TrinityCore
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Classes | |
struct | AreaInfo |
class | AreaInfoCallback |
struct | GModelRayCallback |
class | GroupModel |
struct | GroupModel_Raw |
class | IntersectionCallBack |
class | IVMapManager |
struct | LocationInfo |
class | LocationInfoCallback |
class | ManagedModel |
class | MapRayCallback |
struct | MapSpawns |
class | MeshTriangle |
class | ModelInstance |
class | ModelPosition |
class | ModelSpawn |
class | MyCollisionDetection |
class | StaticMapTree |
class | TileAssembler |
class | TriBoundFunc |
class | VMapFactory |
class | VMapManager2 |
class | WModelAreaCallback |
struct | WModelRayCallBack |
class | WmoLiquid |
struct | WMOLiquidHeader |
class | WorldModel |
struct | WorldModel_Raw |
Typedefs | |
typedef std::unordered_map < uint32, StaticMapTree * > | InstanceTreeMap |
typedef std::unordered_map < std::string, ManagedModel > | ModelFileMap |
typedef std::map< uint32, ModelSpawn > | UniqueEntryMap |
typedef std::multimap< uint32, uint32 > | TileMap |
typedef std::map< uint32, MapSpawns * > | MapData |
Enumerations | |
enum | VMAP_LOAD_RESULT { VMAP_LOAD_RESULT_ERROR, VMAP_LOAD_RESULT_OK, VMAP_LOAD_RESULT_IGNORED } |
enum | DisableTypes { VMAP_DISABLE_AREAFLAG = 0x1, VMAP_DISABLE_HEIGHT = 0x2, VMAP_DISABLE_LOS = 0x4, VMAP_DISABLE_LIQUIDSTATUS = 0x8 } |
enum | ModelFlags { MOD_M2 = 1, MOD_WORLDSPAWN = 1<<1, MOD_HAS_BOUND = 1<<2 } |
Functions | |
bool | readChunk (FILE *rf, char *dest, const char *compare, uint32 len) |
bool | IntersectTriangle (const MeshTriangle &tri, std::vector< Vector3 >::const_iterator points, const G3D::Ray &ray, float &distance) |
Variables | |
IVMapManager * | gVMapManager = NULL |
const char | VMAP_MAGIC [] = "VMAP_4.3" |
const char | RAW_VMAP_MAGIC [] = "VMAP043" |
const char | GAMEOBJECT_MODELS [] = "GameObjectModels.dtree" |
This is the minimum interface to the VMapMamager.
This is the access point to the VMapManager.
The Class is mainly taken from G3D/AABSPTree.h but modified to be able to use our internal data structure. This is an iterator that helps us analysing the BSP-Trees. The collision detection is modified to return true, if we are inside an object.
typedef std::unordered_map<uint32, StaticMapTree*> VMAP::InstanceTreeMap |
typedef std::map<uint32, MapSpawns*> VMAP::MapData |
typedef std::unordered_map<std::string, ManagedModel> VMAP::ModelFileMap |
typedef std::multimap<uint32, uint32> VMAP::TileMap |
typedef std::map<uint32, ModelSpawn> VMAP::UniqueEntryMap |
enum VMAP::DisableTypes |
enum VMAP::ModelFlags |
bool VMAP::IntersectTriangle | ( | const MeshTriangle & | tri, |
std::vector< Vector3 >::const_iterator | points, | ||
const G3D::Ray & | ray, | ||
float & | distance | ||
) |
const char VMAP::GAMEOBJECT_MODELS[] = "GameObjectModels.dtree" |
IVMapManager* VMAP::gVMapManager = NULL |
const char VMAP::RAW_VMAP_MAGIC[] = "VMAP043" |
const char VMAP::VMAP_MAGIC[] = "VMAP_4.3" |