refactor(wom): extract WOM->M2 conversion to shared helper

Adds WoweeModelLoader::toM2() and tryLoadByGamePath() to deduplicate the
identical conversion code that lived in editor_viewport for both objects
and NPCs. Cuts ~70 lines of duplicated logic and makes WOM->M2 reusable
across the codebase.
This commit is contained in:
Kelsi 2026-05-06 01:02:56 -07:00
parent eb8f5a09b1
commit 03a863abe1
3 changed files with 80 additions and 81 deletions

View file

@ -134,46 +134,11 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
pipeline::M2Model model;
bool loaded = false;
// Try WOM open format first
{
std::string womBase = obj.path;
auto womDot = womBase.rfind('.');
if (womDot != std::string::npos) womBase = womBase.substr(0, womDot);
std::replace(womBase.begin(), womBase.end(), '\\', '/');
for (const char* prefix : {"custom_zones/models/", "output/models/"}) {
if (pipeline::WoweeModelLoader::exists(std::string(prefix) + womBase)) {
auto wom = pipeline::WoweeModelLoader::load(std::string(prefix) + womBase);
if (wom.isValid()) {
model.name = wom.name;
model.boundRadius = wom.boundRadius;
for (const auto& v : wom.vertices) {
pipeline::M2Vertex mv;
mv.position = v.position;
mv.normal = v.normal;
mv.texCoords[0] = v.texCoord;
std::memcpy(mv.boneWeights, v.boneWeights, 4);
std::memcpy(mv.boneIndices, v.boneIndices, 4);
model.vertices.push_back(mv);
}
for (uint32_t idx : wom.indices)
model.indices.push_back(static_cast<uint16_t>(idx));
for (const auto& tp : wom.texturePaths) {
pipeline::M2Texture tex; tex.type = 0; tex.flags = 0; tex.filename = tp;
model.textures.push_back(tex);
}
model.textureLookup = {0};
pipeline::M2Batch batch{};
batch.textureCount = std::min(1u, static_cast<uint32_t>(wom.texturePaths.size()));
batch.indexCount = static_cast<uint32_t>(model.indices.size());
batch.vertexCount = static_cast<uint32_t>(model.vertices.size());
model.batches.push_back(batch);
pipeline::M2Material mat; mat.flags = 0; mat.blendMode = 0;
model.materials.push_back(mat);
loaded = true;
break;
}
}
}
// Try WOM open format first (replaces proprietary M2 when available)
if (auto wom = pipeline::WoweeModelLoader::tryLoadByGamePath(obj.path);
wom.isValid()) {
model = pipeline::WoweeModelLoader::toM2(wom);
loaded = true;
}
// Fall back to M2 from game data
@ -277,49 +242,13 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
if (it != m2ModelIds.end()) {
modelId = it->second;
} else {
// Try WOM open format first
// Try WOM open format first (replaces proprietary M2 when available)
pipeline::M2Model model;
bool loaded = false;
{
std::string womBase = npc.modelPath;
auto womDot = womBase.rfind('.');
if (womDot != std::string::npos) womBase = womBase.substr(0, womDot);
std::replace(womBase.begin(), womBase.end(), '\\', '/');
for (const char* prefix : {"custom_zones/models/", "output/models/"}) {
if (pipeline::WoweeModelLoader::exists(std::string(prefix) + womBase)) {
auto wom = pipeline::WoweeModelLoader::load(std::string(prefix) + womBase);
if (wom.isValid()) {
model.name = wom.name;
model.boundRadius = wom.boundRadius;
for (const auto& v : wom.vertices) {
pipeline::M2Vertex mv;
mv.position = v.position;
mv.normal = v.normal;
mv.texCoords[0] = v.texCoord;
std::memcpy(mv.boneWeights, v.boneWeights, 4);
std::memcpy(mv.boneIndices, v.boneIndices, 4);
model.vertices.push_back(mv);
}
for (uint32_t idx : wom.indices)
model.indices.push_back(static_cast<uint16_t>(idx));
for (const auto& tp : wom.texturePaths) {
pipeline::M2Texture tex; tex.type = 0; tex.flags = 0; tex.filename = tp;
model.textures.push_back(tex);
}
model.textureLookup = {0};
pipeline::M2Batch batch{};
batch.textureCount = std::min(1u, static_cast<uint32_t>(wom.texturePaths.size()));
batch.indexCount = static_cast<uint32_t>(model.indices.size());
batch.vertexCount = static_cast<uint32_t>(model.vertices.size());
model.batches.push_back(batch);
pipeline::M2Material mat; mat.flags = 0; mat.blendMode = 0;
model.materials.push_back(mat);
loaded = true;
LOG_DEBUG("NPC loaded from WOM: ", prefix, womBase);
break;
}
}
}
if (auto wom = pipeline::WoweeModelLoader::tryLoadByGamePath(npc.modelPath);
wom.isValid()) {
model = pipeline::WoweeModelLoader::toM2(wom);
loaded = true;
}
// Fall back to M2 from game data