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https://github.com/DarkflameUniverse/DarkflameServer.git
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Implement terrain file reading to generate navmeshes in the future (#703)
* Implement terrain file reading to generate navmeshes in the future * Make Emo's suggested changes.
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parent
d2b05a1ac5
commit
e6c7f744b5
@ -128,6 +128,7 @@ set(INCLUDED_DIRECTORIES
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"dGame/dUtilities"
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"dPhysics"
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"dNavigation"
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"dNavigation/dTerrain"
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"dZoneManager"
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"dDatabase"
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"dDatabase/Tables"
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@ -1,4 +1,10 @@
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set(DNAVIGATION_SOURCES "dNavMesh.cpp")
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add_subdirectory(dTerrain)
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foreach(file ${DNAVIGATIONS_DTERRAIN_SOURCES})
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set(DNAVIGATION_SOURCES ${DNAVIGATION_SOURCES} "dTerrain/${file}")
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endforeach()
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add_library(dNavigation STATIC ${DNAVIGATION_SOURCES})
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target_link_libraries(dNavigation detour recast)
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@ -1,11 +1,15 @@
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#include "dNavMesh.h"
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#include "RawFile.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "dPlatforms.h"
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#include "NiPoint3.h"
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#include "BinaryIO.h"
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#include "dZoneManager.h"
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dNavMesh::dNavMesh(uint32_t zoneId) {
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m_ZoneId = zoneId;
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3
dNavigation/dTerrain/CMakeLists.txt
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3
dNavigation/dTerrain/CMakeLists.txt
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@ -0,0 +1,3 @@
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set(DNAVIGATIONS_DTERRAIN_SOURCES "RawFile.cpp"
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"RawChunk.cpp"
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"RawHeightMap.cpp" PARENT_SCOPE)
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92
dNavigation/dTerrain/RawChunk.cpp
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92
dNavigation/dTerrain/RawChunk.cpp
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@ -0,0 +1,92 @@
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#include "RawChunk.h"
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#include "BinaryIO.h"
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#include "RawMesh.h"
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#include "RawHeightMap.h"
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RawChunk::RawChunk(std::ifstream& stream) {
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// Read the chunk index and info
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BinaryIO::BinaryRead(stream, m_ChunkIndex);
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BinaryIO::BinaryRead(stream, m_Width);
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BinaryIO::BinaryRead(stream, m_Height);
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BinaryIO::BinaryRead(stream, m_X);
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BinaryIO::BinaryRead(stream, m_Z);
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m_HeightMap = new RawHeightMap(stream, m_Height, m_Width);
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// We can just skip the rest of the data so we can read the next chunks, we don't need anymore data
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uint32_t colorMapSize;
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BinaryIO::BinaryRead(stream, colorMapSize);
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stream.seekg((uint32_t)stream.tellg() + (colorMapSize * colorMapSize * 4));
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uint32_t lightmapSize;
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BinaryIO::BinaryRead(stream, lightmapSize);
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stream.seekg((uint32_t)stream.tellg() + (lightmapSize));
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uint32_t colorMapSize2;
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BinaryIO::BinaryRead(stream, colorMapSize2);
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stream.seekg((uint32_t)stream.tellg() + (colorMapSize2 * colorMapSize2 * 4));
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uint8_t unknown;
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BinaryIO::BinaryRead(stream, unknown);
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uint32_t blendmapSize;
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BinaryIO::BinaryRead(stream, blendmapSize);
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stream.seekg((uint32_t)stream.tellg() + (blendmapSize));
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uint32_t pointSize;
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BinaryIO::BinaryRead(stream, pointSize);
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stream.seekg((uint32_t)stream.tellg() + (pointSize * 9 * 4));
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stream.seekg((uint32_t)stream.tellg() + (colorMapSize * colorMapSize));
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uint32_t endCounter;
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BinaryIO::BinaryRead(stream, endCounter);
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stream.seekg((uint32_t)stream.tellg() + (endCounter * 2));
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if (endCounter != 0) {
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stream.seekg((uint32_t)stream.tellg() + (32));
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for (int i = 0; i < 0x10; i++) {
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uint16_t finalCountdown;
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BinaryIO::BinaryRead(stream, finalCountdown);
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stream.seekg((uint32_t)stream.tellg() + (finalCountdown * 2));
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}
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}
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// Generate our mesh/geo data for this chunk
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this->GenerateMesh();
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}
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RawChunk::~RawChunk() {
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if (m_Mesh) delete m_Mesh;
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if (m_HeightMap) delete m_HeightMap;
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}
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void RawChunk::GenerateMesh() {
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RawMesh* meshData = new RawMesh();
