예제 #1
0
        void buildMap(uint mapID)
        {
            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);
                            ++m_totalTiles;
                        }
                    }
                }
            }

            if (!tiles.Empty())
            {
                // build navMesh
                dtNavMesh navMesh;
                buildNavMesh(mapID, out navMesh);
                if (navMesh == null)
                {
                    Console.WriteLine($"[Map {mapID:D4}] Failed creating navmesh!");
                    m_totalTilesProcessed += tiles.Count;
                    return;
                }

                // now start building mmtiles for each tile
                Console.WriteLine($"[Map {mapID:D4}] We have {tiles.Count} tiles.                          ");
                foreach (var it in tiles)
                {
                    // unpack tile coords
                    StaticMapTree.UnpackTileID(it, out uint tileX, out uint tileY);

                    ++m_totalTilesProcessed;
                    if (shouldSkipTile(mapID, tileX, tileY))
                    {
                        continue;
                    }

                    buildTile(mapID, tileX, tileY, navMesh);
                }
            }

            Console.WriteLine($"[Map {mapID:D4}] Complete!");
        }
예제 #2
0
        void buildNavMesh(uint mapID, out dtNavMesh navMesh)
        {
            // if map has a parent we use that to generate dtNavMeshParams - worldserver will load all missing tiles from that map
            int navMeshParamsMapId = _vmapManager.GetParentMapId(mapID);

            if (navMeshParamsMapId == -1)
            {
                navMeshParamsMapId = (int)mapID;
            }

            SortedSet <uint> tiles = getTileList((uint)navMeshParamsMapId);

            // 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 = SharedConst.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();
            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(bmin[0]);
                writer.Write(bmin[1]);
                writer.Write(bmin[2]);
                writer.Write(SharedConst.GRID_SIZE);
                writer.Write(SharedConst.GRID_SIZE);
                writer.Write(maxTiles);
                writer.Write(maxPolysPerTile);
            }
        }
예제 #3
0
        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!");
            }
        }
예제 #4
0
        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);
        }