mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-30 16:47:57 -05:00
refactor: move material asset dumpers to material folder
This commit is contained in:
@ -15,7 +15,7 @@
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#include <type_traits>
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#include <type_traits>
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#include <vector>
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#include <vector>
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#define DUMP_AS_GDT 1
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// #define DUMP_AS_GDT 1
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// #define FLAGS_DEBUG 1
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// #define FLAGS_DEBUG 1
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using namespace IW4;
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using namespace IW4;
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@ -6,7 +6,6 @@
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#include "AssetDumpers/AssetDumperLeaderboardDef.h"
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#include "AssetDumpers/AssetDumperLeaderboardDef.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperMaterial.h"
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#include "AssetDumpers/AssetDumperMenuDef.h"
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#include "AssetDumpers/AssetDumperMenuDef.h"
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#include "AssetDumpers/AssetDumperMenuList.h"
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#include "AssetDumpers/AssetDumperMenuList.h"
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#include "AssetDumpers/AssetDumperPhysCollmap.h"
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#include "AssetDumpers/AssetDumperPhysCollmap.h"
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@ -23,6 +22,7 @@
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#include "AssetDumpers/AssetDumperWeapon.h"
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#include "AssetDumpers/AssetDumperWeapon.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Material/AssetDumperMaterial.h"
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#include "ObjWriting.h"
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#include "ObjWriting.h"
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using namespace IW4;
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using namespace IW4;
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@ -2,26 +2,16 @@
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#include "Game/IW5/Material/JsonMaterialWriterIW5.h"
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#include "Game/IW5/Material/JsonMaterialWriterIW5.h"
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#include "Game/IW5/Material/MaterialConstantZoneState.h"
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#include "Game/IW5/Material/MaterialConstantZoneState.h"
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#include "Material/MaterialCommon.h"
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#include <algorithm>
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#include <format>
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#include <ranges>
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using namespace IW5;
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using namespace IW5;
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std::string AssetDumperMaterial::GetFileNameForAsset(const std::string& assetName)
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void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
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{
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{
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std::string sanitizedFileName(assetName);
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auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
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if (sanitizedFileName[0] == '*')
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materialConstantState->ExtractNamesFromZone();
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{
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std::ranges::replace(sanitizedFileName, '*', '_');
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const auto parenthesisPos = sanitizedFileName.find('(');
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if (parenthesisPos != std::string::npos)
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sanitizedFileName.erase(parenthesisPos);
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sanitizedFileName = "generated/" + sanitizedFileName;
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}
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return std::format("materials/{}.json", sanitizedFileName);
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AbstractAssetDumper::DumpPool(context, pool);
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}
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}
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bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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@ -31,18 +21,10 @@ bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
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void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
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{
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{
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const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset->m_name));
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const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
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if (!assetFile)
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if (!assetFile)
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return;
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return;
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DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
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DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
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}
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}
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void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
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{
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auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
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materialConstantState->ExtractNamesFromZone();
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AbstractAssetDumper::DumpPool(context, pool);
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}
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@ -3,19 +3,15 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/IW5.h"
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#include <string>
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namespace IW5
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namespace IW5
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{
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{
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class AssetDumperMaterial final : public AbstractAssetDumper<Material>
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class AssetDumperMaterial final : public AbstractAssetDumper<Material>
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{
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{
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static std::string GetFileNameForAsset(const std::string& assetName);
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
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protected:
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protected:
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bool ShouldDump(XAssetInfo<Material>* asset) override;
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bool ShouldDump(XAssetInfo<Material>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
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};
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};
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} // namespace IW5
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} // namespace IW5
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@ -5,7 +5,6 @@
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#include "AssetDumpers/AssetDumperLeaderboardDef.h"
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#include "AssetDumpers/AssetDumperLeaderboardDef.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperMaterial.h"
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#include "AssetDumpers/AssetDumperMenuDef.h"
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#include "AssetDumpers/AssetDumperMenuDef.h"
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#include "AssetDumpers/AssetDumperMenuList.h"
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#include "AssetDumpers/AssetDumperMenuList.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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@ -15,6 +14,7 @@
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#include "AssetDumpers/AssetDumperWeaponAttachment.h"
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#include "AssetDumpers/AssetDumperWeaponAttachment.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Material/AssetDumperMaterial.h"
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#include "ObjWriting.h"
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#include "ObjWriting.h"
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using namespace IW5;
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using namespace IW5;
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@ -2,26 +2,16 @@
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#include "Game/T6/Material/JsonMaterialWriterT6.h"
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#include "Game/T6/Material/JsonMaterialWriterT6.h"
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#include "Game/T6/Material/MaterialConstantZoneState.h"
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#include "Game/T6/Material/MaterialConstantZoneState.h"
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#include "Material/MaterialCommon.h"
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#include <algorithm>
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#include <format>
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#include <ranges>
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using namespace T6;
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using namespace T6;
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std::string AssetDumperMaterial::GetFileNameForAsset(const std::string& assetName)
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void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
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{
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{
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std::string sanitizedFileName(assetName);
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auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
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if (sanitizedFileName[0] == '*')
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materialConstantState->ExtractNamesFromZone();
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{
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std::ranges::replace(sanitizedFileName, '*', '_');
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const auto parenthesisPos = sanitizedFileName.find('(');
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if (parenthesisPos != std::string::npos)
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sanitizedFileName.erase(parenthesisPos);
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sanitizedFileName = "generated/" + sanitizedFileName;
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}
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return std::format("materials/{}.json", sanitizedFileName);
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AbstractAssetDumper::DumpPool(context, pool);
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}
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}
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bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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@ -31,18 +21,10 @@ bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
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void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
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{
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{
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const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset->m_name));
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const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
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if (!assetFile)
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if (!assetFile)
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return;
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return;
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DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
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DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
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}
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}
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void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
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{
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auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
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materialConstantState->ExtractNamesFromZone();
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AbstractAssetDumper::DumpPool(context, pool);
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}
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@ -3,19 +3,15 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/T6.h"
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#include <string>
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namespace T6
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namespace T6
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{
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{
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class AssetDumperMaterial final : public AbstractAssetDumper<Material>
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class AssetDumperMaterial final : public AbstractAssetDumper<Material>
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{
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{
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static std::string GetFileNameForAsset(const std::string& assetName);
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
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protected:
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protected:
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bool ShouldDump(XAssetInfo<Material>* asset) override;
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bool ShouldDump(XAssetInfo<Material>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
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};
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};
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} // namespace T6
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} // namespace T6
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@ -5,7 +5,6 @@
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#include "AssetDumpers/AssetDumperLeaderboardDef.h"
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#include "AssetDumpers/AssetDumperLeaderboardDef.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperMapEnts.h"
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#include "AssetDumpers/AssetDumperMapEnts.h"
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#include "AssetDumpers/AssetDumperMaterial.h"
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#include "AssetDumpers/AssetDumperPhysConstraints.h"
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#include "AssetDumpers/AssetDumperPhysConstraints.h"
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#include "AssetDumpers/AssetDumperPhysPreset.h"
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#include "AssetDumpers/AssetDumperPhysPreset.h"
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#include "AssetDumpers/AssetDumperQdb.h"
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#include "AssetDumpers/AssetDumperQdb.h"
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@ -25,6 +24,7 @@
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "AssetDumpers/AssetDumperZBarrier.h"
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#include "AssetDumpers/AssetDumperZBarrier.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Material/AssetDumperMaterial.h"
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#include "ObjWriting.h"
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#include "ObjWriting.h"
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using namespace T6;
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using namespace T6;
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