18#ifndef _TILEASSEMBLER_H_
19#define _TILEASSEMBLER_H_
21#include <G3D/Vector3.h>
22#include <G3D/Matrix3.h>
48 iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pif()*iDir.y/180.f, G3D::pif()*iDir.x/180.f, G3D::pif()*iDir.z/180.f);
50 G3D::Vector3 transform(
const G3D::Vector3& pIn)
const;
55 typedef std::multimap<uint32, uint32>
TileMap;
63 typedef std::map<uint32, MapSpawns*>
MapData;
89 bool Read(
const char * path);
101 TileAssembler(
const std::string& pSrcDirName,
const std::string& pDestDirName);
104 bool convertWorld2();
105 bool readMapSpawns();
106 bool calculateTransformedBound(
ModelSpawn &spawn);
107 void exportGameobjectModels();
109 bool convertRawFile(
const std::string& pModelFilename);
void moveToBasePos(const G3D::Vector3 &pBasePos)
std::set< std::string > spawnedModelFiles
std::map< uint32, MapSpawns * > MapData
std::map< uint32, ModelSpawn > UniqueEntryMap
std::multimap< uint32, uint32 > TileMap
std::vector< G3D::Vector3 > vertexArray
std::vector< MeshTriangle > triangles
UniqueEntryMap UniqueEntries
std::vector< GroupModel_Raw > groupsArray