Add missing r2_islands_textures tool
This commit is contained in:
parent
d9df2abec5
commit
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8 changed files with 2624 additions and 8 deletions
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@ -48,7 +48,7 @@
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// Server share
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#include "server_share/bmp4image.h"
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#include "game_share/bmp4image.h"
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#include "server_share/continent_container.h"
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@ -23,9 +23,7 @@ IF(WITH_LIGO AND WITH_NET)
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ADD_SUBDIRECTORY(sheets_packer)
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ENDIF(WITH_LIGO AND WITH_NET)
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IF(WITH_RYZOM_CLIENT)
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ADD_SUBDIRECTORY(client)
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ENDIF(WITH_RYZOM_CLIENT)
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ADD_SUBDIRECTORY(client)
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ADD_SUBDIRECTORY(server)
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@ -1,5 +1,10 @@
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ADD_SUBDIRECTORY( client_patcher )
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IF( WITH_QT )
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ADD_SUBDIRECTORY( client_config_qt )
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ENDIF( WITH_QT )
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IF(WITH_RYZOM_CLIENT)
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ADD_SUBDIRECTORY( client_patcher )
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IF( WITH_QT )
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ADD_SUBDIRECTORY( client_config_qt )
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ENDIF( WITH_QT )
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ENDIF(WITH_RYZOM_CLIENT)
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ADD_SUBDIRECTORY( r2_islands_textures )
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17
code/ryzom/tools/client/r2_islands_textures/CMakeLists.txt
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code/ryzom/tools/client/r2_islands_textures/CMakeLists.txt
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FILE(GLOB SRC *.cpp *.h)
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ADD_EXECUTABLE(r2_islands_textures ${SRC})
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INCLUDE_DIRECTORIES(${RZ_SERVER_SRC_DIR} ${LIBXML2_INCLUDE_DIR})
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TARGET_LINK_LIBRARIES(r2_islands_textures
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ryzom_gameshare
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ryzom_aishare
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${LIBXML2_LIBRARIES}
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nelmisc
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nel3d)
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ADD_DEFINITIONS(${LIBXML2_DEFINITIONS})
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NL_DEFAULT_PROPS(r2_islands_textures "Ryzom, Tools, Server: R2 Islands Textures")
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NL_ADD_RUNTIME_FLAGS(r2_islands_textures)
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INSTALL(TARGETS r2_islands_textures RUNTIME DESTINATION ${RYZOM_BIN_PREFIX} COMPONENT tools)
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code/ryzom/tools/client/r2_islands_textures/main.cpp
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code/ryzom/tools/client/r2_islands_textures/main.cpp
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/3d/u_driver.h>
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#include "screenshot_islands.h"
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using namespace NLMISC;
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using namespace R2;
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int main(int argc, char **argv)
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{
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CScreenshotIslands screenshotIslands = CScreenshotIslands::getInstance();
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screenshotIslands.buildScreenshots();
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return 0;
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}
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2326
code/ryzom/tools/client/r2_islands_textures/screenshot_islands.cpp
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2326
code/ryzom/tools/client/r2_islands_textures/screenshot_islands.cpp
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File diff suppressed because it is too large
Load diff
241
code/ryzom/tools/client/r2_islands_textures/screenshot_islands.h
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code/ryzom/tools/client/r2_islands_textures/screenshot_islands.h
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_SCRRENSHOT_ISLANDS_H
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#define CL_SCRRENSHOT_ISLANDS_H
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// Misc
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#include "nel/misc/singleton.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/bitmap.h"
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#include <stdio.h>
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namespace NL3D
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{
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class UScene;
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class ULandscape;
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}
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namespace R2
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{
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class CProximityZone;
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typedef uint16 TBufferEntry;
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typedef std::vector<TBufferEntry> TBuffer;
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typedef std::vector<uint32> TOffsetsVector;
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//-----------------------------------------------------------------------------
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// class CScreenshotIslands
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//-----------------------------------------------------------------------------
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struct CIslandData
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{
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NLMISC::CVector2f EntryPoint;
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NLMISC::CVector2f Max;
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NLMISC::CVector2f Min;
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CIslandData()
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{
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EntryPoint = NLMISC::CVector2f(0, 0);
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Max = NLMISC::CVector2f(0, 0);
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Min = NLMISC::CVector2f(0, 0);
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}
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CIslandData(float x, float y)
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{
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EntryPoint = NLMISC::CVector2f(x, y);
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Max = NLMISC::CVector2f(0, 0);
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Min = NLMISC::CVector2f(0, 0);
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}
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};
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struct CContinentData
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{
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std::string SmallBank;
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std::string FarBank;
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std::string IGFile;
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std::string CoarseMeshMap;
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NLMISC::CVector2f ZoneMin;
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NLMISC::CVector2f ZoneMax;
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std::list< std::string > Islands;
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NLMISC::CRGBA Ambiant;
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NLMISC::CRGBA Diffuse;
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CContinentData() {}
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};
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typedef std::map< const std::string, CProximityZone> TIslandsData;
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typedef std::map< NLMISC::CVector2f, bool > TIslandsMap;
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typedef std::map< const std::string, CContinentData > TContinentsData;
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typedef std::map< std::string, std::list< NLMISC::CVector2f > > TIslandsBordersMap;
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class CScreenshotIslands : public NLMISC::CSingleton<CScreenshotIslands>
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{
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public:
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CScreenshotIslands();
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void buildScreenshots();
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private:
