chore: add generic default asset constructors for all games

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Jan 2024-12-24 10:00:52 +01:00
parent 9ebea5034a
commit 4f585c6aa7
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GPG Key ID: 44B581F78FF5C57C
11 changed files with 364 additions and 159 deletions

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@ -20,11 +20,12 @@ template<typename AssetType> struct AssetNameAccessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
// static constexpr bool IS_SINGLETON = false;
const char*& operator()(AssetType::Type& asset)
{
throw std::runtime_error();
}
// const char*& operator()(AssetType::Type& asset)
// {
// throw std::runtime_error("Not implemented");
// }
};
#define DEFINE_ASSET_NAME_ACCESSOR(assetType, nameProperty) \
@ -32,9 +33,24 @@ public:
{ \
public: \
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
static constexpr bool IS_SINGLETON = false; \
\
const char*& operator()(assetType::Type& asset) \
{ \
return asset.nameProperty; \
} \
}
#define DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(assetType, singletonName) \
template<> struct AssetNameAccessor<assetType> \
{ \
public: \
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
static constexpr bool IS_SINGLETON = true; \
\
const char* const& operator()(assetType::Type& asset) \
{ \
static const char* NAME = singletonName; \
return NAME; \
} \
}

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@ -168,3 +168,41 @@ namespace IW4
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
} // namespace IW4
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPhysCollMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXModelSurfs, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPixelShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVertexShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVertexDecl, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetSound, aliasName);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetSoundCurve, filename);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLoadedSound, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetClipMapSp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetClipMapMp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetImpactFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLeaderboard, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetStructuredDataDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetTracer, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVehicle, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetAddonMapEnts, name);

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@ -179,3 +179,44 @@ namespace IW5
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
} // namespace IW5
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPhysCollMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXModelSurfs, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPixelShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVertexShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVertexDecl, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSound, aliasName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSoundCurve, filename);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLoadedSound, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetGlassWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPathData, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVehicleTrack, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetAttachment, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetImpactFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSurfaceFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetScript, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLeaderboard, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetStructuredDataDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetTracer, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVehicle, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetAddonMapEnts, name);

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@ -148,5 +148,38 @@ namespace T5
using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
} // namespace T5
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysConstraints, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDestructibleDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundBank, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundPatch, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMapPvs, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundDriverGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetImpactFx, "ImpactFx");
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPackIndex, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDDL, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGlasses, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetEmblemSet, "EmblemSet");

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@ -1311,7 +1311,7 @@ namespace T5
struct SndPatch
{
char* name;
const char* name;
unsigned int elementCount;
unsigned int* elements;
unsigned int fileCount;

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@ -209,3 +209,53 @@ namespace T6
using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>;
using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>;
} // namespace T6
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysConstraints, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDestructibleDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundBank, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundPatch, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMapPvs, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFontIcon, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachment, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachmentUnique, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeaponCamo, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundDriverGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetImpactFx, "ImpactFx");
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLeaderboard, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDDL, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGlasses, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetEmblemSet, "EmblemSet");
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetScript, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetKeyValuePairs, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetVehicle, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMemoryBlock, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAddonMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTracer, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSkinnedVerts, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetQdb, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSlug, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepFxTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetZBarrier, name);

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@ -81,7 +81,7 @@ namespace
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
}
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
@ -117,6 +117,7 @@ namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
{
ConfigureDefaultCreators(collection, zone, searchPath);
ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath);
ConfigureGlobalAssetPoolsLoaders(collection, zone);
}

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@ -19,43 +19,44 @@ namespace
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
{
auto& memory = *zone.GetMemory();
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysCollMap>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModelSurfs>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPixelShader>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexShader>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexDecl>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSound>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundCurve>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLoadedSound>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapSp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapMp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFxWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLeaderboard>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStructuredDataDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTracer>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicle>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAddonMapEnts>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysPreset>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysCollMap>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXAnim>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModelSurfs>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModel>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMaterial>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPixelShader>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVertexShader>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVertexDecl>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTechniqueSet>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImage>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSound>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundCurve>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLoadedSound>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapSp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapMp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetComWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldSp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldMp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMapEnts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGfxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLightDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFont>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenuList>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenu>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLocalize>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeapon>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImpactFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetRawFile>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStringTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLeaderboard>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStructuredDataDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTracer>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVehicle>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAddonMapEnts>>(memory));
}
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
@ -99,7 +100,7 @@ namespace
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
}
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
@ -145,6 +146,7 @@ namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
{
ConfigureDefaultCreators(collection, zone, searchPath);
ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath);
ConfigureGlobalAssetPoolsLoaders(collection, zone);
}

