137 lines
3.5 KiB
Perl
137 lines
3.5 KiB
Perl
# ======================================================================
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# LodMeshGeneratorTemplate.pm
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# Copyright 2003, Sony Online Entertainment
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# All rights reserved.
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# ======================================================================
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package LodMeshGeneratorTemplate;
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use strict;
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use CustomizationVariableCollector;
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use Iff;
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# ======================================================================
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# LodMeshGeneratorTemplate potentially-public variables.
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# ======================================================================
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# our $relativePathName;
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# ======================================================================
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# Setup variables that can be imported by Exporter into user modules.
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# ======================================================================
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use vars qw(@ISA @EXPORT_OK $VERSION);
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use Exporter;
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$VERSION = 1.00;
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@ISA = qw(Exporter);
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# These symbols are okay to export if specifically requested.
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@EXPORT_OK = qw(&install);
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# ======================================================================
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# LodMeshGeneratorTemplate private variables.
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# ======================================================================
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my $debug = 0;
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my $treeFileRelativeName;
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# ======================================================================
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# LodMeshGeneratorTemplate public functions.
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# ======================================================================
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sub install
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{
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# Register handler with CustomizationVariableCollector
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CustomizationVariableCollector::registerHandler("MLOD", \&processIff);
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}
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# ======================================================================
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# LodMeshGeneratorTemplate private functions
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# ======================================================================
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sub processIff
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{
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# Process args.
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my $iff = shift;
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die "bad iff arg specified" if ref($iff) ne "Iff";
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$treeFileRelativeName = shift;
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die "bad tree file relative name" if !defined($treeFileRelativeName);
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print "LodMeshGeneratorTemplate: processing file [$treeFileRelativeName]\n" if $debug;
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# Ensure we're in the proper form.
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return 0 unless $iff->getCurrentName() eq "MLOD";
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$iff->enterForm("MLOD");
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{
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my $version = $iff->getCurrentName();
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if ($version eq "0000")
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{
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process_0000($iff);
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}
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else
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{
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print STDERR "LodMeshGeneratorTemplate: unsupported version tag [$version].";
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return 0;
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}
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}
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$iff->exitForm("MLOD");
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print "LodMeshGeneratorTemplate: finished processing file [$treeFileRelativeName]\n" if $debug;
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# Success.
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return 1;
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}
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# ----------------------------------------------------------------------
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sub process_0000
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{
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print "process_0000(): begin\n" if $debug;
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my $iff = shift;
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die 'bad $iff arg' if ref($iff) ne 'Iff';
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$iff->enterForm("0000");
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$iff->walkIff(\&iffWalker_0000);
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$iff->exitForm("0000");
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print "process_0000(): end\n" if $debug;
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}
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# ----------------------------------------------------------------------
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sub iffWalker_0000
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{
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my $iff = shift;
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die 'bad iff arg' if ref($iff) ne 'Iff';
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my $blockName = shift;
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my $isChunk = shift;
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printf("iffWalker_0000(): %s=[%s]\n", $isChunk ? "chunk" : "form", $blockName) if $debug;
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# Process blocks we understand.
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if ($isChunk)
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{
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if ($blockName eq 'NAME')
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{
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# Handle specifying linked MeshGeneratorTemplate assets.
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while ($iff->getChunkLengthLeft() > 0)
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{
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my $meshGeneratorTemplateName = $iff->read_string();
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CustomizationVariableCollector::logAssetLink($treeFileRelativeName, $meshGeneratorTemplateName);
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}
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}
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}
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# Keep traversing.
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return 1;
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}
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# ======================================================================
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1;
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