public bool convertWorld2() { bool success = readMapSpawns(); if (!success) { return(false); } float invTileSize = 1.0f / 533.33333f; // export Map data foreach (var mapPair in mapData) { var mapSpawn = mapPair.Value; // build global map tree List <ModelSpawn> mapSpawns = new List <ModelSpawn>(); Console.WriteLine($"Calculating model bounds for map {mapPair.Key}..."); foreach (var entry in mapSpawn.UniqueEntries.Values) { // M2 models don't have a bound set in WDT/ADT placement data, i still think they're not used for LoS at all on retail if (Convert.ToBoolean(entry.flags & ModelFlags.M2)) { if (!calculateTransformedBound(entry)) { continue; } } mapSpawns.Add(entry); spawnedModelFiles.Add(entry.name); var tileEntries = Convert.ToBoolean(entry.flags & ModelFlags.ParentSpawn) ? mapSpawn.ParentTileEntries : mapSpawn.TileEntries; AxisAlignedBox bounds = entry.iBound; Vector2 low = new Vector2(bounds.Lo.X * invTileSize, bounds.Lo.Y * invTileSize); Vector2 high = new Vector2(bounds.Hi.X * invTileSize, bounds.Hi.Y * invTileSize); for (uint x = (ushort)low.X; x <= (ushort)high.X; ++x) { for (uint y = (ushort)low.Y; y <= (ushort)high.Y; ++y) { tileEntries.Add(StaticMapTree.PackTileID(x, y), new TileSpawn(entry.ID, entry.flags)); } } } Console.WriteLine($"Creating map tree for map {mapPair.Key}..."); BIH pTree = new BIH(); pTree.build(mapSpawns, BoundsTrait.GetBounds); // ===> possibly move this code to StaticMapTree class // write map tree file string mapfilename = $"{iDestDir}/{mapPair.Key:D4}.vmtree"; using (BinaryWriter writer = new BinaryWriter(File.Open(mapfilename, FileMode.Create, FileAccess.Write))) { //general info writer.WriteString(SharedConst.VMAP_MAGIC); // Nodes writer.WriteString("NODE"); pTree.writeToFile(writer); // spawn id to index map writer.WriteString("SIDX"); writer.Write(mapSpawns.Count); for (int i = 0; i < mapSpawns.Count; ++i) { writer.Write(mapSpawns[i].ID); writer.Write(i); } } // write map tile files, similar to ADT files, only with extra BIH tree node info foreach (var key in mapSpawn.TileEntries.Keys) { var spawnList = mapSpawn.TileEntries[key]; uint x, y; StaticMapTree.UnpackTileID(key, out x, out y); string tilefilename = $"{iDestDir}/{mapPair.Key:D4}_{y:D2}_{x:D2}.vmtile"; using (BinaryWriter writer = new BinaryWriter(File.Open(tilefilename, FileMode.Create, FileAccess.Write))) { var parentTileEntries = mapPair.Value.ParentTileEntries[key]; int nSpawns = spawnList.Count + parentTileEntries.Count; // file header writer.WriteString(SharedConst.VMAP_MAGIC); // write number of tile spawns writer.Write(nSpawns); // write tile spawns foreach (var tileSpawn in spawnList) { ModelSpawn.WriteToFile(writer, mapPair.Value.UniqueEntries[tileSpawn.Id]); } foreach (var spawnItr in parentTileEntries) { ModelSpawn.WriteToFile(writer, mapPair.Value.UniqueEntries[spawnItr.Id]); } } } } // add an object models, listed in temp_gameobject_models file exportGameobjectModels(); // export objects Console.WriteLine("Converting Model Files"); foreach (var mfile in spawnedModelFiles) { Console.WriteLine($"Converting {mfile}"); convertRawFile(mfile); } return(success); }
