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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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@@ -53,6 +53,30 @@ public:
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uint32_t GetUniqueMissionIdStartingValue();
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bool CheckIfAccessibleZone(LWOMAPID zoneID);
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/**
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* @brief Get the scene ID at a given position. Scenes do not care about height (Y coordinate).
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*
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* @param position The position to query
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* @return The scene ID at that position, or LWOSCENEID_INVALID if not found
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*/
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LWOSCENEID GetSceneIDFromPosition(const NiPoint3& position) const;
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/**
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* @brief Get the adjacency list for the scene graph.
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* The adjacency list maps each scene ID to a list of scene IDs it can transition to.
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*
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* @return A reference to the scene adjacency list
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*/
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const std::map<LWOSCENEID, std::vector<LWOSCENEID>>& GetSceneAdjacencyList() const { return m_SceneAdjacencyList; }
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/**
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* @brief Get all scenes adjacent to (connected to) a given scene.
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*
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* @param sceneID The scene ID to query
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* @return A vector of scene IDs that are directly connected to this scene, or empty vector if scene not found
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*/
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std::vector<LWOSCENEID> GetAdjacentScenes(LWOSCENEID sceneID) const;
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// The world config should not be modified by a caller.
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const WorldConfig& GetWorldConfig() {
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if (!m_WorldConfig) LoadWorldConfig();
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@@ -60,6 +84,10 @@ public:
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};
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private:
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/**
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* Builds the scene graph adjacency list from scene transitions
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*/
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void BuildSceneGraph();
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/**
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* The starting unique mission ID.
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*/
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@@ -75,4 +103,9 @@ private:
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std::optional<WorldConfig> m_WorldConfig = std::nullopt;
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Entity* m_ZoneControlObject = nullptr;
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/**
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* Scene graph adjacency list: maps each scene ID to a list of scenes it can transition to
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*/
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std::map<LWOSCENEID, std::vector<LWOSCENEID>> m_SceneAdjacencyList;
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};
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