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38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/BSP/BSP.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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namespace BSP
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{
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class GfxWorldLinker
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{
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public:
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GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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T6::GfxWorld* linkGfxWorld(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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void loadDrawData(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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bool loadMapSurfaces(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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void loadXModels(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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void cleanGfxWorld(T6::GfxWorld* gfxWorld);
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void loadGfxLights(T6::GfxWorld* gfxWorld);
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void loadLightGrid(T6::GfxWorld* gfxWorld);
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void loadGfxCells(T6::GfxWorld* gfxWorld);
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void loadModels(T6::GfxWorld* gfxWorld);
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bool loadReflectionProbeData(T6::GfxWorld* gfxWorld);
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bool loadLightmapData(T6::GfxWorld* gfxWorld);
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void loadSkyBox(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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void loadDynEntData(T6::GfxWorld* gfxWorld);
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bool loadOutdoors(T6::GfxWorld* gfxWorld);
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void loadSunData(T6::GfxWorld* gfxWorld);
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void loadWorldBounds(T6::GfxWorld* gfxWorld);
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};
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} // namespace BSP
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