DarkflameServer/dNavigation/dTerrain/RawFile.cpp

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#include "RawFile.h"
#include "BinaryIO.h"
#include "RawChunk.h"
#include "RawMesh.h"
#include "RawHeightMap.h"
RawFile::RawFile(std::string fileName) {
if (!BinaryIO::DoesFileExist(fileName)) return;
std::ifstream file(fileName, std::ios::binary);
// Read header
BinaryIO::BinaryRead(file, m_Version);
BinaryIO::BinaryRead(file, m_Padding);
BinaryIO::BinaryRead(file, m_ChunkCount);
BinaryIO::BinaryRead(file, m_Width);
BinaryIO::BinaryRead(file, m_Height);
if (m_Version < 0x20) {
return; // Version too crusty to handle
}
// Read in chunks
m_Chunks = {};
for (uint32_t i = 0; i < m_ChunkCount; i++) {
RawChunk* chunk = new RawChunk(file);
m_Chunks.push_back(chunk);
}
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m_FinalMesh = new RawMesh();
this->GenerateFinalMeshFromChunks();
}
RawFile::~RawFile() {
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if (m_FinalMesh) delete m_FinalMesh;
for (const auto* item : m_Chunks) {
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if (item) delete item;
}
}
void RawFile::GenerateFinalMeshFromChunks() {
uint32_t lenOfLastChunk = 0; // index of last vert set in the last chunk
for (const auto& chunk : m_Chunks) {
for (const auto& vert : chunk->m_Mesh->m_Vertices) {
auto tempVert = vert;
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// Scale X and Z by the chunk's position in the world
// Scale Y by the chunk's heightmap scale factor
tempVert.SetX(tempVert.GetX() + (chunk->m_X / chunk->m_HeightMap->m_ScaleFactor));
tempVert.SetY(tempVert.GetY() / chunk->m_HeightMap->m_ScaleFactor);
tempVert.SetZ(tempVert.GetZ() + (chunk->m_Z / chunk->m_HeightMap->m_ScaleFactor));
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// Then scale it again for some reason
tempVert *= chunk->m_HeightMap->m_ScaleFactor;
m_FinalMesh->m_Vertices.push_back(tempVert);
}
for (const auto& tri : chunk->m_Mesh->m_Triangles) {
m_FinalMesh->m_Triangles.push_back(tri + lenOfLastChunk);
}
lenOfLastChunk += chunk->m_Mesh->m_Vertices.size();
}
}
void RawFile::WriteFinalMeshToOBJ(std::string path) {
std::ofstream file(path);
for (const auto& v : m_FinalMesh->m_Vertices) {
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file << "v " << v.x << ' ' << v.y << ' ' << v.z << '\n';
}
for (int i = 0; i < m_FinalMesh->m_Triangles.size(); i += 3) {
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file << "f " << *std::next(m_FinalMesh->m_Triangles.begin(), i) + 1 << ' ' << *std::next(m_FinalMesh->m_Triangles.begin(), i + 1) + 1 << ' ' << *std::next(m_FinalMesh->m_Triangles.begin(), i + 2) + 1 << '\n';
}
}