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https://github.com/Laupetin/OpenAssetTools.git
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WIP: Updating code to follow laupentin's code review.
Done: - Moved custom map structures to their own objcommon header file - Updated GfxLightGridRow struct - Reverted shader_bin file path - Renamed Project Creator to BSP Creator - Removed model loading from BSP creator - Cleaned up BSP Creator and updated the names of structs WIP: - Update BSP calculation code to be more readable and use unique/shared ptrs
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@@ -1,5 +1,7 @@
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#include "Game/T6/Maps/CustomMaps.h"
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#include "LoaderCustomMapT6.h"
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#include "ProjectCreator.h"
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#include "BSPCreator.h"
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#include "CustomMapLinker.h"
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#include "Game/T6/T6.h"
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@@ -27,18 +29,16 @@ namespace
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if (!mapGfxFile.IsOpen())
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return AssetCreationResult::NoAction();
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// create map info from the fbx file
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customMapInfo* mapInfo = ProjectCreator::createCustomMapInfo(m_zone.m_name, m_search_path);
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if (mapInfo == NULL)
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CustomMapBSP* mapBSP = BSPCreator::createCustomMapBSP(m_zone.m_name, m_search_path);
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if (mapBSP == NULL)
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return AssetCreationResult::Failure();
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// linker will add all the assets needed
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CustomMapLinker* linker = new CustomMapLinker(m_memory, m_search_path, m_zone, context);
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bool result = linker->linkCustomMap(mapInfo);
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bool result = linker->linkCustomMap(mapBSP);
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if (result)
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{
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auto gfxWorldAsset = context.LoadDependency<AssetGfxWorld>(mapInfo->bspName);
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auto gfxWorldAsset = context.LoadDependency<AssetGfxWorld>(mapBSP->bspName);
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_ASSERT(gfxWorldAsset != NULL);
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return AssetCreationResult::Success(gfxWorldAsset);
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}
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