mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-27 23:12:06 +00:00
Formatted all BSP loading files using clang.
This commit is contained in:
@@ -1,7 +1,6 @@
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#include "BSPLinker.h"
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#include "ComWorldLinker.h"
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#include "ClipMapLinker.h"
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#include "ComWorldLinker.h"
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#include "GameWorldMpLinker.h"
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#include "GfxWorldLinker.h"
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#include "MapEntsLinker.h"
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@@ -52,15 +51,15 @@ namespace BSP
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return true;
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}
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BSPLinker::BSPLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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{
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}
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BSPLinker::BSPLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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{
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}
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AssetCreationResult BSPLinker::linkBSP(BSPData* bsp)
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{
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AssetCreationResult BSPLinker::linkBSP(BSPData* bsp)
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{
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if (!addDefaultRequiredAssets(bsp))
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return AssetCreationResult::Failure();
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@@ -92,6 +91,5 @@ namespace BSP
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return AssetCreationResult::Failure();
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return result;
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}
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}
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}
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} // namespace BSP
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@@ -7,18 +7,18 @@
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namespace BSP
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{
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class BSPLinker
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{
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public:
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BSPLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkBSP(BSPData* bsp);
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class BSPLinker
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{
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public:
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BSPLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkBSP(BSPData* bsp);
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private:
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FootstepTableDef* addEmptyFootstepTableAsset(std::string assetName);
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bool addDefaultRequiredAssets(BSPData* bsp);
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private:
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FootstepTableDef* addEmptyFootstepTableAsset(std::string assetName);
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bool addDefaultRequiredAssets(BSPData* bsp);
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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};
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}
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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};
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} // namespace BSP
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@@ -1,12 +1,12 @@
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#include "ClipMapLinker.h"
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#include "../BSPUtil.h"
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#include "ClipMapLinker.h"
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namespace BSP
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{
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ClipMapLinker::ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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m_search_path(searchPath),
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m_context(context)
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{
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}
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@@ -18,7 +18,7 @@ namespace BSP
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clipMap->dynEntCount[1] = 0;
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clipMap->dynEntCount[2] = 0;
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clipMap->dynEntCount[3] = 0;
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clipMap->dynEntClientList[0] = m_memory.Alloc<DynEntityClient>(clipMap->dynEntCount[0]);
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clipMap->dynEntClientList[1] = nullptr;
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@@ -50,7 +50,7 @@ namespace BSP
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void ClipMapLinker::loadBoxData(clipMap_t* clipMap)
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{
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// box_model and box_brush are what are used by game traces as "temporary" collision when
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// box_model and box_brush are what are used by game traces as "temporary" collision when
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// no brush or model is specified to do the trace with.
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// All values in this function are taken from official map BSPs
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@@ -128,7 +128,7 @@ namespace BSP
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// Right now there is only one submodel, the world sub model
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assert(gfxWorld->modelCount == 1);
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clipMap->numSubModels = 1;
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clipMap->cmodels = m_memory.Alloc<cmodel_t>(clipMap->numSubModels);
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@@ -282,9 +282,9 @@ namespace BSP
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return static_cast<int>(parentAABBIndex);
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}
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constexpr vec3_t normalX = { 1.0f, 0.0f, 0.0f };
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constexpr vec3_t normalY = { 0.0f, 1.0f, 0.0f };
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constexpr vec3_t normalZ = { 0.0f, 0.0f, 1.0f };
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constexpr vec3_t normalX = {1.0f, 0.0f, 0.0f};
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constexpr vec3_t normalY = {0.0f, 1.0f, 0.0f};
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constexpr vec3_t normalZ = {0.0f, 0.0f, 1.0f};
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// returns the index of the node/leaf parsed by the function
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// Nodes are indexed by their index in the node array
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@@ -296,7 +296,7 @@ namespace BSP
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{
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cLeaf_s leaf;
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leaf.cluster = 0; // always use cluster 0
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leaf.cluster = 0; // always use cluster 0
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leaf.brushContents = 0; // no brushes used so contents is 0
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leaf.terrainContents = BSPEditableConstants::LEAF_TERRAIN_CONTENTS;
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@@ -428,7 +428,8 @@ namespace BSP
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}
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BSPUtil::updateAABBWithPoint(vert, partitionMins, partitionMaxs);
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}
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std::shared_ptr<BSPObject> currObject = std::make_shared<BSPObject>(partitionMins.x, partitionMins.y, partitionMins.z, partitionMaxs.x, partitionMaxs.y, partitionMaxs.z, partitionIdx);
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std::shared_ptr<BSPObject> currObject =
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std::make_shared<BSPObject>(partitionMins.x, partitionMins.y, partitionMins.z, partitionMaxs.x, partitionMaxs.y, partitionMaxs.z, partitionIdx);
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tree->addObjectToTree(std::move(currObject));
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}
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@@ -493,7 +494,7 @@ namespace BSP
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}
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// the reinterpret_cast is used as triIndices is just a pointer to an array of indicies, and static_cast can't safely do the conversion
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clipMap->triCount = static_cast<int>(triIndexVec.size() / 3);
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clipMap->triIndices = reinterpret_cast<uint16_t(*)[3]>(m_memory.Alloc<uint16_t>(triIndexVec.size()));
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clipMap->triIndices = reinterpret_cast<uint16_t (*)[3]>(m_memory.Alloc<uint16_t>(triIndexVec.size()));
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memcpy(clipMap->triIndices, &triIndexVec[0], sizeof(uint16_t) * triIndexVec.size());
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// partitions are "containers" for vertices. BSP tree leafs contain a list of these partitions to determine the collision within a leaf.
