DarkflameServer/dNavigation/dTerrain/RawChunk.cpp

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#include "RawChunk.h"
#include "BinaryIO.h"
#include "RawMesh.h"
#include "RawHeightMap.h"
RawChunk::RawChunk(std::ifstream& stream) {
// Read the chunk index and info
BinaryIO::BinaryRead(stream, m_ChunkIndex);
BinaryIO::BinaryRead(stream, m_Width);
BinaryIO::BinaryRead(stream, m_Height);
BinaryIO::BinaryRead(stream, m_X);
BinaryIO::BinaryRead(stream, m_Z);
m_HeightMap = new RawHeightMap(stream, m_Height, m_Width);
// We can just skip the rest of the data so we can read the next chunks, we don't need anymore data
uint32_t colorMapSize;
BinaryIO::BinaryRead(stream, colorMapSize);
stream.seekg((uint32_t)stream.tellg() + (colorMapSize * colorMapSize * 4));
uint32_t lightmapSize;
BinaryIO::BinaryRead(stream, lightmapSize);
stream.seekg((uint32_t)stream.tellg() + (lightmapSize));
uint32_t colorMapSize2;
BinaryIO::BinaryRead(stream, colorMapSize2);
stream.seekg((uint32_t)stream.tellg() + (colorMapSize2 * colorMapSize2 * 4));
uint8_t unknown;
BinaryIO::BinaryRead(stream, unknown);
uint32_t blendmapSize;
BinaryIO::BinaryRead(stream, blendmapSize);
stream.seekg((uint32_t)stream.tellg() + (blendmapSize));
uint32_t pointSize;
BinaryIO::BinaryRead(stream, pointSize);
stream.seekg((uint32_t)stream.tellg() + (pointSize * 9 * 4));
stream.seekg((uint32_t)stream.tellg() + (colorMapSize * colorMapSize));
uint32_t endCounter;
BinaryIO::BinaryRead(stream, endCounter);
stream.seekg((uint32_t)stream.tellg() + (endCounter * 2));
if (endCounter != 0) {
stream.seekg((uint32_t)stream.tellg() + (32));
for (int i = 0; i < 0x10; i++) {
uint16_t finalCountdown;
BinaryIO::BinaryRead(stream, finalCountdown);
stream.seekg((uint32_t)stream.tellg() + (finalCountdown * 2));
}
}
// Generate our mesh/geo data for this chunk
this->GenerateMesh();
}
RawChunk::~RawChunk() {
if (m_Mesh) delete m_Mesh;
if (m_HeightMap) delete m_HeightMap;
}
void RawChunk::GenerateMesh() {
RawMesh* meshData = new RawMesh();
for (int i = 0; i < m_Width; ++i) {
for (int j = 0; j < m_Height; ++j) {
float y = *std::next(m_HeightMap->m_FloatMap.begin(), m_Width * i + j);
meshData->m_Vertices.push_back(NiPoint3(i, y, j));
if (i == 0 || j == 0) continue;
meshData->m_Triangles.push_back(m_Width * i + j);
meshData->m_Triangles.push_back(m_Width * i + j - 1);
meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
meshData->m_Triangles.push_back(m_Width * (i - 1) + j);
meshData->m_Triangles.push_back(m_Width * i + j);
}
}
m_Mesh = meshData;
}