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https://github.com/Kelsidavis/WoWee.git
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Mirrors the WOM tryLoadByGamePath API: probes custom_zones/buildings/ + output/buildings/ by default, with optional extraPrefixes (e.g. per-zone output/<map>/buildings/) checked first. Both the editor and the main game's terrain_manager now use the helper, removing duplicate inline lookup loops in two more places.
82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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#include <cstdint>
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namespace wowee {
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namespace pipeline {
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// Wowee Open Building format (.wob) — novel WMO replacement
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// Buildings with multiple groups, portals, and doodad sets
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struct WoweeBuilding {
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struct Vertex {
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glm::vec3 position;
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glm::vec3 normal;
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glm::vec2 texCoord;
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glm::vec4 color; // vertex color/lighting
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};
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struct Material {
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std::string texturePath;
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uint32_t flags = 0;
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uint32_t shader = 0;
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uint32_t blendMode = 0;
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};
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struct Group {
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std::string name;
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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std::vector<std::string> texturePaths;
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std::vector<Material> materials;
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glm::vec3 boundMin{0}, boundMax{0};
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bool isOutdoor = false;
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};
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struct Portal {
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int groupA = -1, groupB = -1;
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std::vector<glm::vec3> vertices; // portal polygon
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};
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struct DoodadPlacement {
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std::string modelPath; // .wom path
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glm::vec3 position;
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glm::vec3 rotation;
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float scale = 1.0f;
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};
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std::string name;
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std::vector<Group> groups;
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std::vector<Portal> portals;
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std::vector<DoodadPlacement> doodads;
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float boundRadius = 1.0f;
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bool isValid() const { return !groups.empty(); }
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};
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class WoweeBuildingLoader {
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public:
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static WoweeBuilding load(const std::string& basePath);
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static bool save(const WoweeBuilding& building, const std::string& basePath);
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static bool exists(const std::string& basePath);
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// Convert WOB to WMOModel for the client's WMO renderer
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static bool toWMOModel(const WoweeBuilding& building, class WMOModel& outModel);
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// Convert WMOModel to WOB (for editor export)
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static WoweeBuilding fromWMO(const class WMOModel& wmo, const std::string& name = "");
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// Convenience: try loading <path-without-ext>.wob from the standard editor
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// search paths (custom_zones/buildings/, output/buildings/). `extraPrefixes`
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// are tried before the defaults — pass per-zone roots like
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// {"output/<map>/buildings/", "custom_zones/<map>/buildings/"} when the
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// caller knows the active zone. Returns valid building on hit.
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static WoweeBuilding tryLoadByGamePath(
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const std::string& gamePath,
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const std::vector<std::string>& extraPrefixes = {});
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};
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} // namespace pipeline
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} // namespace wowee
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