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OpenAssetTools/src/ObjLoading/Game/T6/PhysPreset/GdtLoaderPhysPresetT6.cpp

54 lines
1.6 KiB
C++

#include "GdtLoaderPhysPresetT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
GdtLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read phys preset gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
InfoStringLoaderPhysPreset m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateGdtPhysPresetLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderPhysPreset>(memory, searchPath, gdt, zone);
}
} // namespace T6