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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-09-08 17:57:24 +00:00

refactor: make use of IOutputPath in ObjWriting

This commit is contained in:
Jan
2025-01-11 13:06:48 +01:00
parent b584cd7423
commit 2d58054ffc
25 changed files with 143 additions and 171 deletions

View File

@@ -102,8 +102,8 @@ namespace
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
{
XModelBone bone;
if (model->boneNames[boneNum] < context.m_zone->m_script_strings.Count())
bone.name = context.m_zone->m_script_strings[model->boneNames[boneNum]];
if (model->boneNames[boneNum] < context.m_zone.m_script_strings.Count())
bone.name = context.m_zone.m_script_strings[model->boneNames[boneNum]];
else
bone.name = "INVALID_BONE_NAME";
@@ -408,7 +408,7 @@ namespace
if (!mtlFile)
return;
const auto writer = obj::CreateMtlWriter(*mtlFile, context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
const auto writer = obj::CreateMtlWriter(*mtlFile, context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
writer->Write(common);
@@ -427,8 +427,7 @@ namespace
if (!assetFile)
return;
const auto writer =
obj::CreateObjWriter(*assetFile, std::format("{}.mtl", model->name), context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
const auto writer = obj::CreateObjWriter(*assetFile, std::format("{}.mtl", model->name), context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
writer->Write(common);
@@ -443,7 +442,7 @@ namespace
if (!assetFile)
return;
const auto writer = xmodel_export::CreateWriterForVersion6(*assetFile, context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
const auto writer = xmodel_export::CreateWriterForVersion6(*assetFile, context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
@@ -459,7 +458,7 @@ namespace
return;
const auto output = std::make_unique<T>(*assetFile);
const auto writer = gltf::Writer::CreateWriter(output.get(), context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
const auto writer = gltf::Writer::CreateWriter(output.get(), context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}