mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-05-17 07:21:43 +00:00
chore: fix loading and writing code for T6
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@@ -0,0 +1,54 @@
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#include "GdtLoaderPhysConstraintsT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysConstraintsT6.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class GdtLoaderPhysConstraints final : public AssetCreator<AssetPhysConstraints>
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{
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public:
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GdtLoaderPhysConstraints(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, searchPath, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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std::cerr << std::format("Failed to read phys constraints gdt entry: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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InfoStringLoaderPhysConstraints m_info_string_loader;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetPhysConstraints>>
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CreateGdtPhysConstraintsLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderPhysConstraints>(memory, searchPath, gdt, zone);
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}
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} // namespace T6
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@@ -0,0 +1,15 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.h"
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#include "Gdt/IGdtQueryable.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetPhysConstraints>>
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CreateGdtPhysConstraintsLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
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} // namespace T6
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@@ -0,0 +1,110 @@
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#include "InfoStringLoaderPhysConstraintsT6.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/PhysConstraints/PhysConstraintsFields.h"
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#include "Game/T6/T6.h"
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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using namespace T6;
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namespace
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{
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class InfoStringToPhysConstraintsConverter final : public InfoStringToStructConverter
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{
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protected:
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bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
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{
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switch (static_cast<constraintsFieldType_t>(field.iFieldType))
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{
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case CFT_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, s_constraintTypeNames, std::extent_v<decltype(s_constraintTypeNames)>);
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default:
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assert(false);
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return false;
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}
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}
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public:
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InfoStringToPhysConstraintsConverter(const InfoString& infoString,
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PhysConstraints& physConstraints,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetPhysConstraints>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &physConstraints, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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void CalculatePhysConstraintsFields(PhysConstraints& physConstraints, ZoneScriptStrings& scriptStrings)
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{
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for (auto& constraint : physConstraints.data)
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{
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constraint.targetname = scriptStrings.AddOrGetScriptString("");
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constraint.target_ent1 = scriptStrings.AddOrGetScriptString("");
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constraint.target_ent2 = scriptStrings.AddOrGetScriptString("");
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constraint.attach_point_type1 = ATTACH_POINT_BONE;
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constraint.attach_point_type2 = ATTACH_POINT_BONE;
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constraint.target_bone1 = "";
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constraint.target_bone2 = "";
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}
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// count
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{
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auto foundEnd = false;
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for (auto i = 0u; i < std::extent_v<decltype(PhysConstraints::data)>; i++)
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{
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if (physConstraints.data[i].type == CONSTRAINT_NONE)
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{
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foundEnd = true;
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physConstraints.count = i;
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break;
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}
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}
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if (!foundEnd)
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physConstraints.count = std::extent_v<decltype(PhysConstraints::data)>;
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}
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}
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} // namespace
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InfoStringLoaderPhysConstraints::InfoStringLoaderPhysConstraints(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderPhysConstraints::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* physConstraints = m_memory.Alloc<PhysConstraints>();
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physConstraints->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysConstraints> registration(assetName, physConstraints);
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InfoStringToPhysConstraintsConverter converter(infoString,
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*physConstraints,
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m_zone.m_script_strings,
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m_memory,
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context,
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registration,
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phys_constraints_fields,
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std::extent_v<decltype(phys_constraints_fields)>);
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if (!converter.Convert())
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{
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std::cerr << std::format("Failed to parse phys constraints: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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CalculatePhysConstraintsFields(*physConstraints, m_zone.m_script_strings);
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registration.AddScriptString(m_zone.m_script_strings.AddOrGetScriptString(""));
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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@@ -0,0 +1,21 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/AssetCreationResult.h"
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#include "InfoString/InfoString.h"
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namespace T6
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{
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class InfoStringLoaderPhysConstraints
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{
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public:
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InfoStringLoaderPhysConstraints(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& 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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Zone& m_zone;
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};
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} // namespace T6
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@@ -0,0 +1,54 @@
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#include "RawLoaderPhysConstraintsT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysConstraintsT6.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class RawLoaderPhysConstraints final : public AssetCreator<AssetPhysConstraints>
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{
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public:
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RawLoaderPhysConstraints(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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m_info_string_loader(memory, searchPath, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = std::format("physconstraints/{}", assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_PHYS_CONSTRAINTS, *file.m_stream))
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{
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std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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ISearchPath& m_search_path;
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InfoStringLoaderPhysConstraints m_info_string_loader;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetPhysConstraints>> CreateRawPhysConstraintsLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderPhysConstraints>(memory, searchPath, zone);
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}
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} // namespace T6
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetPhysConstraints>> CreateRawPhysConstraintsLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace T6
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