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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-06-25 08:04:22 +00:00
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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@@ -10,9 +10,11 @@
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#include "VanityUtilities.h"
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#include "WorldConfig.h"
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#include "CDZoneTableTable.h"
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#include <algorithm>
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#include <chrono>
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#include <cmath>
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#include <set>
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#include "eObjectBits.h"
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#include "CDZoneTableTable.h"
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#include "AssetManager.h"
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#include <ranges>
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@@ -62,6 +64,9 @@ void dZoneManager::Initialize(const LWOZONEID& zoneID) {
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m_pZone->Initalize();
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// Build the scene graph after zone is loaded
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BuildSceneGraph();
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endTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
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LoadWorldConfig();
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@@ -298,3 +303,131 @@ void dZoneManager::LoadWorldConfig() {
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LOG_DEBUG("Loaded WorldConfig into memory");
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}
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LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const {
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if (!m_pZone) return LWOSCENEID_INVALID;
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const auto& raw = m_pZone->GetZoneRaw();
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// If no chunks, no scene data available
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if (raw.chunks.empty()) {
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return LWOSCENEID_INVALID;
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}
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// Convert 3D position to 2D (XZ plane) and clamp to terrain bounds
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float posX = std::clamp(position.x, raw.minBoundsX, raw.maxBoundsX);
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float posZ = std::clamp(position.z, raw.minBoundsZ, raw.maxBoundsZ);
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// Find the chunk containing this position
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// Reverse the world position calculation from GenerateTerrainMesh
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.scaleFactor <= 0.0f || chunk.width <= 1 || chunk.height <= 1 || chunk.colorMapResolution == 0) continue;
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// Reverse: worldX = (i + offsetX/scaleFactor) * scaleFactor
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// Therefore: i = worldX/scaleFactor - offsetX/scaleFactor
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const float heightI = posX / chunk.scaleFactor - (chunk.offsetX / chunk.scaleFactor);
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const float heightJ = posZ / chunk.scaleFactor - (chunk.offsetZ / chunk.scaleFactor);
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// Check if position is within this chunk's heightmap bounds
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if (heightI >= 0.0f && heightI < static_cast<float>(chunk.width) &&
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heightJ >= 0.0f && heightJ < static_cast<float>(chunk.height)) {
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const float sceneMapI = (heightI / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (heightJ / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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// Scene map uses the same indexing pattern as heightmap: row * width + col
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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// Bounds check: if this chunk's sceneMap is inconsistent, skip this chunk
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if (sceneIndex >= chunk.sceneMap.size()) {
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LOG_DEBUG("GetSceneIDFromPosition: sceneIndex %u out of bounds (sceneMap size: %zu), skipping malformed chunk.", sceneIndex, chunk.sceneMap.size());
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continue;
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}
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// Get scene ID from sceneMap
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const uint8_t sceneID = chunk.sceneMap[sceneIndex];
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// Return the scene ID
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return LWOSCENEID(sceneID, 0);
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}
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}
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// Position not found in any chunk
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return LWOSCENEID_INVALID;
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}
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void dZoneManager::BuildSceneGraph() {
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if (!m_pZone) return;
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// Clear any existing adjacency list
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m_SceneAdjacencyList.clear();
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// Initialize adjacency list with all scenes
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const auto& scenes = m_pZone->GetScenes();
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for (const auto& [sceneID, sceneRef] : scenes) {
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if (sceneRef.sceneType != eSceneType::General) continue;
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m_SceneAdjacencyList.try_emplace(sceneID, std::vector<LWOSCENEID>());
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}
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// Build adjacency list from scene transitions
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const auto& transitions = m_pZone->GetSceneTransitions();
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for (const auto& transition : transitions) {
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// Each transition has multiple points, each pointing to a scene
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// We need to determine which scenes this transition connects
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// Group transition points by their scene IDs to find unique connections
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std::set<LWOSCENEID> connectedScenes;
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for (const auto& point : transition.points) {
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if (point.sceneID != LWOSCENEID_INVALID && m_SceneAdjacencyList.contains(point.sceneID)) {
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connectedScenes.insert(point.sceneID);
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}
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}
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// Create bidirectional edges between all scenes in this transition
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// (transitions typically connect two scenes, but can be more complex)
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std::vector<LWOSCENEID> sceneList(connectedScenes.begin(), connectedScenes.end());
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for (size_t i = 0; i < sceneList.size(); ++i) {
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for (size_t j = 0; j < sceneList.size(); ++j) {
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if (i != j) {
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LWOSCENEID fromScene = sceneList[i];
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LWOSCENEID toScene = sceneList[j];
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// Add edge if it doesn't already exist
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auto& adjacentScenes = m_SceneAdjacencyList[fromScene];
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if (std::find(adjacentScenes.begin(), adjacentScenes.end(), toScene) == adjacentScenes.end()) {
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adjacentScenes.push_back(toScene);
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}
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}
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}
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}
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}
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// Scene 0 (global scene) is always loaded and adjacent to all other scenes
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LWOSCENEID globalScene = LWOSCENEID(0, 0);
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for (auto& [sceneID, adjacentScenes] : m_SceneAdjacencyList) {
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if (sceneID != globalScene) {
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// Add global scene to this scene's adjacency list if not already present
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if (std::find(adjacentScenes.begin(), adjacentScenes.end(), globalScene) == adjacentScenes.end()) {
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adjacentScenes.push_back(globalScene);
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}
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// Add this scene to global scene's adjacency list if not already present
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auto& globalAdjacent = m_SceneAdjacencyList[globalScene];
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if (std::find(globalAdjacent.begin(), globalAdjacent.end(), sceneID) == globalAdjacent.end()) {
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globalAdjacent.push_back(sceneID);
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}
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}
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}
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}
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std::vector<LWOSCENEID> dZoneManager::GetAdjacentScenes(LWOSCENEID sceneID) const {
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auto it = m_SceneAdjacencyList.find(sceneID);
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if (it != m_SceneAdjacencyList.end()) {
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return it->second;
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}
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return std::vector<LWOSCENEID>();
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}
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