khanat-code-old/code/ryzom/tools/leveldesign/export/export.h

215 lines
7.3 KiB
C
Raw Normal View History

2014-11-19 15:20:14 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef LD_EXPORT_H
#define LD_EXPORT_H
// ---------------------------------------------------------------------------
#include "nel/misc/config_file.h"
#include "nel/misc/vector.h"
#include <string>
#include <vector>
// ---------------------------------------------------------------------------
namespace NLLIGO
{
class CPrimZone;
class CPrimPoint;
class CPrimPath;
}
namespace NL3D
{
class CLandscape;
class CVisualCollisionManager;
class CVisualCollisionEntity;
}
struct SPlantInstance;
struct SFormPlant;
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// Export options
// ---------------------------------------------------------------------------
struct SExportOptions
{
std::string InLandscapeDir; // Directory where to get .zonew files
std::string OutIGDir; // Directory where to put IG
std::string LandBankFile; // The .smallbank file associated with the landscape
std::string LandFarBankFile; // The .farbank file
float CellSize; // Typically 160.0
std::string LandTileNoiseDir; // Directory where to get displacement map
std::string PrimFloraDir; // Directory to parse for .flora and .prim associated
// This is here we get continent.cfg file
// Not read for the moment
std::string LandFile; // The .land file to get the mask and date of zones
std::string DfnDir; // Directory to get georges dfn
std::string GameElemDir; // Directory to get georges file (pipoti.plant)
// =======================================================================
SExportOptions ();
bool loadcf (NLMISC::CConfigFile &cf);
bool save (FILE *f);
};
// ---------------------------------------------------------------------------
// Export callback
// ---------------------------------------------------------------------------
class IExportCB
{
public:
virtual bool isCanceled () = 0; // Tell the exporter if it must end as quick as possible
// Display callbacks
virtual void dispPass (const std::string &Text) = 0; // Pass (generate land, flora, etc...)
virtual void dispPassProgress (float percentage) = 0; // [ 0.0 , 1.0 ]
virtual void dispInfo (const std::string &Text) = 0; // Verbose
virtual void dispWarning (const std::string &Text) = 0; // Error but not critical
virtual void dispError (const std::string &Text) = 0; // Should block (misfunction)
};
// ---------------------------------------------------------------------------
// Export Patat
// ---------------------------------------------------------------------------
struct SExportPrimitive
{
std::string FullPrimName;
std::string PrimitiveName;
bool operator == (const SExportPrimitive &rRightArg);
};
// ---------------------------------------------------------------------------
// Flora export
// ---------------------------------------------------------------------------
struct SFloraInst
{
NLMISC::CVector Pos;
float Rot;
float Scale;
float Radius;
std::string ShapeName; // the .shape stored in the name field of the instance (that represents the shape name)
std::string PlantName; // the .plant associated which is stored in the instance name
};
// ---------------------------------------------------------------------------
// Export class
// ---------------------------------------------------------------------------
class CExport
{
public:
CExport ();
~CExport ();
// EXPORT one region :
// Parse the SourceDir find the .land and .prim
// newExport is the incremental export
bool newExport (SExportOptions &options, IExportCB *expCB = NULL);
bool doExport (SExportOptions &options, IExportCB *expCB = NULL, std::vector<SExportPrimitive> *selection = NULL);
// HELPERS
// Get All files with the extension ext in the current directory and subdirectory
static void getAllFiles (const std::string &ext, std::vector<std::string> &files);
// Search a file through all subdirectories of the current one (and in the current too)
static bool searchFile (const std::string &plantName, std::string &dir);
private:
SExportOptions *_Options;
IExportCB *_ExportCB;
// Temp data to generate ig
NL3D::CLandscape *_Landscape;
NL3D::CVisualCollisionManager *_VCM;
NL3D::CVisualCollisionEntity *_VCE;
std::vector<SFloraInst> _FloraInsts;
std::string _ExeDir;
std::string _LandFile;
std::string _GameElemDir;
std::string _DfnDir;
std::string _InLandscapeDir; // Directory where to get .zonew files
std::string _OutIGDir; // Directory where to put IG
std::string _LandBankFile; // The .smallbank file associated with the landscape
std::string _LandFarBankFile; // The .farbank file
std::string _LandTileNoiseDir; // Directory where to get displacement map
private:
struct SFloraToUpdate
{
std::string FloraFile;
std::vector<std::string> PrimFile;
};
struct SPrimToUpdate
{
std::string PrimFile;
std::vector<std::string> FloraFile;
};
// All the functions to generate the igs from flora
// ************************************************
// Entry point
bool generateIGFromFlora (const std::string &SrcFile, std::vector<SExportPrimitive> *selection = NULL);
// Get the altitude from the position in 2D
float getZFromXY (float x, float y);
// Does the plant is well placed
bool isWellPlaced (NLMISC::CVector &pos, SPlantInstance &rPI, SFormPlant &rFP, float scale);
// Write zone by zone the instance group of the flora generated in the specific land
void writeFloraIG (const std::string &LandFile, bool bTestForWriting = false);
// Helpers
// *******
// Load all zones of a .land
void loadLandscape (const std::string &name);
bool segmentIntersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4);
void delIGZone (sint32 x, sint32 y);
void delAllIGZoneUnderPatat (float fCellSize, NLLIGO::CPrimZone *pPatat, const std::string &sIGOutputDir);
void delAllIGZoneUnderPoint (float fCellSize, NLLIGO::CPrimPoint *pPoint, const std::string &sIGOutputDir);
void delAllIGZoneUnderPath (float fCellSize, NLLIGO::CPrimPath *pPath, const std::string &sIGOutputDir);
bool isPatatNeedUpdate (float fCellSize, NLLIGO::CPrimZone *pPatat, const std::string &sIGOutputDir);
bool isPathNeedUpdate (float fCellSize, NLLIGO::CPrimPath *pPath, const std::string &sIGOutputDir);
bool isPointNeedUpdate (float fCellSize, NLLIGO::CPrimPoint *pPoint, const std::string &sIGOutputDir);
public:
static std::string getZoneNameFromXY (sint32 x, sint32 y);
static sint32 getXFromZoneName (const std::string &ZoneName);
static sint32 getYFromZoneName (const std::string &ZoneName);
};
#endif // LD_EXPORT_H