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feat: WOB→WMO conversion and loading in client terrain manager
- WoweeBuildingLoader::toWMOModel() converts WOB groups to WMOModel with vertices, indices, normals, texCoords, and vertex colors - TerrainManager now loads WOB files from custom_zones/buildings/ and converts to WMOModel for the WMO renderer pipeline - WMOGroup indices converted from uint32 to uint16 for renderer compat Client open format support — 4 of 6 now loading: - FULL: WOT/WHM terrain, PNG textures, WOM models - LOAD: WOB buildings (converts to WMOModel, render pipeline TODO) - DETECT: zone.json (scanned), JSON DBC (scanned)
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3 changed files with 46 additions and 1 deletions
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@ -605,7 +605,14 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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std::vector<std::string> wobPrefixes = {"custom_zones/buildings/", "output/" + mapName + "/buildings/"};
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for (const auto& prefix : wobPrefixes) {
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if (pipeline::WoweeBuildingLoader::exists(prefix + wobBase)) {
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LOG_INFO("WOB building found: ", prefix + wobBase, " (loading not yet implemented)");
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auto wob = pipeline::WoweeBuildingLoader::load(prefix + wobBase);
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if (wob.isValid()) {
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pipeline::WMOModel wobAsWmo;
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if (pipeline::WoweeBuildingLoader::toWMOModel(wob, wobAsWmo)) {
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LOG_INFO("Loaded WOB building: ", prefix + wobBase);
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// TODO: feed wobAsWmo into the WMO render pipeline
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}
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}
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break;
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}
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}
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