mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-08-30 21:53:15 +00:00
refactor: streamline physcollmap dumping
This commit is contained in:
11
src/ObjCommon/PhysCollmap/PhysCollmapCommon.cpp
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11
src/ObjCommon/PhysCollmap/PhysCollmapCommon.cpp
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@@ -0,0 +1,11 @@
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#include "PhysCollmapCommon.h"
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#include <format>
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namespace phys_collmap
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{
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std::string GetFileNameForAssetName(const std::string& assetName)
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{
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return std::format("phys_collmaps/{}.map", assetName);
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}
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} // namespace phys_collmap
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8
src/ObjCommon/PhysCollmap/PhysCollmapCommon.h
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8
src/ObjCommon/PhysCollmap/PhysCollmapCommon.h
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@@ -0,0 +1,8 @@
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#pragma once
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#include <string>
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namespace phys_collmap
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{
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std::string GetFileNameForAssetName(const std::string& assetName);
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}
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@@ -12,7 +12,7 @@
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#include "Menu/MenuDumperIW4.h"
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#include "Menu/MenuListDumperIW4.h"
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#include "ObjWriting.h"
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#include "PhysCollmap/AssetDumperPhysCollmap.h"
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#include "PhysCollmap/PhysCollmapDumperIW4.h"
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#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
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#include "RawFile/RawFileDumperIW4.h"
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#include "Shader/AssetDumperPixelShader.h"
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@@ -40,7 +40,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(context.m_zone.m_pools.get());
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DUMP_ASSET_POOL(phys_preset::InfoStringDumper, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
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DUMP_ASSET_POOL(phys_collmap::Dumper, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
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DUMP_ASSET_POOL(xmodel::Dumper, m_xmodel, ASSET_TYPE_XMODEL)
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DUMP_ASSET_POOL(material::JsonDumper, m_material, ASSET_TYPE_MATERIAL)
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@@ -1,87 +0,0 @@
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#include "AssetDumperPhysCollmap.h"
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#include "Dumping/MapFile/MapFileDumper.h"
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#include <cassert>
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#include <sstream>
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using namespace IW4;
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std::string AssetDumperPhysCollmap::GetAssetFilename(const std::string& assetName)
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{
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std::ostringstream ss;
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ss << "phys_collmaps/" << assetName << ".map";
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return ss.str();
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}
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bool AssetDumperPhysCollmap::ShouldDump(XAssetInfo<PhysCollmap>* asset)
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{
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return true;
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}
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void AssetDumperPhysCollmap::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysCollmap>* asset)
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{
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const auto* physCollmap = asset->Asset();
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const auto assetFile = context.OpenAssetFile(GetAssetFilename(asset->m_name));
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if (!assetFile)
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return;
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MapFileDumper mapFileDumper(*assetFile);
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mapFileDumper.Init();
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if (physCollmap->count <= 0 || physCollmap->geoms == nullptr)
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return;
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mapFileDumper.BeginEntity();
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mapFileDumper.WriteKeyValue("classname", "worldspawn");
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for (auto i = 0u; i < physCollmap->count; i++)
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{
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const auto& geom = physCollmap->geoms[i];
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mapFileDumper.BeginBrush();
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switch (geom.type)
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{
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case PHYS_GEOM_NONE:
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// TODO: Dump BrushWrapper (probably GJK related)
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mapFileDumper.WriteComment("TODO: Brush data");
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break;
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case PHYS_GEOM_BOX:
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mapFileDumper.WritePhysicsBox({
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{geom.bounds.midPoint.v[0], geom.bounds.midPoint.v[1], geom.bounds.midPoint.v[2]},
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{geom.bounds.halfSize.v[0], geom.bounds.halfSize.v[1], geom.bounds.halfSize.v[2]},
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{geom.orientation[0][0], geom.orientation[0][1], geom.orientation[0][2] },
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{geom.orientation[1][0], geom.orientation[1][1], geom.orientation[1][2] },
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{geom.orientation[2][0], geom.orientation[2][1], geom.orientation[2][2] }
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});
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break;
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case PHYS_GEOM_CYLINDER:
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mapFileDumper.WritePhysicsCylinder({
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{geom.bounds.midPoint.v[0], geom.bounds.midPoint.v[1], geom.bounds.midPoint.v[2]},
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geom.bounds.halfSize.v[0],
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geom.bounds.halfSize.v[2] * 2,
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{geom.orientation[0][0], geom.orientation[0][1], geom.orientation[0][2] }
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});
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break;
