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https://github.com/Laupetin/OpenAssetTools.git
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Add loader logic from IW4.
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#include "LoaderSoundCurveIW3.h"
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#include "Game/IW3/IW3.h"
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#include "ObjLoading.h"
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#include "Parsing/Graph2D/Graph2DReader.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Sound/SoundCurveCommon.h"
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#include "Utils/Logging/Log.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <sstream>
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using namespace IW3;
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namespace
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{
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class LoaderSoundCurve final : public AssetCreator<AssetSoundCurve>
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{
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public:
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LoaderSoundCurve(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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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 = sound_curve::GetFileNameForAssetName(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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const auto sndCurveData = graph2d::Read("sound curve", "SNDCURVE", *file.m_stream, fileName, assetName);
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if (!sndCurveData)
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return AssetCreationResult::Failure();
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if (sndCurveData->knots.size() > std::extent_v<decltype(SndCurve::knots)>)
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{
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con::error("Failed to load SndCurve \"{}\": Too many knots ({})", assetName, sndCurveData->knots.size());
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return AssetCreationResult::Failure();
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}
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auto* sndCurve = m_memory.Alloc<SndCurve>();
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sndCurve->filename = m_memory.Dup(assetName.c_str());
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sndCurve->knotCount = static_cast<uint16_t>(sndCurveData->knots.size());
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for (auto i = 0u; i < std::extent_v<decltype(SndCurve::knots)>; i++)
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{
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if (i < sndCurveData->knots.size())
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{
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const auto& [x, y] = sndCurveData->knots[i];
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sndCurve->knots[i][0] = static_cast<float>(x);
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sndCurve->knots[i][1] = static_cast<float>(y);
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}
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else
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{
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sndCurve->knots[i][0] = 0;
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sndCurve->knots[i][1] = 0;
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}
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}
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return AssetCreationResult::Success(context.AddAsset<AssetSoundCurve>(assetName, sndCurve));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace sound_curve
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{
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std::unique_ptr<AssetCreator<AssetSoundCurve>> CreateLoaderIW3(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<LoaderSoundCurve>(memory, searchPath);
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}
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} // namespace sound_curve
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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/IW3/IW3.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 sound_curve
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{
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std::unique_ptr<AssetCreator<IW3::AssetSoundCurve>> CreateLoaderIW3(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace sound_curve
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