public bool convertWorld2() { bool success = readMapSpawns(); if (!success) { return(false); } // export Map data foreach (var mapPair in mapData) { var mapSpawn = mapPair.Value; // build global map tree List <ModelSpawn> mapSpawns = new List <ModelSpawn>(); Console.WriteLine($"Calculating model bounds for map {mapPair.Key}..."); foreach (var entry in mapSpawn.UniqueEntries.Values) { // M2 models don't have a bound set in WDT/ADT placement data, i still think they're not used for LoS at all on retail if (Convert.ToBoolean(entry.flags & ModelFlags.M2)) { if (!calculateTransformedBound(entry)) { break; } } else if (Convert.ToBoolean(entry.flags & ModelFlags.WorldSpawn)) // WMO maps and terrain maps use different origin, so we need to adapt :/ { /// @todo remove extractor hack and uncomment below line: //entry.second.iPos += Vector3(533.33333f*32, 533.33333f*32, 0.f); entry.iBound = entry.iBound + new Vector3(533.33333f * 32, 533.33333f * 32, 0.0f); } mapSpawns.Add(entry); spawnedModelFiles.Add(entry.name); } Console.WriteLine($"Creating map tree for map {mapPair.Key}..."); BIH pTree = new BIH(); try { pTree.build(mapSpawns, BoundsTrait.getBounds); } catch (Exception e) { Console.Write($"Exception {e.Message} when calling pTree.build"); return(false); } // ===> possibly move this code to StaticMapTree class Dictionary <uint, uint> modelNodeIdx = new Dictionary <uint, uint>(); for (uint i = 0; i < mapSpawns.Count; ++i) { modelNodeIdx.Add(mapSpawns[(int)i].ID, i); } // write map tree file string mapfilename = $"{iDestDir}/{mapPair.Key:D4}.vmtree"; using (BinaryWriter writer = new BinaryWriter(File.Open(mapfilename, FileMode.Create, FileAccess.Write))) { //general info writer.WriteString(SharedConst.VMAP_MAGIC); uint globalTileID = StaticMapTree.packTileID(65, 65); var globalRange = mapSpawn.TileEntries.LookupByKey(globalTileID); bool isTiled = globalRange.Count == 0; // only maps without terrain (tiles) have global WMO writer.Write(isTiled); // Nodes writer.WriteString("NODE"); pTree.writeToFile(writer); // global map spawns (WDT), if any (most instances) writer.WriteString("GOBJ"); foreach (var glob in globalRange) { ModelSpawn.writeToFile(writer, mapSpawn.UniqueEntries[glob]); } } // write map tile files, similar to ADT files, only with extra BSP tree node info var tileEntries = mapSpawn.TileEntries; foreach (var key in tileEntries.Keys) { ModelSpawn spawn = mapSpawn.UniqueEntries[tileEntries[key].First()]; if (Convert.ToBoolean(spawn.flags & ModelFlags.WorldSpawn)) // WDT spawn, saved as tile 65/65 currently... { continue; } string tilefilename = $"{iDestDir}/{mapPair.Key:D4}_"; uint x, y; StaticMapTree.unpackTileID(key, out x, out y); tilefilename += $"{x:D2}_{y:D2}.vmtile"; using (BinaryWriter writer = new BinaryWriter(File.Open(tilefilename, FileMode.Create, FileAccess.Write))) { // file header writer.WriteString(SharedConst.VMAP_MAGIC); // write number of tile spawns writer.Write(tileEntries[key].Count); // write tile spawns foreach (var nSpawn in tileEntries[key]) { ModelSpawn spawn2 = mapSpawn.UniqueEntries[nSpawn]; ModelSpawn.writeToFile(writer, spawn2); // MapTree nodes to update when loading tile: var nIdx = modelNodeIdx[spawn2.ID]; writer.Write(nIdx); } } } // break; //test, extract only first map; TODO: remvoe this line } // add an object models, listed in temp_gameobject_models file exportGameobjectModels(); // export objects Console.WriteLine("Converting Model Files"); foreach (var mfile in spawnedModelFiles) { Console.WriteLine($"Converting {mfile}"); convertRawFile(mfile); } return(success); }
