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feat(editor): export WMO textures with the zone
Placed WMO buildings reference textures (walls, floors, decorations) that were not being exported alongside the WOB files. Added collectWMOTextures() which loads the root WMO + all group files and gathers every texture path, then folds these into the same PNG export pass that handles terrain and M2 textures. Exported zones now have every texture they need across all model types.
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3 changed files with 47 additions and 1 deletions
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@ -1152,13 +1152,20 @@ void EditorApp::exportZone(const std::string& outputDir) {
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std::unordered_set<std::string> uniq;
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for (auto& t : TextureExporter::collectUsedTextures(terrain_)) uniq.insert(std::move(t));
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std::unordered_set<std::string> visitedM2;
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std::unordered_set<std::string> visitedWMO;
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auto addM2Tex = [&](const std::string& m2Path) {
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if (m2Path.empty() || !visitedM2.insert(m2Path).second) return;
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for (auto& t : TextureExporter::collectM2Textures(assetManager_.get(), m2Path))
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uniq.insert(std::move(t));
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};
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auto addWMOTex = [&](const std::string& wmoPath) {
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if (wmoPath.empty() || !visitedWMO.insert(wmoPath).second) return;
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for (auto& t : TextureExporter::collectWMOTextures(assetManager_.get(), wmoPath))
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uniq.insert(std::move(t));
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};
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for (const auto& obj : objectPlacer_.getObjects()) {
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if (obj.type == PlaceableType::M2) addM2Tex(obj.path);
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else if (obj.type == PlaceableType::WMO) addWMOTex(obj.path);
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}
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for (const auto& npc : npcSpawner_.getSpawns()) addM2Tex(npc.modelPath);
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@ -1167,7 +1174,8 @@ void EditorApp::exportZone(const std::string& outputDir) {
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if (!usedTextures.empty()) {
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int exported = TextureExporter::exportTexturesAsPng(
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assetManager_.get(), usedTextures, base + "/textures");
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LOG_INFO("Exported ", exported, " textures as PNG (terrain + ", visitedM2.size(), " M2s)");
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LOG_INFO("Exported ", exported, " textures as PNG (terrain + ",
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visitedM2.size(), " M2s + ", visitedWMO.size(), " WMOs)");
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}
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}
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