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@@ -501,7 +502,7 @@ namespace BSP
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std::vector<uint16_t> uniqueIndicesVec;
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for (BSPSurface& surface : bsp->colWorld.surfaces)
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{
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// partitions are made for each triangle, not one for each surface.
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// partitions are made for each triangle, not one for each surface.
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// one for each surface causes physics bugs, as the entire bounding box is considered solid instead of the surface itself (for some reason).
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// so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower
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int indexOfFirstTri = surface.indexOfFirstIndex / 3;
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@@ -621,7 +622,7 @@ namespace BSP
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loadRopesAndConstraints(clipMap);
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loadSubModelCollision(clipMap, bsp);
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loadDynEnts(clipMap);
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loadXModelCollision(clipMap);
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@@ -648,5 +649,4 @@ namespace BSP
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auto clipMapAsset = m_context.AddAsset<AssetClipMap>(clipMap->name, clipMap);
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return AssetCreationResult::Success(clipMapAsset);
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}
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}
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} // namespace BSP
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@@ -1,39 +1,39 @@
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#pragma once
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#include "../BSP.h"
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#include "../BSPCalculation.h"
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "../BSPCalculation.h"
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namespace BSP
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{
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class ClipMapLinker
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{
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public:
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ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkClipMap(BSPData* bsp);
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class ClipMapLinker
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{
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public:
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ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkClipMap(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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void loadBoxData(clipMap_t* clipMap);
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void loadVisibility(clipMap_t* clipMap);
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void loadDynEnts(clipMap_t* clipMap);
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void loadRopesAndConstraints(clipMap_t* clipMap);
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void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
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void loadXModelCollision(clipMap_t* clipMap);
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void loadBoxData(clipMap_t* clipMap);
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void loadVisibility(clipMap_t* clipMap);
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void loadDynEnts(clipMap_t* clipMap);
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void loadRopesAndConstraints(clipMap_t* clipMap);
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void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
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void loadXModelCollision(clipMap_t* clipMap);
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std::vector<cplane_s> planeVec;
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std::vector<cNode_t> nodeVec;
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std::vector<cLeaf_s> leafVec;
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std::vector<CollisionAabbTree> AABBTreeVec;
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int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
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int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
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bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
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};
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}
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std::vector<cplane_s> planeVec;
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std::vector<cNode_t> nodeVec;
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std::vector<cLeaf_s> leafVec;
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std::vector<CollisionAabbTree> AABBTreeVec;
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int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
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int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
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bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
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};
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} // namespace BSP
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@@ -4,8 +4,8 @@ namespace BSP