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for (int i = 0; i < m_Width; ++i) {
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for (int j = 0; j < m_Height; ++j) {
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float y = *std::next(m_HeightMap->m_FloatMap.begin(), m_Width * i + j);
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meshData->m_Vertices.push_back(NiPoint3(i, y, j));
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if (i == 0 || j == 0) continue;
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meshData->m_Triangles.push_back(m_Width * i + j);
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meshData->m_Triangles.push_back(m_Width * i + j - 1);
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meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
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meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
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meshData->m_Triangles.push_back(m_Width * (i - 1) + j);
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meshData->m_Triangles.push_back(m_Width * i + j);
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}
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}
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m_Mesh = meshData;
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}
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24
dNavigation/dTerrain/RawChunk.h
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24
dNavigation/dTerrain/RawChunk.h
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@ -0,0 +1,24 @@
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#pragma once
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#include <cstdint>
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#include <fstream>
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struct RawMesh;
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class RawHeightMap;
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class RawChunk {
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public:
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RawChunk(std::ifstream& stream);
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~RawChunk();
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void GenerateMesh();
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uint32_t m_ChunkIndex;
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uint32_t m_Width;
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uint32_t m_Height;
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float m_X;
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float m_Z;
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RawHeightMap* m_HeightMap;
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RawMesh* m_Mesh;
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};
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82
dNavigation/dTerrain/RawFile.cpp
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82
dNavigation/dTerrain/RawFile.cpp
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#include "RawFile.h"
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#include "BinaryIO.h"
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#include "RawChunk.h"
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#include "RawMesh.h"
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#include "RawHeightMap.h"
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RawFile::RawFile(std::string fileName) {
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if (!BinaryIO::DoesFileExist(fileName)) return;
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std::ifstream file(fileName, std::ios::binary);
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// Read header
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BinaryIO::BinaryRead(file, m_Version);
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BinaryIO::BinaryRead(file, m_Padding);
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BinaryIO::BinaryRead(file, m_ChunkCount);
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BinaryIO::BinaryRead(file, m_Width);
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BinaryIO::BinaryRead(file, m_Height);
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if (m_Version < 0x20) {
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return; // Version too crusty to handle
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}
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// Read in chunks
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m_Chunks = {};
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for (uint32_t i = 0; i < m_ChunkCount; i++) {
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RawChunk* chunk = new RawChunk(file);
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m_Chunks.push_back(chunk);
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}
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this->GenerateFinalMeshFromChunks();
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}
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RawFile::~RawFile() {
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delete m_FinalMesh;
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for (const auto* item : m_Chunks) {
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delete item;
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}
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}
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void RawFile::GenerateFinalMeshFromChunks() {
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uint32_t lenOfLastChunk = 0; // index of last vert set in the last chunk
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for (const auto& chunk : m_Chunks) {
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for (const auto& vert : chunk->m_Mesh->m_Vertices) {
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auto tempVert = vert;
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tempVert.SetX(tempVert.GetX() + (chunk->m_X / 4));
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tempVert.SetZ(tempVert.GetZ() + (chunk->m_Z / 4));
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tempVert* chunk->m_HeightMap->m_ScaleFactor;
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m_FinalMesh->m_Vertices.push_back(tempVert);
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}
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for (const auto& tri : chunk->m_Mesh->m_Triangles) {
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m_FinalMesh->m_Triangles.push_back(tri + lenOfLastChunk);
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}
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lenOfLastChunk += chunk->m_Mesh->m_Vertices.size();
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}
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}
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void RawFile::WriteFinalMeshToOBJ(std::string path) {
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std::ofstream file(path);
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std::string vertData;
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for (const auto& v : m_FinalMesh->m_Vertices) {
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vertData += "v " + std::to_string(v.x) + " " + std::to_string(v.y) + " " + std::to_string(v.z) + "\n";
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}
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for (int i = 0; i < m_FinalMesh->m_Triangles.size(); i += 3) {
