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