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Add export button and support for exporting all mesh parts
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parent
4a1d0cb0a1
commit
de2b6f6307
4 changed files with 63 additions and 36 deletions
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@ -50,7 +50,7 @@ public:
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void refreshModel();
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void exportModel(Model& model);
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void exportModel(Model& model, QString fileName);
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private:
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std::vector<GearInfo> gears;
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@ -14,6 +14,8 @@
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#include <assimp/Exporter.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <QPushButton>
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#include <QFileDialog>
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#include "gamedata.h"
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#include "exhparser.h"
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@ -157,6 +159,9 @@ MainWindow::MainWindow(GameData& data) : data(data) {
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timer->start(1000);
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#endif
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QHBoxLayout* controlLayout = new QHBoxLayout();
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viewportLayout->addLayout(controlLayout);
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QComboBox* raceCombo = new QComboBox();
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for(auto [race, raceName] : raceNames) {
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raceCombo->addItem(raceName.data());
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@ -167,7 +172,19 @@ MainWindow::MainWindow(GameData& data) : data(data) {
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refreshModel();
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});
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viewportLayout->addWidget(raceCombo);
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controlLayout->addWidget(raceCombo);
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QPushButton* exportButton = new QPushButton("Export");
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connect(exportButton, &QPushButton::clicked, [this] {
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QString fileName = QFileDialog::getSaveFileName(this, tr("Save Model"),
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"model.fbx",
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tr("FBX Files (*.fbx)"));
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exportModel(vkWindow->models[0].model, fileName);
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});
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controlLayout->addWidget(exportButton);
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connect(listWidget, &QListWidget::itemClicked, [this](QListWidgetItem* item) {
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for(auto& gear : gears) {
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@ -202,47 +219,55 @@ void MainWindow::refreshModel() {
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}
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}
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void MainWindow::exportModel(Model& model) {
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void MainWindow::exportModel(Model& model, QString fileName) {
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Assimp::Exporter exporter;
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aiScene scene;
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scene.mRootNode = new aiNode();
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scene.mRootNode->mNumChildren = model.lods[0].parts.size();
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scene.mRootNode->mChildren = new aiNode*[scene.mRootNode->mNumChildren];
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scene.mNumMeshes = model.lods[0].parts.size();
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scene.mMeshes = new aiMesh*[scene.mNumMeshes];
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for(int i = 0; i < model.lods[0].parts.size(); i++) {
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scene.mMeshes[i] = new aiMesh();
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scene.mMeshes[i]->mMaterialIndex = 0;
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auto& node = scene.mRootNode->mChildren[i];
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node = new aiNode();
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node->mNumMeshes = 1;
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node->mMeshes = new unsigned int [scene.mRootNode->mNumMeshes];
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node->mMeshes[0] = i;
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auto mesh = scene.mMeshes[i];
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mesh->mNumVertices = model.lods[0].parts[i].vertices.size();
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mesh->mVertices = new aiVector3D [mesh->mNumVertices];
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for(int j = 0; j < mesh->mNumVertices; j++) {
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auto vertex = model.lods[0].parts[i].vertices[j];
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mesh->mVertices[j] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]);
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}
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mesh->mNumFaces = model.lods[0].parts[i].indices.size() / 3;
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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int lastFace = 0;
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for(int j = 0; j < model.lods[0].parts[i].indices.size(); j += 3) {
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aiFace& face = mesh->mFaces[lastFace++];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[face.mNumIndices];
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face.mIndices[0] = model.lods[0].parts[i].indices[j];
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face.mIndices[1] = model.lods[0].parts[i].indices[j + 1];
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face.mIndices[2] = model.lods[0].parts[i].indices[j + 2];
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}
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}
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scene.mNumMaterials = 1;
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scene.mMaterials = new aiMaterial*[1];
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scene.mMaterials[0] = new aiMaterial();
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scene.mNumMeshes = 1;
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scene.mMeshes = new aiMesh*[scene.mNumMeshes];
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scene.mMeshes[0] = new aiMesh();
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scene.mMeshes[0]->mMaterialIndex = 0;
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scene.mRootNode->mNumMeshes = 1;
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scene.mRootNode->mMeshes = new unsigned int [scene.mRootNode->mNumMeshes];
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scene.mRootNode->mMeshes[0] = 0;
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auto mesh = scene.mMeshes[0];
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mesh->mNumVertices = model.lods[0].parts[0].vertices.size();
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mesh->mVertices = new aiVector3D [mesh->mNumVertices];
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for(int i = 0; i < mesh->mNumVertices; i++) {
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auto vertex = model.lods[0].parts[0].vertices[i];
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mesh->mVertices[i] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]);
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}
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mesh->mNumFaces = model.lods[0].parts[0].indices.size() / 3;
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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int lastFace = 0;
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for(int i = 0; i < model.lods[0].parts[0].indices.size(); i += 3) {
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aiFace& face = mesh->mFaces[lastFace++];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[face.mNumIndices];
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face.mIndices[0] = model.lods[0].parts[0].indices[i];
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face.mIndices[1] = model.lods[0].parts[0].indices[i + 1];
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face.mIndices[2] = model.lods[0].parts[0].indices[i + 2];
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}
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exporter.Export(&scene, "fbx", "test.fbx");
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exporter.Export(&scene, "fbx", fileName.toStdString());
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}
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@ -14,6 +14,7 @@ struct RenderPart {
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};
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struct RenderModel {
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Model model;
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std::vector<RenderPart> parts;
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};
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@ -510,6 +510,7 @@ uint32_t Renderer::findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags pro
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RenderModel Renderer::addModel(const Model& model) {
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RenderModel renderModel;
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renderModel.model = model;
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for(auto part : model.lods[0].parts) {
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RenderPart renderPart;
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