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Add model export support

This commit is contained in:
Joshua Goins 2022-04-12 20:02:50 -04:00
parent bef13de12f
commit 4a1d0cb0a1
4 changed files with 61 additions and 3 deletions

View file

@ -31,7 +31,7 @@ else()
endif() endif()
# macos # macos
if(UNIX AND NOT LINUX) if(APPLE)
set(USE_STANDALONE_WINDOW TRUE) set(USE_STANDALONE_WINDOW TRUE)
endif() endif()

View file

@ -1,10 +1,18 @@
find_package(assimp REQUIRED)
add_executable(mdlviewer add_executable(mdlviewer
src/main.cpp src/main.cpp
src/mainwindow.cpp) src/mainwindow.cpp)
target_include_directories(mdlviewer target_include_directories(mdlviewer
PUBLIC PUBLIC
include) include)
target_link_libraries(mdlviewer PUBLIC libxiv ${LIBRARIES} Qt5::Core Qt5::Widgets renderer) target_link_libraries(mdlviewer PUBLIC
libxiv
${LIBRARIES}
Qt5::Core
Qt5::Widgets
renderer
assimp::assimp)
install(TARGETS mdlviewer install(TARGETS mdlviewer
DESTINATION "${INSTALL_BIN_PATH}") DESTINATION "${INSTALL_BIN_PATH}")

View file

@ -50,6 +50,8 @@ public:
void refreshModel(); void refreshModel();
void exportModel(Model& model);
private: private:
std::vector<GearInfo> gears; std::vector<GearInfo> gears;
std::vector<GearInfo*> loadedGears; std::vector<GearInfo*> loadedGears;

View file

@ -11,6 +11,9 @@
#include <QResizeEvent> #include <QResizeEvent>
#include <QComboBox> #include <QComboBox>
#include <QTimer> #include <QTimer>
#include <assimp/Exporter.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "gamedata.h" #include "gamedata.h"
#include "exhparser.h" #include "exhparser.h"
@ -197,4 +200,49 @@ void MainWindow::refreshModel() {
standaloneWindow->models.push_back(renderer->addModel(parseMDL("top.mdl"))); standaloneWindow->models.push_back(renderer->addModel(parseMDL("top.mdl")));
#endif #endif
} }
} }
void MainWindow::exportModel(Model& model) {
Assimp::Exporter exporter;
aiScene scene;
scene.mRootNode = new aiNode();
scene.mNumMaterials = 1;
scene.mMaterials = new aiMaterial*[1];
scene.mMaterials[0] = new aiMaterial();
scene.mNumMeshes = 1;
scene.mMeshes = new aiMesh*[scene.mNumMeshes];
scene.mMeshes[0] = new aiMesh();
scene.mMeshes[0]->mMaterialIndex = 0;
scene.mRootNode->mNumMeshes = 1;
scene.mRootNode->mMeshes = new unsigned int [scene.mRootNode->mNumMeshes];
scene.mRootNode->mMeshes[0] = 0;
auto mesh = scene.mMeshes[0];
mesh->mNumVertices = model.lods[0].parts[0].vertices.size();
mesh->mVertices = new aiVector3D [mesh->mNumVertices];
for(int i = 0; i < mesh->mNumVertices; i++) {
auto vertex = model.lods[0].parts[0].vertices[i];
mesh->mVertices[i] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]);
}
mesh->mNumFaces = model.lods[0].parts[0].indices.size() / 3;
mesh->mFaces = new aiFace[mesh->mNumFaces];
int lastFace = 0;
for(int i = 0; i < model.lods[0].parts[0].indices.size(); i += 3) {
aiFace& face = mesh->mFaces[lastFace++];
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = model.lods[0].parts[0].indices[i];
face.mIndices[1] = model.lods[0].parts[0].indices[i + 1];
face.mIndices[2] = model.lods[0].parts[0].indices[i + 2];
}
exporter.Export(&scene, "fbx", "test.fbx");
}