18#ifndef _TILEASSEMBLER_H_
19#define _TILEASSEMBLER_H_
21#include <G3D/Vector3.h>
22#include <G3D/Matrix3.h>
49 iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pif()*
iDir.y/180.f, G3D::pif()*
iDir.x/180.f, G3D::pif()*
iDir.z/180.f);
51 G3D::Vector3
transform(
const G3D::Vector3& pIn)
const;
90 bool Read(
const char * path);
102 TileAssembler(
const std::string& pSrcDirName,
const std::string& pDestDirName);
void moveToBasePos(const G3D::Vector3 &pBasePos)
G3D::Vector3 transform(const G3D::Vector3 &pIn) const
void exportGameobjectModels()
bool convertRawFile(const std::string &pModelFilename)
TileAssembler(const std::string &pSrcDirName, const std::string &pDestDirName)
std::set< std::string > spawnedModelFiles
bool calculateTransformedBound(ModelSpawn &spawn)
std::deque< MapSpawns > MapData
std::vector< G3D::Vector3 > vertexArray
std::vector< MeshTriangle > triangles
std::map< uint32, ModelSpawn > UniqueEntries
std::map< uint32, std::set< uint32 > > TileEntries
std::map< uint32, std::set< uint32 > > ParentTileEntries
bool Read(const char *path)
std::vector< GroupModel_Raw > groupsArray