r5sdk/src/naveditor/GameUtils.cpp
Amos 79cbf2e1dd Recast: move file types to main header
Need to be available to everything.
2024-07-21 21:46:22 +02:00

98 lines
3.0 KiB
C++

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#include "NavEditor/include/GameUtils.h"
void coordGameSwap(float* c)
{
std::swap(c[1], c[2]);
c[2] *= -1;
}
void coordGameUnswap(float* c)
{
c[2] *= -1;
std::swap(c[1], c[2]);
}
void coordShortGameSwap(unsigned short* c)
{
std::swap(c[1], c[2]);
c[2] = std::numeric_limits<unsigned short>::max() - c[2];
}
void coordShortGameUnswap(unsigned short* c)
{
c[2] = std::numeric_limits<unsigned short>::max() - c[2];
std::swap(c[1], c[2]);
}
void patchHeaderGame(dtNavMeshSetHeader& h)
{
coordGameSwap(h.params.orig);
}
void unpatchHeaderGame(dtNavMeshSetHeader& h)
{
coordGameUnswap(h.params.orig);
}
void patchTileGame(dtMeshTile* t)
{
coordGameSwap(t->header->bmin);
coordGameSwap(t->header->bmax);
for (size_t i = 0; i < t->header->vertCount * 3; i += 3)
coordGameSwap(t->verts + i);
for (size_t i = 0; i < t->header->detailVertCount * 3; i += 3)
coordGameSwap(t->detailVerts + i);
for (size_t i = 0; i < t->header->polyCount; i++)
coordGameSwap(t->polys[i].center);
//might be wrong because of coord change might break tree layout
for (size_t i = 0; i < t->header->bvNodeCount; i++)
{
coordShortGameSwap(t->bvTree[i].bmax);
coordShortGameSwap(t->bvTree[i].bmin);
}
for (size_t i = 0; i < t->header->offMeshConCount; i++)
{
coordGameSwap(t->offMeshCons[i].pos);
coordGameSwap(t->offMeshCons[i].pos + 3);
coordGameSwap(t->offMeshCons[i].refPos);
}
}
void unpatchTileGame(dtMeshTile* t)
{
coordGameUnswap(t->header->bmin);
coordGameUnswap(t->header->bmax);
for (size_t i = 0; i < t->header->vertCount * 3; i += 3)
coordGameUnswap(t->verts + i);
for (size_t i = 0; i < t->header->detailVertCount * 3; i += 3)
coordGameUnswap(t->detailVerts + i);
for (size_t i = 0; i < t->header->polyCount; i++)
coordGameUnswap(t->polys[i].center);
//might be wrong because of coord change might break tree layout
for (size_t i = 0; i < t->header->bvNodeCount; i++)
{
coordShortGameUnswap(t->bvTree[i].bmax);
coordShortGameUnswap(t->bvTree[i].bmin);
}
for (size_t i = 0; i < t->header->offMeshConCount; i++)
{
coordGameUnswap(t->offMeshCons[i].pos);
coordGameUnswap(t->offMeshCons[i].pos + 3);
coordGameUnswap(t->offMeshCons[i].refPos);
}
}