OpenAssetTools/src/ObjLoading/ObjLoading.cpp
2024-09-26 07:22:35 +02:00

109 lines
2.8 KiB
C++

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