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WoWs Model Exported
World of Warships 3D model Exporter
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Options controlling a full-ship GLB export. More...
#include <wows-model-exporter.h>
Data Fields | |
| std::string | gameparams_path |
| std::string | wows_assets_bin_path |
| std::vector< uint8_t > | gameparams_data |
| std::vector< uint8_t > | assets_bin_data |
| std::string | hull_upgrade |
| bool | with_turrets = true |
| bool | with_propellers = true |
| bool | with_textures = true |
| int | max_tex_size = 2048 |
| int | lod_level = -1 |
| bool | exclude_damage = true |
| std::function< void(int)> | progress_cb |
Options controlling a full-ship GLB export.
All fields have sensible defaults; only game_dir, ship_name, and output_path must be specified.
| std::vector<uint8_t> assets_bin_data |
If non-empty, assets.bin is parsed from this buffer instead of wows_assets_bin_path.
| bool exclude_damage = true |
Exclude damage and cross-section geometry sections.
| std::vector<uint8_t> gameparams_data |
If non-empty, GameParams is loaded from this buffer instead of gameparams_path (archive / in-memory workflows).
| std::string gameparams_path |
Path to GameParams.data; auto-detected from game_dir if empty.
| std::string hull_upgrade |
Upgrade name substring used to select a hull; empty = latest hull.
| int lod_level = -1 |
LOD level to export; -1 = auto-select the highest detail level.
| int max_tex_size = 2048 |
Maximum texture dimension in pixels; larger textures are downscaled.
| std::function<void(int)> progress_cb |
Optional progress callback. Called with values 0–100 during export: 0–20 geometry loading, 20–40 visual-info reading, 40–100 texture conversion.
| bool with_propellers = true |
Include propeller/screw meshes (discovered by name pattern).
| bool with_textures = true |
Embed textures in the output GLB.
| bool with_turrets = true |
Include turret and module meshes.
| std::string wows_assets_bin_path |
Path to assets.bin; auto-detected from game_dir if empty.