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@ -19,46 +19,47 @@ namespace
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
{
auto& memory = *zone.GetMemory();
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysCollMap>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModelSurfs>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPixelShader>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexShader>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexDecl>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSound>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundCurve>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLoadedSound>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlassWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPathData>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicleTrack>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFxWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAttachment>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSurfaceFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorScript>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLeaderboard>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStructuredDataDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTracer>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicle>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAddonMapEnts>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysPreset>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysCollMap>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXAnim>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModelSurfs>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModel>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMaterial>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPixelShader>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVertexShader>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVertexDecl>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTechniqueSet>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImage>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSound>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundCurve>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLoadedSound>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMap>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetComWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGlassWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPathData>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVehicleTrack>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMapEnts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGfxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLightDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFont>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenuList>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenu>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLocalize>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAttachment>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeapon>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImpactFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSurfaceFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetRawFile>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetScript>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStringTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLeaderboard>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStructuredDataDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTracer>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVehicle>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAddonMapEnts>>(memory));
}
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
@ -105,9 +106,10 @@ namespace
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
}
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
@ -153,6 +155,7 @@ namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
{
ConfigureDefaultCreators(collection, zone, searchPath);
ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath);
ConfigureGlobalAssetPoolsLoaders(collection, zone);
}

View File

@ -19,39 +19,40 @@ namespace
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
{
auto& memory = *zone.GetMemory();
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysConstraints>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDestructibleDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundBank>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundPatch>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPackIndex>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXGlobals>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDDL>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlasses>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorEmblemSet>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysPreset>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysConstraints>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetDestructibleDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXAnim>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModel>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMaterial>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTechniqueSet>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImage>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundBank>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundPatch>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMap>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapPvs>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetComWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldSp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldMp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMapEnts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGfxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLightDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFont>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenuList>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenu>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLocalize>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeapon>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundDriverGlobals>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFx>>(memory));
// AssetImpactFx has no name and cannot be default constructed
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetRawFile>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStringTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPackIndex>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXGlobals>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetDDL>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGlasses>>(memory));
// AssetEmblemSet has no name and cannot be default constructed
}
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
@ -91,9 +92,10 @@ namespace
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone));
}
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
@ -132,6 +134,7 @@ namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
{
ConfigureDefaultCreators(collection, zone, searchPath);
ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath);
ConfigureGlobalAssetPoolsLoaders(collection, zone);
}

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@ -258,39 +258,55 @@ namespace T6
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
{
auto& memory = *zone.GetMemory();
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysConstraints>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDestructibleDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundBank>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundPatch>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPackIndex>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXGlobals>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDDL>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlasses>(memory));
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorEmblemSet>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysPreset>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysConstraints>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetDestructibleDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXAnim>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModel>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMaterial>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTechniqueSet>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImage>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundBank>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundPatch>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMap>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapPvs>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetComWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldSp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldMp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMapEnts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGfxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLightDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFont>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFontIcon>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenuList>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenu>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLocalize>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeapon>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAttachment>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAttachmentUnique>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeaponCamo>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundDriverGlobals>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFx>>(memory));
// AssetImpactFx has no name and cannot be default constructed
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetRawFile>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStringTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLeaderboard>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXGlobals>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetDDL>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGlasses>>(memory));
// AssetEmblemSet has no name and cannot be default constructed
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetScript>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVehicle>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMemoryBlock>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAddonMapEnts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTracer>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSkinnedVerts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetQdb>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSlug>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFootstepTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFootstepFxTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetZBarrier>>(memory));
}
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
@ -345,9 +361,10 @@ namespace T6
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetZBarrier>>(zone));
}
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
@ -401,7 +418,8 @@ namespace T6
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
{
ConfigureDefaultCreators(collection, zone, searchPath);
ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath);
ConfigureGlobalAssetPoolsLoaders(collection, zone);
}
} // namespace T6