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feat(editor): NPC models load from WOM open format before M2 fallback
NPC creature renderer now checks for WOM open format models in custom_zones/models/ and output/models/ before falling back to M2 game data files. This completes the WOM integration — both placed objects (via terrain_manager) and NPC creatures (via editor viewport) can render from the novel open format. WOM→M2Model conversion includes bone weights, textures, render batch, and material setup — same pipeline as the client-side WOM loader. Loading priority: WOM (open format) → M2 + skin (game data)
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1 changed files with 63 additions and 15 deletions
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@ -4,6 +4,7 @@
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include "pipeline/wowee_model.hpp"
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#include "core/logger.hpp"
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#include <cstring>
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#include <cmath>
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@ -239,24 +240,71 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
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if (it != m2ModelIds.end()) {
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modelId = it->second;
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} else {
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auto data = assetManager_->readFile(npc.modelPath);
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if (data.empty()) {
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LOG_DEBUG("NPC model file not found: ", npc.modelPath);
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continue;
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}
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auto model = pipeline::M2Loader::load(data);
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// Always try loading skin file (WotLK M2s need it for geometry)
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// Try WOM open format first
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pipeline::M2Model model;
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bool loaded = false;
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{
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std::string skinPath = npc.modelPath;
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auto dotPos = skinPath.rfind('.');
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if (dotPos != std::string::npos)
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skinPath = skinPath.substr(0, dotPos) + "00.skin";
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auto skinData = assetManager_->readFile(skinPath);
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if (!skinData.empty())
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pipeline::M2Loader::loadSkin(skinData, model);
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std::string womBase = npc.modelPath;
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auto womDot = womBase.rfind('.');
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if (womDot != std::string::npos) womBase = womBase.substr(0, womDot);
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std::replace(womBase.begin(), womBase.end(), '\\', '/');
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for (const char* prefix : {"custom_zones/models/", "output/models/"}) {
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if (pipeline::WoweeModelLoader::exists(std::string(prefix) + womBase)) {
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auto wom = pipeline::WoweeModelLoader::load(std::string(prefix) + womBase);
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if (wom.isValid()) {
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model.name = wom.name;
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model.boundRadius = wom.boundRadius;
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for (const auto& v : wom.vertices) {
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pipeline::M2Vertex mv;
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mv.position = v.position;
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mv.normal = v.normal;
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mv.texCoords[0] = v.texCoord;
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std::memcpy(mv.boneWeights, v.boneWeights, 4);
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std::memcpy(mv.boneIndices, v.boneIndices, 4);
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model.vertices.push_back(mv);
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}
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for (uint32_t idx : wom.indices)
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model.indices.push_back(static_cast<uint16_t>(idx));
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for (const auto& tp : wom.texturePaths) {
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pipeline::M2Texture tex; tex.type = 0; tex.flags = 0; tex.filename = tp;
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model.textures.push_back(tex);
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}
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model.textureLookup = {0};
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pipeline::M2Batch batch{};
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batch.textureCount = std::min(1u, static_cast<uint32_t>(wom.texturePaths.size()));
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batch.indexCount = static_cast<uint32_t>(model.indices.size());
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batch.vertexCount = static_cast<uint32_t>(model.vertices.size());
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model.batches.push_back(batch);
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pipeline::M2Material mat; mat.flags = 0; mat.blendMode = 0;
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model.materials.push_back(mat);
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loaded = true;
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LOG_INFO("NPC loaded from WOM: ", prefix, womBase);
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break;
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}
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}
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}
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}
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// Fall back to M2 from game data
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if (!loaded) {
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auto data = assetManager_->readFile(npc.modelPath);
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if (data.empty()) {
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LOG_DEBUG("NPC model file not found: ", npc.modelPath);
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continue;
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}
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model = pipeline::M2Loader::load(data);
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{
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std::string skinPath = npc.modelPath;
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auto dotPos = skinPath.rfind('.');
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if (dotPos != std::string::npos)
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skinPath = skinPath.substr(0, dotPos) + "00.skin";
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auto skinData = assetManager_->readFile(skinPath);
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if (!skinData.empty())
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pipeline::M2Loader::loadSkin(skinData, model);
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}
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}
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if (!model.isValid()) {
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LOG_DEBUG("NPC model invalid after skin load: ", npc.modelPath,
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LOG_DEBUG("NPC model invalid: ", npc.modelPath,
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" (verts=", model.vertices.size(), " idx=", model.indices.size(), ")");
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continue;
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}
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