void discoverTiles() { uint mapID, tileX, tileY, tileID, count = 0; Console.WriteLine("Discovering maps... "); string[] files = Directory.GetFiles("maps").Select(Path.GetFileName).ToArray(); for (uint i = 0; i < files.Length; ++i) { mapID = uint.Parse(files[i].Substring(0, 4)); if (!m_tiles.Any(p => p.m_mapId == mapID)) { m_tiles.Add(new MapTiles(mapID)); count++; } } files = Directory.GetFiles("vmaps", "*.vmtree").Select(Path.GetFileName).ToArray(); for (uint i = 0; i < files.Length; ++i) { mapID = uint.Parse(files[i].Substring(0, 4)); if (!m_tiles.Any(p => p.m_mapId == mapID)) { m_tiles.Add(new MapTiles(mapID)); count++; } } Console.WriteLine($"found {count}"); count = 0; Console.WriteLine("Discovering tiles... "); foreach (var mapTile in m_tiles) { var tiles = mapTile.m_tiles; mapID = mapTile.m_mapId; files = Directory.GetFiles("vmaps", $"{mapID:D4}_*.vmtile").Select(Path.GetFileName).ToArray(); for (int i = 0; i < files.Length; ++i) { tileX = uint.Parse(files[i].Substring(8, 2)); tileY = uint.Parse(files[i].Substring(5, 2)); tileID = StaticMapTree.packTileID(tileY, tileX); tiles.Add(tileID); count++; } files = Directory.GetFiles("maps", $"{mapID:D4}*").Select(Path.GetFileName).ToArray(); for (uint i = 0; i < files.Length; ++i) { tileY = uint.Parse(files[i].Substring(5, 2)); tileX = uint.Parse(files[i].Substring(8, 2)); tileID = StaticMapTree.packTileID(tileX, tileY); if (tiles.Add(tileID)) { count++; } } } Console.WriteLine($"found {count}.\n"); Interlocked.Add(ref m_totalTiles, (int)count); }
void buildNavMesh(uint mapID, out dtNavMesh navMesh) { var tiles = getTileList(mapID); // old code for non-statically assigned bitmask sizes: ///*** calculate number of bits needed to store tiles & polys ***/ //int tileBits = dtIlog2(dtNextPow2(tiles.size())); //if (tileBits < 1) tileBits = 1; // need at least one bit! //int polyBits = sizeof(dtPolyRef)*8 - SALT_MIN_BITS - tileBits; int polyBits = (int)DT_POLY_BITS; int maxTiles = tiles.Count; int maxPolysPerTile = 1 << polyBits; /*** calculate bounds of map ***/ uint tileXMin = 64, tileYMin = 64, tileXMax = 0, tileYMax = 0; foreach (var it in tiles) { StaticMapTree.unpackTileID(it, out uint tileX, out uint tileY); if (tileX > tileXMax) { tileXMax = tileX; } else if (tileX < tileXMin) { tileXMin = tileX; } if (tileY > tileYMax) { tileYMax = tileY; } else if (tileY < tileYMin) { tileYMin = tileY; } } // use Max because '32 - tileX' is negative for values over 32 float[] bmin; float[] bmax; getTileBounds(tileXMax, tileYMax, null, 0, out bmin, out bmax); /*** now create the navmesh ***/ // navmesh creation params dtNavMeshParams navMeshParams = new dtNavMeshParams(); navMeshParams.tileWidth = SharedConst.GRID_SIZE; navMeshParams.tileHeight = SharedConst.GRID_SIZE; rcVcopy(navMeshParams.orig, bmin); navMeshParams.maxTiles = maxTiles; navMeshParams.maxPolys = maxPolysPerTile; navMesh = new dtNavMesh(); Console.WriteLine($"[Map {mapID:D4}] Creating navMesh..."); if (dtStatusFailed(navMesh.init(navMeshParams))) { Console.WriteLine($"[Map {mapID:D4}] Failed creating navmesh!"); return; } string fileName = $"mmaps/{mapID:D4}.mmap"; using (BinaryWriter writer = new BinaryWriter(File.Open(fileName, FileMode.Create, FileAccess.Write))) { // now that we know navMesh params are valid, we can write them to file writer.Write(navMeshParams.orig[0]); writer.Write(navMeshParams.orig[1]); writer.Write(navMeshParams.orig[2]); writer.Write(navMeshParams.tileWidth); writer.Write(navMeshParams.tileHeight); writer.Write(navMeshParams.maxTiles); writer.Write(navMeshParams.maxPolys); } }
