate (float fCellSize, NLLIGO::CPrimPoint *pPoint, const std::string &sIGOutputDir);
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public:
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static std::string getZoneNameFromXY (sint32 x, sint32 y);
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static sint32 getXFromZoneName (const std::string &ZoneName);
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static sint32 getYFromZoneName (const std::string &ZoneName);
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};
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#endif // LD_EXPORT_H
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