mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 00:02:55 +00:00
109 lines
2.8 KiB
C++
109 lines
2.8 KiB
C++
#include "ObjLoading.h"
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#include "Game/IW3/ObjLoaderIW3.h"
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#include "Game/IW4/ObjLoaderIW4.h"
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#include "Game/IW5/ObjLoaderIW5.h"
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#include "Game/T5/ObjLoaderT5.h"
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#include "Game/T6/ObjLoaderT6.h"
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#include "IObjLoader.h"
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#include "ObjContainer/IWD/IWD.h"
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#include "SearchPath/SearchPaths.h"
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#include "Utils/ObjFileStream.h"
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#include <fstream>
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ObjLoading::Configuration_t ObjLoading::Configuration;
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const IObjLoader* const OBJ_LOADERS[]{
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new IW3::ObjLoader(),
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new IW4::ObjLoader(),
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new IW5::ObjLoader(),
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new T5::ObjLoader(),
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new T6::ObjLoader(),
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};
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void ObjLoading::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone)
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{
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for (const auto* loader : OBJ_LOADERS)
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{
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if (loader->SupportsZone(zone))
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{
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loader->LoadReferencedContainersForZone(searchPath, zone);
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return;
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}
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}
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}
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void ObjLoading::UnloadContainersOfZone(Zone& zone)
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{
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for (const auto* loader : OBJ_LOADERS)
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{
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if (loader->SupportsZone(zone))
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{
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loader->UnloadContainersOfZone(zone);
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return;
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}
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}
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}
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void ObjLoading::LoadIWDsInSearchPath(ISearchPath& searchPath)
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{
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searchPath.Find(SearchPathSearchOptions().IncludeSubdirectories(false).FilterExtensions("iwd"),
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[&searchPath](const std::string& path)
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{
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auto file = std::make_unique<std::ifstream>(path, std::fstream::in | std::fstream::binary);
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if (file->is_open())
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{
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auto iwd = std::make_unique<IWD>(path, std::move(file));
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if (iwd->Initialize())
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{
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IWD::Repository.AddContainer(std::move(iwd), &searchPath);
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}
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}
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});
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}
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void ObjLoading::UnloadIWDsInSearchPath(ISearchPath& searchPath)
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{
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IWD::Repository.RemoveContainerReferences(&searchPath);
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}
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SearchPaths ObjLoading::GetIWDSearchPaths()
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{
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SearchPaths iwdPaths;
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for (auto* iwd : IWD::Repository)
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{
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iwdPaths.IncludeSearchPath(iwd);
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}
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return iwdPaths;
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}
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bool ObjLoading::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName)
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{
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for (const auto* loader : OBJ_LOADERS)
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{
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if (loader->SupportsZone(context.m_zone))
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{
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return loader->LoadAssetForZone(context, assetType, assetName);
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}
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}
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return false;
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}
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void ObjLoading::FinalizeAssetsForZone(AssetLoadingContext& context)
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{
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for (const auto* loader : OBJ_LOADERS)
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{
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if (loader->SupportsZone(context.m_zone))
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{
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loader->FinalizeAssetsForZone(context);
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return;
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}
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}
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}
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