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WOM format: binary model file with no Blizzard structures. - WOM1 magic header + vertex/index counts + bounding box - Vertices: position(vec3) + normal(vec3) + texCoord(vec2) = 32 bytes - Indices: uint32 triangle list - Texture paths: PNG references (not BLP) WoweeModelLoader: - load(): reads .wom binary back to WoweeModel struct - save(): writes WoweeModel to .wom binary - fromM2(): converts existing M2 models to WOM (static geometry, strips bone/animation data, converts BLP paths to PNG) - exists(): checks for .wom file Format replacement progress — 5 out of 6 done: - DONE: ADT → WOT/WHM (terrain) - DONE: WDT → zone.json (map definition) - DONE: BLP → PNG (textures) - DONE: DBC → JSON (data tables) - DONE: M2 → WOM (static models) - TODO: WMO → open building format
46 lines
1.2 KiB
C++
46 lines
1.2 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 Model format (.wom) — novel format, no Blizzard IP
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// Designed for static doodads, props, and simple animated objects
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struct WoweeModel {
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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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};
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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; // PNG paths
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float boundRadius = 1.0f;
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glm::vec3 boundMin{0}, boundMax{0};
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bool isValid() const { return !vertices.empty() && !indices.empty(); }
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};
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class WoweeModelLoader {
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public:
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// Load from .wom file (binary) + .wom.json (metadata)
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static WoweeModel load(const std::string& basePath);
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// Save to .wom + .wom.json
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static bool save(const WoweeModel& model, const std::string& basePath);
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// Convert an M2 model to WoweeModel (static geometry only, no animation)
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static WoweeModel fromM2(const std::string& m2Path, class AssetManager* am);
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// Check if a .wom exists
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static bool exists(const std::string& basePath);
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};
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} // namespace pipeline
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} // namespace wowee
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