Kelsidavis-WoWee/include/pipeline/wowee_building.hpp
Kelsi 4fc0361f7a feat: complete client integration for all 6 open formats
- Wire WOB buildings into WMO render pipeline (loads→converts→renders)
- Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json
- Wire JSON DBC override into AssetManager (custom_zones/output scan)
- Add WMO→WOB conversion with full geometry (fromWMO)
- Replace placeholder WOB export with real WMO→WOB conversion in editor
- Add --convert-wmo CLI flag for batch WMO→WOB conversion
- Store discovered custom zones on Renderer with getCustomZones() accessor
- Add isCustomZone_ member to TerrainManager

All 6 Blizzard format replacements now fully load in the client:
  ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
2026-05-05 12:41:19 -07:00

65 lines
1.7 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <cstdint>
namespace wowee {
namespace pipeline {
// Wowee Open Building format (.wob) — novel WMO replacement
// Buildings with multiple groups, portals, and doodad sets
struct WoweeBuilding {
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
glm::vec4 color; // vertex color/lighting
};
struct Group {
std::string name;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
std::vector<std::string> texturePaths;
glm::vec3 boundMin{0}, boundMax{0};
bool isOutdoor = false;
};
struct Portal {
int groupA = -1, groupB = -1;
std::vector<glm::vec3> vertices; // portal polygon
};
struct DoodadPlacement {
std::string modelPath; // .wom path
glm::vec3 position;
glm::vec3 rotation;
float scale = 1.0f;
};
std::string name;
std::vector<Group> groups;
std::vector<Portal> portals;
std::vector<DoodadPlacement> doodads;
float boundRadius = 1.0f;
bool isValid() const { return !groups.empty(); }
};
class WoweeBuildingLoader {
public:
static WoweeBuilding load(const std::string& basePath);
static bool save(const WoweeBuilding& building, const std::string& basePath);
static bool exists(const std::string& basePath);
// Convert WOB to WMOModel for the client's WMO renderer
static bool toWMOModel(const WoweeBuilding& building, class WMOModel& outModel);
// Convert WMOModel to WOB (for editor export)
static WoweeBuilding fromWMO(const class WMOModel& wmo, const std::string& name = "");
};
} // namespace pipeline
} // namespace wowee