#pragma once namespace Assets { class IPhysCollmap : public Components::AssetHandler::IAsset { public: virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP; }; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; private: void savePhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count); void saveBrushWrapper(Components::ZoneBuilder::Zone* builder, Game::BrushWrapper* brush); }; }