mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-06 09:03:52 +00:00
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.
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
#pragma once
|
|
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtc/quaternion.hpp>
|
|
#include <string>
|
|
#include <vector>
|
|
#include <cstdint>
|
|
|
|
namespace wowee {
|
|
namespace pipeline {
|
|
|
|
struct M2Model;
|
|
|
|
// Wowee Open Model format (.wom) — novel format, no Blizzard IP
|
|
// WOM1: static geometry | WOM2: + bones + animations
|
|
struct WoweeModel {
|
|
struct Vertex {
|
|
glm::vec3 position;
|
|
glm::vec3 normal;
|
|
glm::vec2 texCoord;
|
|
uint8_t boneWeights[4] = {255, 0, 0, 0};
|
|
uint8_t boneIndices[4] = {0, 0, 0, 0};
|
|
};
|
|
|
|
struct Bone {
|
|
int32_t keyBoneId = -1;
|
|
int16_t parentBone = -1;
|
|
glm::vec3 pivot{0};
|
|
uint32_t flags = 0;
|
|
};
|
|
|
|
struct AnimKeyframe {
|
|
uint32_t timeMs;
|
|
glm::vec3 translation;
|
|
glm::quat rotation;
|
|
glm::vec3 scale;
|
|
};
|
|
|
|
struct Animation {
|
|
uint32_t id = 0;
|
|
uint32_t durationMs = 0;
|
|
float movingSpeed = 0;
|
|
std::vector<std::vector<AnimKeyframe>> boneKeyframes; // [boneIdx][keyframe]
|
|
};
|
|
|
|
std::string name;
|
|
std::vector<Vertex> vertices;
|
|
std::vector<uint32_t> indices;
|
|
std::vector<std::string> texturePaths;
|
|
std::vector<Bone> bones;
|
|
std::vector<Animation> animations;
|
|
float boundRadius = 1.0f;
|
|
glm::vec3 boundMin{0}, boundMax{0};
|
|
uint32_t version = 1; // 1=WOM1(static), 2=WOM2(animated)
|
|
|
|
bool isValid() const { return !vertices.empty() && !indices.empty(); }
|
|
bool hasAnimation() const { return !bones.empty() && !animations.empty(); }
|
|
};
|
|
|
|
class WoweeModelLoader {
|
|
public:
|
|
// Load from .wom file (binary) + .wom.json (metadata)
|
|
static WoweeModel load(const std::string& basePath);
|
|
|
|
// Save to .wom + .wom.json
|
|
static bool save(const WoweeModel& model, const std::string& basePath);
|
|
|
|
// Convert an M2 model to WoweeModel (static geometry only, no animation)
|
|
static WoweeModel fromM2(const std::string& m2Path, class AssetManager* am);
|
|
|
|
// Check if a .wom exists
|
|
static bool exists(const std::string& basePath);
|
|
|
|
// Convert WoweeModel to an in-memory M2Model so the M2Renderer can consume it.
|
|
// Single batch, single material — sufficient for static and simple animated meshes.
|
|
static M2Model toM2(const WoweeModel& wom);
|
|
|
|
// Convenience: try loading <path-without-ext>.wom from the standard editor
|
|
// search paths (custom_zones/models/, output/models/). Returns valid model on hit.
|
|
static WoweeModel tryLoadByGamePath(const std::string& gamePath);
|
|
};
|
|
|
|
} // namespace pipeline
|
|
} // namespace wowee
|