void discoverTiles() { uint mapID, tileX, tileY, tileID, count = 0; Console.Write("Discovering maps... "); string[] files = Directory.GetFiles("maps").Select(Path.GetFileName).ToArray(); for (uint i = 0; i < files.Length; ++i) { mapID = uint.Parse(files[i].Substring(0, 4)); if (!m_tiles.Any(p => p.m_mapId == mapID)) { m_tiles.Add(new MapTiles(mapID)); count++; } } files = Directory.GetFiles("vmaps", "*.vmtree").Select(Path.GetFileName).ToArray(); for (uint i = 0; i < files.Length; ++i) { mapID = uint.Parse(files[i].Substring(0, 4)); if (!m_tiles.Any(p => p.m_mapId == mapID)) { m_tiles.Add(new MapTiles(mapID)); count++; } } Console.Write($" found {count}\n"); count = 0; Console.Write("Discovering tiles... "); foreach (var mapTile in m_tiles) { var tiles = mapTile.m_tiles; mapID = mapTile.m_mapId; if (mapID == 720) { } files = Directory.GetFiles("vmaps", $"{mapID:D4}_*.vmtile").Select(Path.GetFileName).ToArray(); for (int i = 0; i < files.Length; ++i) { tileX = uint.Parse(files[i].Substring(8, 2)); tileY = uint.Parse(files[i].Substring(5, 2)); tileID = StaticMapTree.PackTileID(tileY, tileX); tiles.Add(tileID); count++; } files = Directory.GetFiles("maps", $"{mapID:D4}_*").Select(Path.GetFileName).ToArray(); for (uint i = 0; i < files.Length; ++i) { tileY = uint.Parse(files[i].Substring(5, 2)); tileX = uint.Parse(files[i].Substring(8, 2)); tileID = StaticMapTree.PackTileID(tileX, tileY); if (tiles.Add(tileID)) { count++; } } // make sure we process maps which don't have tiles if (tiles.Empty()) { // convert coord bounds to grid bounds getGridBounds(mapID, out uint minX, out uint minY, out uint maxX, out uint maxY); // add all tiles within bounds to tile list. for (uint i = minX; i <= maxX; ++i) { for (uint j = minY; j <= maxY; ++j) { if (tiles.Add(StaticMapTree.PackTileID(i, j))) { count++; } } } } } Console.Write($"found {count}\n"); Console.Write("\n"); }
public void buildMap(uint mapID) { int cursorLeft; int cursorTop; lock (_lock) { cursorLeft = Console.CursorLeft; cursorTop = Console.CursorTop; Console.WriteLine($"[Map: {mapID:D4} - 0%]"); } var tiles = getTileList(mapID); // make sure we process maps which don't have tiles if (tiles.Count == 0) { // convert coord bounds to grid bounds getGridBounds(mapID, out uint minX, out uint minY, out uint maxX, out uint maxY); // add all tiles within bounds to tile list. for (uint i = minX; i <= maxX; ++i) { for (uint j = minY; j <= maxY; ++j) { uint packTileId = StaticMapTree.PackTileID(i, j); if (!tiles.Contains(packTileId)) { tiles.Add(packTileId); } } } } if (!tiles.Empty()) { // build navMesh dtNavMesh navMesh; buildNavMesh(mapID, out navMesh); if (navMesh == null) { lock (_lock) { Console.SetCursorPosition(cursorLeft, cursorTop); Console.Write($"[Map: {mapID:D4}] - Failed creating navmesh!"); } return; } // now start building mmtiles for each tile int i = 0; foreach (var tileId in tiles) { // unpack tile coords StaticMapTree.UnpackTileID(tileId, out uint tileX, out uint tileY); if (!shouldSkipTile(mapID, tileX, tileY)) { lock (_lock) { Console.SetCursorPosition(cursorLeft, cursorTop); Console.Write($"[Map: {mapID:D4} - {i * 100 / tiles.Count}%] - Building tile [{tileX:D2},{tileY:D2}]"); } buildTile(mapID, tileX, tileY, navMesh); } ++i; } } lock (_lock) { Console.SetCursorPosition(cursorLeft, cursorTop); Console.WriteLine($"[Map: {mapID:D4}] - Done!"); } }