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OpenAssetTools/src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderPhysConstraints.h

24 lines
1.1 KiB
C++

#pragma once
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "InfoString/InfoString.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderPhysConstraints final : public BasicAssetLoader<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>
{
static void CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone);
static bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromGdt() const override;
bool LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}