mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-09-05 08:17:25 +00:00
chore: implement obj loading skeleton with localize asset
This commit is contained in:
@@ -1,121 +1,150 @@
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#include "ObjLoaderIW4.h"
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#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
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#include "AssetLoaders/AssetLoaderClipMap.h"
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#include "AssetLoaders/AssetLoaderComWorld.h"
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#include "AssetLoaders/AssetLoaderFont.h"
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#include "AssetLoaders/AssetLoaderFx.h"
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#include "AssetLoaders/AssetLoaderFxImpactTable.h"
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#include "AssetLoaders/AssetLoaderFxWorld.h"
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#include "AssetLoaders/AssetLoaderGameWorldMp.h"
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#include "AssetLoaders/AssetLoaderGameWorldSp.h"
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#include "AssetLoaders/AssetLoaderGfxImage.h"
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#include "AssetLoaders/AssetLoaderGfxLightDef.h"
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#include "AssetLoaders/AssetLoaderGfxWorld.h"
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#include "AssetLoaders/AssetLoaderLeaderboard.h"
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#include "AssetLoaders/AssetLoaderLoadedSound.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderMapEnts.h"
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#include "AssetLoaders/AssetLoaderMaterial.h"
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#include "AssetLoaders/AssetLoaderMenuDef.h"
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#include "AssetLoaders/AssetLoaderMenuList.h"
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#include "AssetLoaders/AssetLoaderPhysCollmap.h"
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#include "AssetLoaders/AssetLoaderPhysPreset.h"
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#include "AssetLoaders/AssetLoaderPixelShader.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderSndCurve.h"
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#include "AssetLoaders/AssetLoaderSoundAliasList.h"
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#include "AssetLoaders/AssetLoaderStringTable.h"
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#include "AssetLoaders/AssetLoaderStructuredDataDefSet.h"
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#include "AssetLoaders/AssetLoaderTechniqueSet.h"
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#include "AssetLoaders/AssetLoaderTracer.h"
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#include "AssetLoaders/AssetLoaderVehicle.h"
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#include "AssetLoaders/AssetLoaderVertexDecl.h"
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#include "AssetLoaders/AssetLoaderVertexShader.h"
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#include "AssetLoaders/AssetLoaderWeapon.h"
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#include "AssetLoaders/AssetLoaderXAnim.h"
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#include "AssetLoaders/AssetLoaderXModel.h"
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#include "AssetLoaders/AssetLoaderXModelSurfs.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Asset/GlobalAssetPoolsLoader.h"
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#include "Game/IW4/GameIW4.h"
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#include "Image/IwiLoader.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "Game/IW4/IW4.h"
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#include "Localize/AssetLoaderLocalizeIW4.h"
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#include "ObjLoading.h"
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#include <memory>
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using namespace IW4;
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) \
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{ \
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auto l = std::make_unique<t>(); \
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m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
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}
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REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
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REGISTER_ASSET_LOADER(AssetLoaderPhysCollmap)
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REGISTER_ASSET_LOADER(AssetLoaderXAnim)
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REGISTER_ASSET_LOADER(AssetLoaderXModelSurfs)
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REGISTER_ASSET_LOADER(AssetLoaderXModel)
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REGISTER_ASSET_LOADER(AssetLoaderMaterial)
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REGISTER_ASSET_LOADER(AssetLoaderPixelShader)
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REGISTER_ASSET_LOADER(AssetLoaderVertexShader)
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REGISTER_ASSET_LOADER(AssetLoaderVertexDecl)
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REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
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REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
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REGISTER_ASSET_LOADER(AssetLoaderSoundAliasList)
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REGISTER_ASSET_LOADER(AssetLoaderSndCurve)
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REGISTER_ASSET_LOADER(AssetLoaderLoadedSound)
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REGISTER_ASSET_LOADER(AssetLoaderClipMapSp)
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REGISTER_ASSET_LOADER(AssetLoaderClipMapMp)
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REGISTER_ASSET_LOADER(AssetLoaderComWorld)
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REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
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REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
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REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
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REGISTER_ASSET_LOADER(AssetLoaderFxWorld)
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REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
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REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
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REGISTER_ASSET_LOADER(AssetLoaderFont)
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REGISTER_ASSET_LOADER(AssetLoaderMenuList)
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REGISTER_ASSET_LOADER(AssetLoaderMenuDef)
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REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
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REGISTER_ASSET_LOADER(AssetLoaderWeapon)
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REGISTER_ASSET_LOADER(AssetLoaderFx)
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REGISTER_ASSET_LOADER(AssetLoaderFxImpactTable)
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(AssetLoaderStringTable)
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REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
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REGISTER_ASSET_LOADER(AssetLoaderStructuredDataDefSet)
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REGISTER_ASSET_LOADER(AssetLoaderTracer)
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REGISTER_ASSET_LOADER(AssetLoaderVehicle)
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REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::IsMpZone(const Zone& zone)
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{
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return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(const Zone& zone)
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{
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return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
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void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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namespace
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
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{
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auto& memory = *zone.GetMemory();
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysCollMap>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModelSurfs>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPixelShader>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexShader>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexDecl>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSound>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundCurve>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLoadedSound>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapSp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapMp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFxWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLeaderboard>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStructuredDataDef>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTracer>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicle>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAddonMapEnts>(memory));
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
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void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
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{
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysCollMap>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModelSurfs>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPixelShader>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVertexShader>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVertexDecl>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSound>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundCurve>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLoadedSound>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapSp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapMp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFxWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLeaderboard>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStructuredDataDef>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTracer>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVehicle>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
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}
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void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
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{
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auto& memory = *zone.GetMemory();
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPixelShader>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexShader>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexDecl>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapSp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapMp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFxWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
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collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory, searchPath, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLeaderboard>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderStructuredDataDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
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}
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} // namespace
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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ConfigureDefaultCreators(collection, zone, searchPath);
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ConfigureGlobalAssetPoolsLoaders(collection, zone);
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}
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