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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: raw terrain parsing for scene data
Replace old dNavigation/dTerrain raw parser with new Raw module in dZoneManager. Parse heightmaps, color maps, and scene maps from .raw files to determine which scene a position belongs to. Build scene adjacency graph from terrain data and scene transitions. Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain mesh generation with OBJ export, and debug slash commands for scene visualization. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -2,10 +2,12 @@
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#include "dZMCommon.h"
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#include "LDFFormat.h"
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#include "NiColor.h"
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#include "tinyxml2.h"
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#include <string>
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#include <vector>
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#include <map>
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#include "Raw.h"
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namespace LUTriggers {
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struct Trigger;
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@@ -21,22 +23,25 @@ struct WaypointCommand {
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};
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enum class eSceneType : uint32_t {
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General = 0,
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Audio = 1,
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};
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struct SceneRef {
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std::string filename;
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uint32_t id{};
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uint32_t sceneType{}; //0 = general, 1 = audio?
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eSceneType sceneType{};
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std::string name;
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NiPoint3 unknown1;
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float unknown2{};
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uint8_t color_r{};
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uint8_t color_g{};
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uint8_t color_b{};
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NiPoint3 scenePosition; // version 33 only: editor bounding sphere center
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float sceneRadius{}; // version 33 only: editor bounding sphere radius
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NiColor color;
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std::unique_ptr<Level> level;
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std::map<uint32_t, LUTriggers::Trigger*> triggers;
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};
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struct SceneTransitionInfo {
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uint64_t sceneID{}; //id of the scene being transitioned to.
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LWOSCENEID sceneID;
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NiPoint3 position;
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};
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@@ -228,6 +233,12 @@ public:
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void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
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void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
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const Raw::Raw& GetZoneRaw() const { return m_Raw; }
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const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
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const SceneRef* GetScene(LWOSCENEID sceneID) const;
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const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
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const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
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private:
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LWOZONEID m_ZoneID;
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std::string m_ZoneFilePath;
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@@ -244,6 +255,8 @@ private:
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std::string m_ZoneName; //Name given to the zone by a level designer
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std::string m_ZoneDesc; //Description of the zone by a level designer
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std::string m_ZoneRawPath; //Path to the .raw file of this zone.
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Raw::Raw m_Raw; // The Raw data for this zone
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Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
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std::map<LWOSCENEID, SceneRef> m_Scenes;
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std::vector<SceneTransition> m_SceneTransitions;
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