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case PHYS_GEOM_BRUSHMODEL:
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case PHYS_GEOM_BRUSH:
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case PHYS_GEOM_COLLMAP:
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case PHYS_GEOM_CAPSULE:
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case PHYS_GEOM_GLASS:
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default:
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// These do not seem to appear inside any collmap assets
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assert(false);
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break;
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}
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mapFileDumper.EndBrush();
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}
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mapFileDumper.EndEntity();
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}
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83
src/ObjWriting/Game/IW4/PhysCollmap/PhysCollmapDumperIW4.cpp
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83
src/ObjWriting/Game/IW4/PhysCollmap/PhysCollmapDumperIW4.cpp
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@@ -0,0 +1,83 @@
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#include "PhysCollmapDumperIW4.h"
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#include "Dumping/MapFile/MapFileDumper.h"
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#include "PhysCollmap/PhysCollmapCommon.h"
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#include <cassert>
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#include <sstream>
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using namespace IW4;
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using namespace ::phys_collmap;
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namespace IW4::phys_collmap
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{
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bool Dumper::ShouldDump(XAssetInfo<PhysCollmap>* asset)
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{
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return true;
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}
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void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysCollmap>* asset)
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{
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const auto* physCollmap = asset->Asset();
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const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset->m_name));
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if (!assetFile)
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return;
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MapFileDumper mapFileDumper(*assetFile);
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mapFileDumper.Init();
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if (physCollmap->count <= 0 || physCollmap->geoms == nullptr)
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return;
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mapFileDumper.BeginEntity();
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mapFileDumper.WriteKeyValue("classname", "worldspawn");
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for (auto i = 0u; i < physCollmap->count; i++)
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{
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const auto& geom = physCollmap->geoms[i];
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mapFileDumper.BeginBrush();
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switch (geom.type)
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{
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case PHYS_GEOM_NONE:
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// TODO: Dump BrushWrapper (probably GJK related)
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mapFileDumper.WriteComment("TODO: Brush data");
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break;
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case PHYS_GEOM_BOX:
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mapFileDumper.WritePhysicsBox({
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{geom.bounds.midPoint.v[0], geom.bounds.midPoint.v[1], geom.bounds.midPoint.v[2]},
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{geom.bounds.halfSize.v[0], geom.bounds.halfSize.v[1], geom.bounds.halfSize.v[2]},
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{geom.orientation[0][0], geom.orientation[0][1], geom.orientation[0][2] },
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{geom.orientation[1][0], geom.orientation[1][1], geom.orientation[1][2] },
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{geom.orientation[2][0], geom.orientation[2][1], geom.orientation[2][2] }
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});
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break;
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case PHYS_GEOM_CYLINDER:
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mapFileDumper.WritePhysicsCylinder({
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{geom.bounds.midPoint.v[0], geom.bounds.midPoint.v[1], geom.bounds.midPoint.v[2]},
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geom.bounds.halfSize.v[0],
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geom.bounds.halfSize.v[2] * 2,
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{geom.orientation[0][0], geom.orientation[0][1], geom.orientation[0][2] }
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});
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break;
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case PHYS_GEOM_BRUSHMODEL:
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case PHYS_GEOM_BRUSH:
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case PHYS_GEOM_COLLMAP:
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case PHYS_GEOM_CAPSULE:
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case PHYS_GEOM_GLASS:
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default:
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// These do not seem to appear inside any collmap assets
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assert(false);
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break;
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}
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mapFileDumper.EndBrush();
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}
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mapFileDumper.EndEntity();
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}
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} // namespace IW4::phys_collmap
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@@ -3,14 +3,12 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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namespace IW4::phys_collmap
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{
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class AssetDumperPhysCollmap final : public AbstractAssetDumper<PhysCollmap>
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class Dumper final : public AbstractAssetDumper<PhysCollmap>
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{
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static std::string GetAssetFilename(const std::string& assetName);
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protected:
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bool ShouldDump(XAssetInfo<PhysCollmap>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysCollmap>* asset) override;
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};
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} // namespace IW4
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} // namespace IW4::phys_collmap
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