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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 23:08:05 -05:00
Add generic XModel Export dumper without bone support yet
This commit is contained in:
@ -1,14 +1,21 @@
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#include "AssetDumperXModel.h"
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#include <cassert>
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#include <set>
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#include <iomanip>
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#include "ObjWriting.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Math/Quaternion.h"
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#include "Model/XModel/XModelExportWriter.h"
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#include "Utils/HalfFloat.h"
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#include "Utils/QuatInt16.h"
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using namespace IW4;
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bool AssetDumperXModel::ShouldDump(XAssetInfo<XModel>* asset)
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{
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return true;
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return !asset->m_name.empty() && asset->m_name[0] != ',';
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}
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void AssetDumperXModel::DumpObjMatMaterial(AssetDumpingContext& context, const Material* material, std::ostream& stream)
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@ -20,7 +27,7 @@ void AssetDumperXModel::DumpObjMatMaterial(AssetDumpingContext& context, const M
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GfxImage* normalMap = nullptr;
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GfxImage* specularMap = nullptr;
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for(auto i = 0u; i < material->textureCount; i++)
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for (auto i = 0u; i < material->textureCount; i++)
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{
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const auto& texture = material->textureTable[i];
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@ -70,13 +77,13 @@ void AssetDumperXModel::DumpObjMat(AssetDumpingContext& context, XAssetInfo<XMod
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std::set<Material*> uniqueMaterials;
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for (auto i = 0u; i < model->numsurfs; i++)
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{
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if(model->materialHandles[i] != nullptr)
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if (model->materialHandles[i] != nullptr)
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uniqueMaterials.emplace(model->materialHandles[i]);
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}
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stream << "# Material count: " << uniqueMaterials.size() << "\n";
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for(const auto* material : uniqueMaterials)
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for (const auto* material : uniqueMaterials)
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{
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DumpObjMatMaterial(context, material, stream);
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}
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@ -129,13 +136,13 @@ void AssetDumperXModel::DumpObjLod(AssetDumpingContext& context, XAssetInfo<XMod
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const auto* vertex = &surf->verts0[vi];
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vec3_t normalVec;
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Common::Vec3UnpackUnitVec(vertex->normal, &normalVec);
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stream << "vn " << normalVec[0] << " " << normalVec[2] << " " << -normalVec[1] << "\n";
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}
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stream << "\n";
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if(model->numsurfs > i && model->materialHandles && model->materialHandles[i])
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if (model->numsurfs > i && model->materialHandles && model->materialHandles[i])
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{
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stream << "usemtl " << model->materialHandles[i]->info.name << "\n";
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}
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@ -169,15 +176,190 @@ void AssetDumperXModel::DumpObj(AssetDumpingContext& context, XAssetInfo<XModel>
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}
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}
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void AssetDumperXModel::DumpXModelExportLod(AssetDumpingContext& context, XAssetInfo<XModel>* asset, unsigned lod)
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void AssetDumperXModel::AddBonesToWriter(const AssetDumpingContext& context, AbstractXModelWriter& writer, const XModel* model)
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{
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for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
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{
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XModelBone bone;
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if (model->boneNames[boneNum] < context.m_zone->m_script_strings.Count())
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bone.name = context.m_zone->m_script_strings[model->boneNames[boneNum]];
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else
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bone.name = "INVALID_BONE_NAME";
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if (boneNum < model->numRootBones)
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bone.parentIndex = -1;
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else
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bone.parentIndex = static_cast<int>(boneNum - static_cast<unsigned int>(model->parentList[boneNum - model->numRootBones]));
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bone.scale[0] = 1.0f;
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bone.scale[1] = 1.0f;
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bone.scale[2] = 1.0f;
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if (boneNum < model->numRootBones)
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{
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bone.offset[0] = 0;
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bone.offset[1] = 0;
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bone.offset[2] = 0;
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bone.rotation = Quaternion32(0, 0, 0, 1);
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}
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else
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{
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bone.offset[0] = model->trans[boneNum - model->numRootBones][0];
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bone.offset[1] = model->trans[boneNum - model->numRootBones][1];
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bone.offset[2] = model->trans[boneNum - model->numRootBones][2];
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bone.rotation = Quaternion32(
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3])
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);
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}
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writer.AddBone(std::move(bone));
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}
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}
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void AssetDumperXModel::DumpXModelExport(AssetDumpingContext& context, XAssetInfo<XModel>* asset)
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void AssetDumperXModel::AddMaterialsToWriter(AbstractXModelWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
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{
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for (auto surfaceMaterialNum = 0; surfaceMaterialNum < model->numsurfs; surfaceMaterialNum++)
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{
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Material* material = model->materialHandles[surfaceMaterialNum];
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if (materialMapper.Add(material))
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{
