mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Common): restyle common lib with astyle (#3461)
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@@ -23,94 +23,94 @@ namespace VMAP
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class MeshTriangle
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{
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public:
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MeshTriangle() : idx0(0), idx1(0), idx2(0) { }
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MeshTriangle(uint32 na, uint32 nb, uint32 nc): idx0(na), idx1(nb), idx2(nc) { }
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public:
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MeshTriangle() : idx0(0), idx1(0), idx2(0) { }
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MeshTriangle(uint32 na, uint32 nb, uint32 nc): idx0(na), idx1(nb), idx2(nc) { }
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uint32 idx0;
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uint32 idx1;
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uint32 idx2;
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uint32 idx0;
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uint32 idx1;
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uint32 idx2;
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};
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class WmoLiquid
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{
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public:
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WmoLiquid(uint32 width, uint32 height, const G3D::Vector3 &corner, uint32 type);
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WmoLiquid(const WmoLiquid &other);
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~WmoLiquid();
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WmoLiquid& operator=(const WmoLiquid &other);
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bool GetLiquidHeight(const G3D::Vector3 &pos, float &liqHeight) const;
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uint32 GetType() const { return iType; }
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float *GetHeightStorage() { return iHeight; }
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uint8 *GetFlagsStorage() { return iFlags; }
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uint32 GetFileSize();
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bool writeToFile(FILE* wf);
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static bool readFromFile(FILE* rf, WmoLiquid* &liquid);
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private:
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WmoLiquid(): iTilesX(0), iTilesY(0), iType(0), iHeight(0), iFlags(0) { }
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uint32 iTilesX; //!< number of tiles in x direction, each
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uint32 iTilesY;
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G3D::Vector3 iCorner; //!< the lower corner
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uint32 iType; //!< liquid type
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float *iHeight; //!< (tilesX + 1)*(tilesY + 1) height values
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uint8 *iFlags; //!< info if liquid tile is used
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public:
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void getPosInfo(uint32 &tilesX, uint32 &tilesY, G3D::Vector3 &corner) const;
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public:
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WmoLiquid(uint32 width, uint32 height, const G3D::Vector3& corner, uint32 type);
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WmoLiquid(const WmoLiquid& other);
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~WmoLiquid();
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WmoLiquid& operator=(const WmoLiquid& other);
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bool GetLiquidHeight(const G3D::Vector3& pos, float& liqHeight) const;
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uint32 GetType() const { return iType; }
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float* GetHeightStorage() { return iHeight; }
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uint8* GetFlagsStorage() { return iFlags; }
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uint32 GetFileSize();
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bool writeToFile(FILE* wf);
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static bool readFromFile(FILE* rf, WmoLiquid*& liquid);
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private:
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WmoLiquid(): iTilesX(0), iTilesY(0), iType(0), iHeight(0), iFlags(0) { }
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uint32 iTilesX; //!< number of tiles in x direction, each
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uint32 iTilesY;
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G3D::Vector3 iCorner; //!< the lower corner
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uint32 iType; //!< liquid type
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float* iHeight; //!< (tilesX + 1)*(tilesY + 1) height values
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uint8* iFlags; //!< info if liquid tile is used
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public:
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void getPosInfo(uint32& tilesX, uint32& tilesY, G3D::Vector3& corner) const;
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};
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/*! holding additional info for WMO group files */
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class GroupModel
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{
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public:
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GroupModel(): iMogpFlags(0), iGroupWMOID(0), iLiquid(0) { }
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GroupModel(const GroupModel &other);
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GroupModel(uint32 mogpFlags, uint32 groupWMOID, const G3D::AABox &bound):
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iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(0) { }
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~GroupModel() { delete iLiquid; }
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public:
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GroupModel(): iMogpFlags(0), iGroupWMOID(0), iLiquid(0) { }
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GroupModel(const GroupModel& other);
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GroupModel(uint32 mogpFlags, uint32 groupWMOID, const G3D::AABox& bound):
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iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(0) { }
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~GroupModel() { delete iLiquid; }
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//! pass mesh data to object and create BIH. Passed vectors get get swapped with old geometry!
