Example #1
0
        private static TileModel TransformM2Model(MapObjectDefinition wmo, DoodadDefinition definition, M2Model m2model)
        {
            var model = new TileModel
            {
                Vertices = new Vector3[m2model.BoundingVertices.Length]
            };

            var origin = new Vector3(-definition.Position.X, definition.Position.Z, definition.Position.Y);
            var wmoOrigin = CorrectWMOOrigin(wmo.Position);
            var rotation = definition.Rotation;
            var rotateY = Matrix.CreateRotationY((wmo.OrientationB - 90) * RadiansPerDegree);
            for (var i = 0; i < m2model.BoundingVertices.Length; i++)
            {
                var vector = m2model.BoundingVertices[i];
                var rotatedVector = Vector3.Transform(vector, rotation);
                rotatedVector = TransformToIntermediateCoords(rotatedVector);
                var finalModelVector = rotatedVector + origin;

                var rotatedWMOVector = Vector3.Transform(finalModelVector, rotateY);
                var finalWMOVector = rotatedWMOVector + wmoOrigin;

                model.Vertices[i] = finalWMOVector;
            }

            // Add the triangle indices to the model
            model.Triangles = new Index3[m2model.BoundingTriangles.Length];
            for (var i = 0; i < m2model.BoundingTriangles.Length; i++)
            {
                var tri = m2model.BoundingTriangles[i];
                model.Triangles[i] = new Index3
                {
                    Index0 = (short)tri[2],
                    Index1 = (short)tri[1],
                    Index2 = (short)tri[0]
                };
            }

            // Calculate the boundingbox
            model.Bounds = new BoundingBox(model.Vertices);

            return model;
        }
Example #2
0
        private static void WriteModel(BinaryWriter writer, TileModel tileModel)
        {
            if (tileModel == null)
            {
                Console.WriteLine("Cannot write null Building to file.");
                return;
            }

            writer.Write(tileModel.Bounds);

            writer.Write(tileModel.Vertices.Length);
            for (var i = 0; i < tileModel.Vertices.Length; i++)
            {
                writer.Write(tileModel.Vertices[i]);
            }

            writer.Write(tileModel.Triangles.Length);
            for (var i = 0; i < tileModel.Triangles.Length; i++)
            {
                writer.Write(tileModel.Triangles[i]);
            }
        }
Example #3
0
        private static TileModel TransformM2Model(MapDoodadDefinition definition, M2Model m2model)
        {
            var model = new TileModel
            {
                Vertices = new Vector3[m2model.BoundingVertices.Length]
            };

            // Rotate
            var origin = new Vector3(
                (TerrainConstants.CenterPoint - definition.Position.X),
                definition.Position.Y,
                (TerrainConstants.CenterPoint - definition.Position.Z)
            );

            for (var i = 0; i < model.Vertices.Length; i++)
            {
                // Reverse the previos coord transform for the rotation.
                var vector = TransformToIntermediateCoords(m2model.BoundingVertices[i]);

                // Create the rotation matrices
                var rotateX = Matrix.CreateRotationX(definition.OrientationC * RadiansPerDegree);
                var rotateY = Matrix.CreateRotationY((definition.OrientationB - 90) * RadiansPerDegree);
                var rotateZ = Matrix.CreateRotationZ(-definition.OrientationA * RadiansPerDegree);

                // Rotate the vector
                var rotatedVector = Vector3.Transform(vector, rotateY);
                rotatedVector = Vector3.Transform(rotatedVector, rotateZ);
                rotatedVector = Vector3.Transform(rotatedVector, rotateX);

                var finalVector = rotatedVector + origin;

                model.Vertices[i] = finalVector;
            }

            // Add the triangle indices to the model
            model.Triangles = new Index3[m2model.BoundingTriangles.Length];
            for (var i = 0; i < m2model.BoundingTriangles.Length; i++)
            {
                var tri = m2model.BoundingTriangles[i];
                model.Triangles[i] = new Index3
                {
                    Index0 = (short)tri[2],
                    Index1 = (short)tri[1],
                    Index2 = (short)tri[0]
                };
            }

            // Calculate the boundingbox
            model.Bounds = new BoundingBox(model.Vertices);

            return model;
        }