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.
This commit is contained in:
Jett 2022-08-04 01:59:47 +01:00 committed by GitHub
parent d2b05a1ac5
commit e6c7f744b5
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13 changed files with 300 additions and 1 deletions

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@ -128,6 +128,7 @@ set(INCLUDED_DIRECTORIES
"dGame/dUtilities"
"dPhysics"
"dNavigation"
"dNavigation/dTerrain"
"dZoneManager"
"dDatabase"
"dDatabase/Tables"

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@ -1,4 +1,10 @@
set(DNAVIGATION_SOURCES "dNavMesh.cpp")
add_subdirectory(dTerrain)
foreach(file ${DNAVIGATIONS_DTERRAIN_SOURCES})
set(DNAVIGATION_SOURCES ${DNAVIGATION_SOURCES} "dTerrain/${file}")
endforeach()
add_library(dNavigation STATIC ${DNAVIGATION_SOURCES})
target_link_libraries(dNavigation detour recast)

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@ -1,11 +1,15 @@
#include "dNavMesh.h"
#include "RawFile.h"
#include "Game.h"
#include "dLogger.h"
#include "dPlatforms.h"
#include "NiPoint3.h"
#include "BinaryIO.h"
#include "dZoneManager.h"
dNavMesh::dNavMesh(uint32_t zoneId) {
m_ZoneId = zoneId;

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@ -0,0 +1,3 @@
set(DNAVIGATIONS_DTERRAIN_SOURCES "RawFile.cpp"
"RawChunk.cpp"
"RawHeightMap.cpp" PARENT_SCOPE)

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@ -0,0 +1,92 @@
#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;
}

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@ -0,0 +1,24 @@
#pragma once
#include <cstdint>
#include <fstream>
struct RawMesh;
class RawHeightMap;
class RawChunk {
public:
RawChunk(std::ifstream& stream);
~RawChunk();
void GenerateMesh();
uint32_t m_ChunkIndex;
uint32_t m_Width;
uint32_t m_Height;
float m_X;
float m_Z;
RawHeightMap* m_HeightMap;
RawMesh* m_Mesh;
};

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@ -0,0 +1,82 @@
#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);
}
this->GenerateFinalMeshFromChunks();
}
RawFile::~RawFile() {
delete m_FinalMesh;
for (const auto* item : m_Chunks) {
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;
tempVert.SetX(tempVert.GetX() + (chunk->m_X / 4));
tempVert.SetZ(tempVert.GetZ() + (chunk->m_Z / 4));
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);
std::string vertData;
for (const auto& v : m_FinalMesh->m_Vertices) {
vertData += "v " + std::to_string(v.x) + " " + std::to_string(v.y) + " " + std::to_string(v.z) + "\n";
}
for (int i = 0; i < m_FinalMesh->m_Triangles.size(); i += 3) {
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";
}
file.write(vertData.c_str(), vertData.size());
file.close();
}

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@ -0,0 +1,27 @@
#pragma once
#include <string>
#include <vector>
class RawChunk;
struct RawMesh;
class RawFile {
public:
RawFile(std::string filePath);
~RawFile();
private:
void GenerateFinalMeshFromChunks();
void WriteFinalMeshToOBJ(std::string path);
uint8_t m_Version;
uint16_t m_Padding;
uint32_t m_ChunkCount;
uint32_t m_Width;
uint32_t m_Height;
std::vector<RawChunk*> m_Chunks;
RawMesh* m_FinalMesh;
};

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@ -0,0 +1,27 @@
#include "RawHeightMap.h"
#include "BinaryIO.h"
RawHeightMap::RawHeightMap() {}
RawHeightMap::RawHeightMap(std::ifstream& stream, float height, float width) {
// Read in height map data header and scale
BinaryIO::BinaryRead(stream, m_Unknown1);
BinaryIO::BinaryRead(stream, m_Unknown2);
BinaryIO::BinaryRead(stream, m_Unknown3);
BinaryIO::BinaryRead(stream, m_Unknown4);
BinaryIO::BinaryRead(stream, m_ScaleFactor);
// read all vertices in
for (uint64_t i = 0; i < width * height; i++) {
float value;
BinaryIO::BinaryRead(stream, value);
m_FloatMap.push_back(value);
}
}
RawHeightMap::~RawHeightMap() {
}

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@ -0,0 +1,21 @@
#pragma once
#include <cstdint>
#include <vector>
#include <fstream>
class RawHeightMap {
public:
RawHeightMap();
RawHeightMap(std::ifstream& stream, float height, float width);
~RawHeightMap();
uint32_t m_Unknown1;
uint32_t m_Unknown2;
uint32_t m_Unknown3;
uint32_t m_Unknown4;
float m_ScaleFactor;
std::vector<float> m_FloatMap = {};
};

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@ -0,0 +1,10 @@
#pragma once
#include <vector>
#include "NiPoint3.h"
struct RawMesh {
std::vector<NiPoint3> m_Vertices;
std::vector<uint32_t> m_Triangles;
};

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@ -233,9 +233,9 @@ int main(int argc, char** argv) {
//Load our level:
if (zoneID != 0) {
dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
dpWorld::Instance().Initialize(zoneID);
Game::physicsWorld = &dpWorld::Instance(); //just in case some old code references it
dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
g_CloneID = cloneID;
// pre calculate the FDB checksum

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@ -190,6 +190,8 @@ public:
uint32_t GetWorldID() const { return m_WorldID; }
[[nodiscard]] std::string GetZoneName() const { return m_ZoneName; }
std::string GetZoneRawPath() const { return m_ZoneRawPath;}
std::string GetZonePath() const { return m_ZonePath; }
const NiPoint3& GetSpawnPos() const { return m_Spawnpoint; }
const NiQuaternion& GetSpawnRot() const { return m_SpawnpointRotation; }