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{
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ComWorldLinker::ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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m_search_path(searchPath),
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m_context(context)
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{
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}
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@@ -19,7 +19,7 @@ namespace BSP
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comWorld->primaryLights = m_memory.Alloc<ComPrimaryLight>(comWorld->primaryLightCount);
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// first (static) light is always empty
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ComPrimaryLight* sunLight = &comWorld->primaryLights[1];
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const vec4_t sunLightColor = BSPEditableConstants::SUNLIGHT_COLOR;
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const vec3_t sunLightDirection = BSPEditableConstants::SUNLIGHT_DIRECTION;
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@@ -35,5 +35,4 @@ namespace BSP
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auto comWorldAsset = m_context.AddAsset<AssetComWorld>(comWorld->name, comWorld);
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return AssetCreationResult::Success(comWorldAsset);
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}
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}
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} // namespace BSP
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@@ -7,15 +7,15 @@
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namespace BSP
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{
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class ComWorldLinker
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{
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public:
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ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkComWorld(BSPData* bsp);
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class ComWorldLinker
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{
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public:
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ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkComWorld(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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};
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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};
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} // namespace BSP
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@@ -4,8 +4,8 @@ namespace BSP
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{
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GameWorldMpLinker::GameWorldMpLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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m_search_path(searchPath),
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m_context(context)
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{
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}
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@@ -28,9 +28,8 @@ namespace BSP
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gameWorldMp->path.pathVis = nullptr;
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gameWorldMp->path.smoothCache = nullptr;
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gameWorldMp->path.nodeTree = nullptr;
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auto gameWorldMpAsset = m_context.AddAsset<AssetGameWorldMp>(gameWorldMp->name, gameWorldMp);
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return AssetCreationResult::Success(gameWorldMpAsset);
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}
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}
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} // namespace BSP
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@@ -7,15 +7,15 @@
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namespace BSP
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{
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class GameWorldMpLinker
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{
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public:
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GameWorldMpLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkGameWorldMp(BSPData* bsp);
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class GameWorldMpLinker
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{
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public:
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GameWorldMpLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkGameWorldMp(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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};
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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};
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} // namespace BSP
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@@ -1,16 +1,16 @@
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#include "GfxWorldLinker.h"
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#include "../BSPUtil.h"
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#include "GfxWorldLinker.h"
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#include "Utils/Pack.h"
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namespace BSP
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{
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GfxWorldLinker::GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
|
