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Add export button and support for exporting all mesh parts

This commit is contained in:
Joshua Goins 2022-04-12 20:18:22 -04:00
parent 4a1d0cb0a1
commit de2b6f6307
4 changed files with 63 additions and 36 deletions

View file

@ -50,7 +50,7 @@ public:
void refreshModel();
void exportModel(Model& model);
void exportModel(Model& model, QString fileName);
private:
std::vector<GearInfo> gears;

View file

@ -14,6 +14,8 @@
#include <assimp/Exporter.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <QPushButton>
#include <QFileDialog>
#include "gamedata.h"
#include "exhparser.h"
@ -157,6 +159,9 @@ MainWindow::MainWindow(GameData& data) : data(data) {
timer->start(1000);
#endif
QHBoxLayout* controlLayout = new QHBoxLayout();
viewportLayout->addLayout(controlLayout);
QComboBox* raceCombo = new QComboBox();
for(auto [race, raceName] : raceNames) {
raceCombo->addItem(raceName.data());
@ -167,7 +172,19 @@ MainWindow::MainWindow(GameData& data) : data(data) {
refreshModel();
});
viewportLayout->addWidget(raceCombo);
controlLayout->addWidget(raceCombo);
QPushButton* exportButton = new QPushButton("Export");
connect(exportButton, &QPushButton::clicked, [this] {
QString fileName = QFileDialog::getSaveFileName(this, tr("Save Model"),
"model.fbx",
tr("FBX Files (*.fbx)"));
exportModel(vkWindow->models[0].model, fileName);
});
controlLayout->addWidget(exportButton);
connect(listWidget, &QListWidget::itemClicked, [this](QListWidgetItem* item) {
for(auto& gear : gears) {
@ -202,47 +219,55 @@ void MainWindow::refreshModel() {
}
}
void MainWindow::exportModel(Model& model) {
void MainWindow::exportModel(Model& model, QString fileName) {
Assimp::Exporter exporter;
aiScene scene;
scene.mRootNode = new aiNode();
scene.mRootNode->mNumChildren = model.lods[0].parts.size();
scene.mRootNode->mChildren = new aiNode*[scene.mRootNode->mNumChildren];
scene.mNumMeshes = model.lods[0].parts.size();
scene.mMeshes = new aiMesh*[scene.mNumMeshes];
for(int i = 0; i < model.lods[0].parts.size(); i++) {
scene.mMeshes[i] = new aiMesh();
scene.mMeshes[i]->mMaterialIndex = 0;
auto& node = scene.mRootNode->mChildren[i];
node = new aiNode();
node->mNumMeshes = 1;
node->mMeshes = new unsigned int [scene.mRootNode->mNumMeshes];
node->mMeshes[0] = i;
auto mesh = scene.mMeshes[i];
mesh->mNumVertices = model.lods[0].parts[i].vertices.size();
mesh->mVertices = new aiVector3D [mesh->mNumVertices];
for(int j = 0; j < mesh->mNumVertices; j++) {
auto vertex = model.lods[0].parts[i].vertices[j];
mesh->mVertices[j] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]);
}
mesh->mNumFaces = model.lods[0].parts[i].indices.size() / 3;
mesh->mFaces = new aiFace[mesh->mNumFaces];
int lastFace = 0;
for(int j = 0; j < model.lods[0].parts[i].indices.size(); j += 3) {
aiFace& face = mesh->mFaces[lastFace++];
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = model.lods[0].parts[i].indices[j];
face.mIndices[1] = model.lods[0].parts[i].indices[j + 1];
face.mIndices[2] = model.lods[0].parts[i].indices[j + 2];
}
}
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");
exporter.Export(&scene, "fbx", fileName.toStdString());
}

View file

@ -14,6 +14,7 @@ struct RenderPart {
};
struct RenderModel {
Model model;
std::vector<RenderPart> parts;
};

View file

@ -510,6 +510,7 @@ uint32_t Renderer::findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags pro
RenderModel Renderer::addModel(const Model& model) {
RenderModel renderModel;
renderModel.model = model;
for(auto part : model.lods[0].parts) {
RenderPart renderPart;