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vertData += "f " + std::to_string(*std::next(m_FinalMesh->m_Triangles.begin(), i) + 1) + " " + std::to_string(*std::next(m_FinalMesh->m_Triangles.begin(), i + 1) + 1) + " " + std::to_string(*std::next(m_FinalMesh->m_Triangles.begin(), i + 2) + 1) + "\n";
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}
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file.write(vertData.c_str(), vertData.size());
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file.close();
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}
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27
dNavigation/dTerrain/RawFile.h
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27
dNavigation/dTerrain/RawFile.h
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#pragma once
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#include <string>
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#include <vector>
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class RawChunk;
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struct RawMesh;
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class RawFile {
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public:
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RawFile(std::string filePath);
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~RawFile();
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private:
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void GenerateFinalMeshFromChunks();
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void WriteFinalMeshToOBJ(std::string path);
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uint8_t m_Version;
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uint16_t m_Padding;
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uint32_t m_ChunkCount;
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uint32_t m_Width;
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uint32_t m_Height;
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std::vector<RawChunk*> m_Chunks;
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RawMesh* m_FinalMesh;
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};
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27
dNavigation/dTerrain/RawHeightMap.cpp
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27
dNavigation/dTerrain/RawHeightMap.cpp
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#include "RawHeightMap.h"
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#include "BinaryIO.h"
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RawHeightMap::RawHeightMap() {}
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RawHeightMap::RawHeightMap(std::ifstream& stream, float height, float width) {
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// Read in height map data header and scale
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BinaryIO::BinaryRead(stream, m_Unknown1);
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BinaryIO::BinaryRead(stream, m_Unknown2);
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BinaryIO::BinaryRead(stream, m_Unknown3);
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BinaryIO::BinaryRead(stream, m_Unknown4);
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BinaryIO::BinaryRead(stream, m_ScaleFactor);
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// read all vertices in
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for (uint64_t i = 0; i < width * height; i++) {
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float value;
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BinaryIO::BinaryRead(stream, value);
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m_FloatMap.push_back(value);
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}
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}
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RawHeightMap::~RawHeightMap() {
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}
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21
dNavigation/dTerrain/RawHeightMap.h
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21
dNavigation/dTerrain/RawHeightMap.h
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#pragma once
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#include <cstdint>
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#include <vector>
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#include <fstream>
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class RawHeightMap {
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public:
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RawHeightMap();
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RawHeightMap(std::ifstream& stream, float height, float width);
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~RawHeightMap();
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uint32_t m_Unknown1;
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uint32_t m_Unknown2;
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uint32_t m_Unknown3;
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uint32_t m_Unknown4;
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float m_ScaleFactor;
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std::vector<float> m_FloatMap = {};
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};
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10
dNavigation/dTerrain/RawMesh.h
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10
dNavigation/dTerrain/RawMesh.h
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#pragma once
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#include <vector>
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#include "NiPoint3.h"
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struct RawMesh {
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std::vector<NiPoint3> m_Vertices;
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std::vector<uint32_t> m_Triangles;
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};
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@ -233,9 +233,9 @@ int main(int argc, char** argv) {
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//Load our level:
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if (zoneID != 0) {
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dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
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dpWorld::Instance().Initialize(zoneID);
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Game::physicsWorld = &dpWorld::Instance(); //just in case some old code references it
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dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
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g_CloneID = cloneID;
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// pre calculate the FDB checksum
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@ -190,6 +190,8 @@ public:
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uint32_t GetWorldID() const { return m_WorldID; }
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[[nodiscard]] std::string GetZoneName() const { return m_ZoneName; }
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std::string GetZoneRawPath() const { return m_ZoneRawPath;}
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std::string GetZonePath() const { return m_ZonePath; }
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const NiPoint3& GetSpawnPos() const { return m_Spawnpoint; }
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const NiQuaternion& GetSpawnRot() const { return m_SpawnpointRotation; }
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