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void setMeshData(std::vector<G3D::Vector3> &vert, std::vector<MeshTriangle> &tri);
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void setLiquidData(WmoLiquid*& liquid) { iLiquid = liquid; liquid = NULL; }
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bool IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const;
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bool IsInsideObject(const G3D::Vector3 &pos, const G3D::Vector3 &down, float &z_dist) const;
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bool GetLiquidLevel(const G3D::Vector3 &pos, float &liqHeight) const;
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uint32 GetLiquidType() const;
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bool writeToFile(FILE* wf);
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bool readFromFile(FILE* rf);
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const G3D::AABox& GetBound() const { return iBound; }
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uint32 GetMogpFlags() const { return iMogpFlags; }
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uint32 GetWmoID() const { return iGroupWMOID; }
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protected:
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G3D::AABox iBound;
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uint32 iMogpFlags;// 0x8 outdor; 0x2000 indoor
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uint32 iGroupWMOID;
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std::vector<G3D::Vector3> vertices;
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std::vector<MeshTriangle> triangles;
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BIH meshTree;
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WmoLiquid* iLiquid;
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public:
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void getMeshData(std::vector<G3D::Vector3> &vertices, std::vector<MeshTriangle> &triangles, WmoLiquid* &liquid);
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//! pass mesh data to object and create BIH. Passed vectors get get swapped with old geometry!
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void setMeshData(std::vector<G3D::Vector3>& vert, std::vector<MeshTriangle>& tri);
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void setLiquidData(WmoLiquid*& liquid) { iLiquid = liquid; liquid = NULL; }
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bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
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bool IsInsideObject(const G3D::Vector3& pos, const G3D::Vector3& down, float& z_dist) const;
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bool GetLiquidLevel(const G3D::Vector3& pos, float& liqHeight) const;
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uint32 GetLiquidType() const;
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bool writeToFile(FILE* wf);
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bool readFromFile(FILE* rf);
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const G3D::AABox& GetBound() const { return iBound; }
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uint32 GetMogpFlags() const { return iMogpFlags; }
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uint32 GetWmoID() const { return iGroupWMOID; }
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protected:
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G3D::AABox iBound;
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uint32 iMogpFlags;// 0x8 outdor; 0x2000 indoor
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uint32 iGroupWMOID;
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std::vector<G3D::Vector3> vertices;
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std::vector<MeshTriangle> triangles;
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BIH meshTree;
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WmoLiquid* iLiquid;
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public:
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void getMeshData(std::vector<G3D::Vector3>& vertices, std::vector<MeshTriangle>& triangles, WmoLiquid*& liquid);
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};
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/*! Holds a model (converted M2 or WMO) in its original coordinate space */
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class WorldModel
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{
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public:
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WorldModel(): RootWMOID(0) { }
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public:
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WorldModel(): RootWMOID(0) { }
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//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
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void setGroupModels(std::vector<GroupModel> &models);
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void setRootWmoID(uint32 id) { RootWMOID = id; }
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bool IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const;
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bool IntersectPoint(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, AreaInfo &info) const;
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bool GetLocationInfo(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, LocationInfo &info) const;
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bool writeFile(const std::string &filename);
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bool readFile(const std::string &filename);
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protected:
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uint32 RootWMOID;
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std::vector<GroupModel> groupModels;
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BIH groupTree;
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public:
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void getGroupModels(std::vector<GroupModel> &groupModels);
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//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
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void setGroupModels(std::vector<GroupModel>& models);
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void setRootWmoID(uint32 id) { RootWMOID = id; }
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bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
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bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
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bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
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bool writeFile(const std::string& filename);
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bool readFile(const std::string& filename);
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protected:
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uint32 RootWMOID;
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std::vector<GroupModel> groupModels;
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BIH groupTree;
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public:
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void getGroupModels(std::vector<GroupModel>& groupModels);
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};
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} // namespace VMAP
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