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void init();
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void loadIslands();
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void buildIslandsTextures();
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void getBuffer(NL3D::UScene * scene, NL3D::ULandscape * landscape, NLMISC::CBitmap &btm);
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bool getPosFromZoneName(const std::string &name, NLMISC::CVector2f &dest);
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void writeProximityBufferToTgaFile(const std::string& fileName,const TBuffer& buffer,
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uint32 scanWidth,uint32 scanHeight);
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void processProximityBuffer(TBuffer& inputBuffer, uint32 lineLength, TBuffer& resultBuffer);
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void buildBackTextureHLS(const std::string & islandName, const NLMISC::CBitmap & islandBitmap);
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void searchIslandsBorders();
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void attenuateIslandBorders(const std::string & islandName, NLMISC::CBitmap & islandBitmap, const CProximityZone & islandData);
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TIslandsData _IslandsData;
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TIslandsMap _IslandsMap;
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TContinentsData _ContinentsData;
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std::list< std::string > _SeasonSuffixes;
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int _MeterPixelSize;
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std::string _OutDirectory;
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std::list< std::string > _TempFileNames;
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TIslandsBordersMap _BorderIslands;
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bool _Vegetation;
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bool _InverseZTest;
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NLMISC::CRGBA _BackColor;
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NLMISC::CBitmap _BackBitmap;
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std::string _CompleteIslandsFile;
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};
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class CProximityZone
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{
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public:
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typedef std::vector<uint32> TOffsets;
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// ctor
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// scanWidth and scanHeight define the dimentions of the buffer that this zone is being extracted from
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// xOffset and yOffset are for re-mapping coordinates from buffer-relative to absolute ryzom world coordinates
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CProximityZone(uint32 scanWidth=0,uint32 scanHeight=0,sint32 xOffset=0, sint32 yOffset=0);
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// add an 'accessible position' to a zone (offset is y*scanWidth+x)
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bool add(uint32 offset);
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// zone dimention accessors (note that zone dimentions line up with 160x160 world zones)
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// note that this means that the zone bounds may extend outside the scan area
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uint32 getZoneWidth() const;
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uint32 getZoneHeight() const;
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sint32 getZoneXMin() const;
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sint32 getZoneYMin() const;
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uint32 getZoneXMax() const;
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uint32 getZoneYMax() const;
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// read accessors for the bounding limits that define the area occupied by the accessible points
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uint32 getBoundXMin() const;
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uint32 getBoundYMin() const;
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uint32 getBoundXMax() const;
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uint32 getBoundYMax() const;
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// read accessor for the _Offsets vector
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// this is a vector of offsets into the scan area. It needs to be remapped to zone offsets
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// via the remapOffset() routine in order to be used to index into a zone buffer
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const TOffsets& getOffsets() const;
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// remap a scan buffer offset to a zone offset by decomposing into x and y parts and
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// subtracting getZoneXMin() and getZoneYMin()
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uint32 remapOffset(uint32 bufferOffset) const;
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private:
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// parameters setup at construction time, giving info on the context that we're in
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uint32 _ScanWidth;
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uint32 _ScanHeight;
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sint32 _XOffset;
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sint32 _YOffset;
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uint32 _MaxOffset;
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// the vector of points that are part of this zone
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TOffsets _Offsets;
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// the min and max coords of the points that are part of this zone
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uint32 _XMax;
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uint32 _XMin;
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uint32 _YMax;
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uint32 _YMin;
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// border add to bouding zone (pixels number)
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int _BorderPixels;
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};
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//-------------------------------------------------------------------------------------------------
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// class CProximityMapBuffer
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//-------------------------------------------------------------------------------------------------
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class CProximityMapBuffer
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{
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public:
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typedef std::vector<CProximityZone> TZones;
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// load a cwmap2 file and setup this object from its contents
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// the 'name' parameter is the full file name of the file to load with path and extension
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void load(const std::string& name);
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// scan the buffer to generate the set of non-connecting zones that it contains
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void calculateZones(TZones& zones);
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// generate the proximity map for a given zone
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void generateZoneProximityMap(const CProximityZone& zone,TBuffer& zoneBuffer);
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// read accessors...
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const TBuffer& getBuffer() const;
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uint32 getScanHeight() const;
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uint32 getScanWidth() const;
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// buffer coordinate to world coordinate offsets...
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sint32 _XOffset;
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sint32 _YOffset;
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private:
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// private routine used by generateZoneProximityMap() to setup the zoneBuffer with the accessible points set
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void _prepareBufferForZoneProximityMap(const CProximityZone& zone,TBuffer& zoneBuffer,TOffsetsVector& accessiblePoints);
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private:
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// the width and heilght of the scan zone (ie the dimentions of the buffer)
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uint32 _ScanWidth;
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uint32 _ScanHeight;
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// vector representing 2d array of points [_ScanHeight][_ScanWidth]
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TBuffer _Buffer;
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};
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}
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#endif
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