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m_search_path(searchPath),
|
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m_context(context)
|
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{
|
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}
|
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|
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|
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void GfxWorldLinker::loadDrawData(BSPData* bsp, GfxWorld* gfxWorld)
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{
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size_t vertexCount = bsp->gfxWorld.vertices.size();
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@@ -157,18 +157,18 @@ namespace BSP
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/*
|
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Models are unsupported right now
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Code is left in in case it is supported later on
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unsigned int modelCount = projInfo->modelCount;
|
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gfxWorld->dpvs.smodelCount = modelCount;
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gfxWorld->dpvs.smodelInsts = new GfxStaticModelInst[modelCount];
|
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gfxWorld->dpvs.smodelDrawInsts = new GfxStaticModelDrawInst[modelCount];
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < modelCount; i++)
|
||||
{
|
||||
auto currModel = &gfxWorld->dpvs.smodelDrawInsts[i];
|
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auto currModelInst = &gfxWorld->dpvs.smodelInsts[i];
|
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customMapModel* inModel = &projInfo->models[i];
|
||||
|
||||
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auto xModelAsset = m_context.LoadDependency<AssetXModel>(inModel->name);
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if (xModelAsset == nullptr)
|
||||
{
|
||||
@@ -177,15 +177,15 @@ namespace BSP
|
||||
}
|
||||
else
|
||||
currModel->model = (XModel*)xModelAsset->Asset();
|
||||
|
||||
|
||||
currModel->placement.origin.x = inModel->origin.x;
|
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currModel->placement.origin.y = inModel->origin.y;
|
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currModel->placement.origin.z = inModel->origin.z;
|
||||
currModel->placement.origin = BSPUtil::convertToBO2Coords(currModel->placement.origin);
|
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currModel->placement.scale = inModel->scale;
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BSPUtil::convertAnglesToAxis(&inModel->rotation, currModel->placement.axis);
|
||||
|
||||
|
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// mins and maxs are calculated in world space not local space
|
||||
// TODO: this does not account for model rotation or scale
|
||||
currModelInst->mins.x = currModel->model->mins.x + currModel->placement.origin.x;
|
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@@ -194,12 +194,12 @@ namespace BSP
|
||||
currModelInst->maxs.x = currModel->model->maxs.x + currModel->placement.origin.x;
|
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currModelInst->maxs.y = currModel->model->maxs.y + currModel->placement.origin.y;
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currModelInst->maxs.z = currModel->model->maxs.z + currModel->placement.origin.z;
|
||||
|
||||
|
||||
currModel->cullDist = DEFAULT_SMODEL_CULL_DIST;
|
||||
currModel->flags = DEFAULT_SMODEL_FLAGS;
|
||||
currModel->primaryLightIndex = DEFAULT_SMODEL_LIGHT;
|
||||
currModel->reflectionProbeIndex = DEFAULT_SMODEL_REFLECTION_PROBE;
|
||||
|
||||
|
||||
// unknown use / unused
|
||||
currModel->smid = i;
|
||||
memset(&currModel->lightingSH, 0, sizeof(GfxLightingSHQuantized));
|
||||
@@ -207,7 +207,7 @@ namespace BSP
|
||||
currModel->lightingHandle = 0;
|
||||
currModel->colorsIndex = 0;
|
||||
currModel->visibility = 0;
|
||||
|
||||
|
||||
// setting these to nullptr makes any static/baked lighting go black when not rendered by real-time lighting or in a shadow
|
||||
// TODO: calculate lighting and store it here
|
||||
currModel->lmapVertexInfo[0].numLmapVertexColors = 0;
|
||||
@@ -376,8 +376,8 @@ namespace BSP
|
||||
gfxWorld->lightGrid.maxs[1] = 200;
|
||||
gfxWorld->lightGrid.maxs[2] = 50;
|
||||
|
||||
gfxWorld->lightGrid.rowAxis = 0; // default value
|
||||
gfxWorld->lightGrid.colAxis = 1; // default value
|
||||
gfxWorld->lightGrid.rowAxis = 0; // default value
|
||||
gfxWorld->lightGrid.colAxis = 1; // default value
|
||||
gfxWorld->lightGrid.sunPrimaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
|
||||
gfxWorld->lightGrid.offset = 0.0f; // default value
|
||||
|
||||
@@ -409,7 +409,7 @@ namespace BSP
|
||||
gfxWorld->lightGrid.entries = entryArray;
|
||||
|
||||
// colours are looked up with a lightgrid entries colorsIndex
|
||||
gfxWorld->lightGrid.colorCount = 0x1000; //0x1000 as it should be enough to hold every index
|
||||
gfxWorld->lightGrid.colorCount = 0x1000; // 0x1000 as it should be enough to hold every index
|
||||
gfxWorld->lightGrid.colors = m_memory.Alloc<GfxCompressedLightGridColors>(gfxWorld->lightGrid.colorCount);
|
||||
memset(gfxWorld->lightGrid.colors, BSPEditableConstants::LIGHTGRID_COLOUR, rowDataStartSize * sizeof(uint16_t));
|
||||
|
||||
@@ -519,7 +519,7 @@ namespace BSP
|
||||
|
||||
// Other models aren't implemented yet
|
||||
// Code kept for future use
|
||||
//for (size_t i = 0; i < entityModelList.size(); i++)
|
||||
// for (size_t i = 0; i < entityModelList.size(); i++)
|
||||
//{
|
||||
// auto currEntModel = &gfxWorld->models[i + 1];
|
||||
// entModelBounds currEntModelBounds = entityModelList[i];
|
||||
@@ -666,7 +666,7 @@ namespace BSP
|
||||
gfxWorld->dpvsDyn.dynEntClientCount[0] = dynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
