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https://github.com/Laupetin/OpenAssetTools.git
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010ac3ad3e
* Copied template from font. * Create PhysPreset writer from Font dumper template. * Completely refactor to match previous implementation. * Remove files from previous implementation. * Fix PhysPresetFields. * Add missing fields and correct order. * Add static infinity check as builtin does not work. * Wasn't clang formatted. * Remove unused 'perSurfaceSndAlias' field. * Removed unsupported vals (tracer & vehicle) and un-needed vals (material). * Make order match struct and mark 'tempDefaultToCylinder' as QBOOLEAN. * Make order match struct and clamp vals for 'mass' and 'tempDefaultToCylinder'. * Remove un-needed includes and add limits for float max. * Remove clamping of mass. * Use float max to determine if friction is infinite. * Clang format. * chore: formatting * chore: do not use classes for obj constants --------- Co-authored-by: njohnson <gitea.nicholasjohnson.info> Co-authored-by: Jan Laupetin <jan@laupetin.net>
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
#include "AttachmentUniqueRawLoaderT6.h"
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#include "AttachmentUniqueInfoStringLoaderT6.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 "Utils/Logging/Log.h"
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#include "Weapon/AttachmentUniqueCommon.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 RawLoader final : public AssetCreator<AssetAttachmentUnique>
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{
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public:
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RawLoader(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 = attachment_unique::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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InfoString infoString;
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if (!infoString.FromStream(INFO_STRING_PREFIX_WEAPON_ATTACHMENT_UNIQUE, *file.m_stream))
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{
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con::error("Could not parse as info string file: \"{}\"", 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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attachment_unique::InfoStringLoaderT6 m_info_string_loader;
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};
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} // namespace
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namespace attachment_unique
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{
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std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawLoaderT6(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoader>(memory, searchPath, zone);
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}
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} // namespace attachment_unique
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