|
||||
gfxWorld->dpvsDyn.dynEntClientCount[1] = 0;
|
||||
|
||||
// +100: there is a crash that happens when regdolls are created, and dynEntClientWordCount[0] is the issue.
|
||||
// +100: there is a crash that happens when regdolls are created, and dynEntClientWordCount[0] is the issue.
|
||||
// Making the value much larger than required fixes it, but unsure what the root cause is
|
||||
gfxWorld->dpvsDyn.dynEntClientWordCount[0] = ((gfxWorld->dpvsDyn.dynEntClientCount[0] + 31) >> 5) + 100;
|
||||
gfxWorld->dpvsDyn.dynEntClientWordCount[1] = 0;
|
||||
@@ -772,5 +772,4 @@ namespace BSP
|
||||
auto gfxWorldAsset = m_context.AddAsset<AssetGfxWorld>(gfxWorld->name, gfxWorld);
|
||||
return AssetCreationResult::Success(gfxWorldAsset);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace BSP
|
||||
|
||||
@@ -7,31 +7,31 @@
|
||||
|
||||
namespace BSP
|
||||
{
|
||||
class GfxWorldLinker
|
||||
{
|
||||
public:
|
||||
GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
|
||||
AssetCreationResult linkGfxWorld(BSPData* bsp);
|
||||
class GfxWorldLinker
|
||||
{
|
||||
public:
|
||||
GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
|
||||
AssetCreationResult linkGfxWorld(BSPData* bsp);
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
AssetCreationContext& m_context;
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
AssetCreationContext& m_context;
|
||||
|
||||
void loadDrawData(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
bool loadMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
void loadXModels(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
void cleanGfxWorld(GfxWorld* gfxWorld);
|
||||
void loadGfxLights(GfxWorld* gfxWorld);
|
||||
void loadLightGrid(GfxWorld* gfxWorld);
|
||||
void loadGfxCells(GfxWorld* gfxWorld);
|
||||
void loadModels(GfxWorld* gfxWorld);
|
||||
bool loadReflectionProbeData(GfxWorld* gfxWorld);
|
||||
bool loadLightmapData(GfxWorld* gfxWorld);
|
||||
void loadSkyBox(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
void loadDynEntData(GfxWorld* gfxWorld);
|
||||
bool loadOutdoors(GfxWorld* gfxWorld);
|
||||
void loadSunData(GfxWorld* gfxWorld);
|
||||
void loadWorldBounds(GfxWorld* gfxWorld);
|
||||
};
|
||||
}
|
||||
void loadDrawData(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
bool loadMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
void loadXModels(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
void cleanGfxWorld(GfxWorld* gfxWorld);
|
||||
void loadGfxLights(GfxWorld* gfxWorld);
|
||||
void loadLightGrid(GfxWorld* gfxWorld);
|
||||
void loadGfxCells(GfxWorld* gfxWorld);
|
||||
void loadModels(GfxWorld* gfxWorld);
|
||||
bool loadReflectionProbeData(GfxWorld* gfxWorld);
|
||||
bool loadLightmapData(GfxWorld* gfxWorld);
|
||||
void loadSkyBox(BSPData* projInfo, GfxWorld* gfxWorld);
|
||||
void loadDynEntData(GfxWorld* gfxWorld);
|
||||
bool loadOutdoors(GfxWorld* gfxWorld);
|
||||
void loadSunData(GfxWorld* gfxWorld);
|
||||
void loadWorldBounds(GfxWorld* gfxWorld);
|
||||
};
|
||||
} // namespace BSP
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#include "MapEntsLinker.h"
|
||||
#include "../BSPUtil.h"
|
||||
#include "MapEntsLinker.h"
|
||||
|
||||
#include <nlohmann/json.hpp>
|
||||
using namespace nlohmann;
|
||||
@@ -59,18 +59,15 @@ namespace
|
||||
}
|
||||
}
|
||||
|
||||
std::string loadMapEnts()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
std::string loadMapEnts() {}
|
||||
} // namespace
|
||||
|
||||
namespace BSP
|
||||
{
|
||||
MapEntsLinker::MapEntsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
|
||||
: m_memory(memory),
|
||||
m_search_path(searchPath),
|
||||
m_context(context)
|
||||
m_search_path(searchPath),
|
||||
m_context(context)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -138,5 +135,4 @@ namespace BSP
|
||||
return AssetCreationResult::Failure();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace BSP
|
||||
|
||||
@@ -7,15 +7,15 @@
|
||||
|
||||
namespace BSP
|
||||
{
|
||||
class MapEntsLinker
|
||||
{
|
||||
public:
|
||||
MapEntsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
|
||||
AssetCreationResult linkMapEnts(BSPData* bsp);
|
||||
class MapEntsLinker
|
||||
{
|
||||
public:
|
||||
MapEntsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
|
||||
AssetCreationResult linkMapEnts(BSPData* bsp);
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
AssetCreationContext& m_context;
|
||||
};
|
||||
}
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
AssetCreationContext& m_context;
|
||||
};
|
||||
} // namespace BSP
|
||||
|
||||
@@ -4,8 +4,8 @@ namespace BSP
|
||||
{
|
||||
SkinnedVertsLinker::SkinnedVertsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
|
||||
: m_memory(memory),
|
||||
m_search_path(searchPath),
|
||||
m_context(context)
|
||||
m_search_path(searchPath),
|
||||
m_context(context)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -22,5 +22,4 @@ namespace BSP
|
||||
auto skinnedVertsAsset = m_context.AddAsset<AssetSkinnedVerts>(assetName, skinnedVerts);
|
||||
return AssetCreationResult::Success(skinnedVertsAsset);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace BSP
|
||||
|
||||
@@ -7,15 +7,15 @@
|
||||
|
||||
namespace BSP
|
||||
{
|
||||
class SkinnedVertsLinker
|
||||
{
|
||||
public:
|
||||
SkinnedVertsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
|
||||
AssetCreationResult linkSkinnedVerts(BSPData* bsp);
|
||||
class SkinnedVertsLinker
|
||||
{
|
||||
public:
|
||||
SkinnedVertsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
|
||||
AssetCreationResult linkSkinnedVerts(BSPData* bsp);
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
AssetCreationContext& m_context;
|
||||
};
|
||||
}
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
AssetCreationContext& m_context;
|
||||
};
|
||||
} // namespace BSP
|
||||
|
||||
Reference in New Issue
Block a user