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XModelMaterial xMaterial;
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xMaterial.ApplyDefaults();
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xMaterial.name = material->info.name;
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for (auto textureIndex = 0; textureIndex < material->textureCount; textureIndex++)
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{
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const auto* textureTableEntry = &material->textureTable[textureIndex];
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if (textureTableEntry->semantic == TS_COLOR_MAP && textureTableEntry->u.image)
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{
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xMaterial.colorMapName = textureTableEntry->u.image->name;
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break;
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}
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}
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writer.AddMaterial(std::move(xMaterial));
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}
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}
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}
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void AssetDumperXModel::AddObjectsToWriter(AbstractXModelWriter& writer, const XModelSurfs* modelSurfs)
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{
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for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
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{
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XModelObject object;
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object.name = "surf" + std::to_string(surfIndex);
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writer.AddObject(std::move(object));
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}
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}
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void AssetDumperXModel::AddVerticesToWriter(AbstractXModelWriter& writer, const XModelSurfs* modelSurfs)
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{
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for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
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{
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const auto& surface = modelSurfs->surfs[surfIndex];
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for (auto vertexIndex = 0u; vertexIndex < surface.vertCount; vertexIndex++)
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{
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const auto& v = surface.verts0[vertexIndex];
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vec2_t uv;
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vec3_t normalVec;
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vec4_t color;
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Common::Vec2UnpackTexCoords(v.texCoord, &uv);
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Common::Vec3UnpackUnitVec(v.normal, &normalVec);
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Common::Vec4UnpackGfxColor(v.color, &color);
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XModelVertex vertex{};
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vertex.coordinates[0] = v.xyz[0];
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vertex.coordinates[1] = v.xyz[1];
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vertex.coordinates[2] = v.xyz[2];
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vertex.normal[0] = normalVec[0];
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vertex.normal[1] = normalVec[1];
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vertex.normal[2] = normalVec[2];
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vertex.color[0] = color[0];
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vertex.color[1] = color[1];
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vertex.color[2] = color[2];
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vertex.color[3] = color[3];
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vertex.uv[0] = uv[0];
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vertex.uv[1] = uv[1];
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writer.AddVertex(vertex);
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}
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}
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}
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void AssetDumperXModel::AddFacesToWriter(AbstractXModelWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModelSurfs* modelSurfs,
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const int baseSurfaceIndex)
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{
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for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
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{
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const auto& surface = modelSurfs->surfs[surfIndex];
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for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
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{
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const auto& tri = surface.triIndices[triIndex];
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XModelFace face{};
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face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
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face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
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face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
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face.objectIndex = static_cast<int>(surfIndex);
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face.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfaceIndex));
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writer.AddFace(face);
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}
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}
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}
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void AssetDumperXModel::DumpXModelExportLod(const AssetDumpingContext& context, XAssetInfo<XModel>* asset, const unsigned lod)
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{
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const auto* model = asset->Asset();
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const auto* modelSurfs = model->lodInfo[lod].modelSurfs;
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if (modelSurfs->name[0] == ',' || modelSurfs->surfs == nullptr)
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return;
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const auto assetFile = context.OpenAssetFile("model_export/" + std::string(modelSurfs->name) + ".XMODEL_EXPORT");
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if (!assetFile)
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return;
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const auto writer = XModelExportWriter::CreateWriterForVersion6(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
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DistinctMapper<Material*> materialMapper(model->numsurfs);
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AddBonesToWriter(context, *writer, model);
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AddMaterialsToWriter(*writer, materialMapper, model);
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AddObjectsToWriter(*writer, modelSurfs);
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AddVerticesToWriter(*writer, modelSurfs);
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AddFacesToWriter(*writer, materialMapper, modelSurfs, model->lodInfo[lod].surfIndex);
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writer->Write(*assetFile);
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}
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void AssetDumperXModel::DumpXModelExport(const AssetDumpingContext& context, XAssetInfo<XModel>* asset)
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{
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const auto* model = asset->Asset();
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for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
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{
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DumpXModelExportLod(context, asset, currentLod);
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}
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}
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void AssetDumperXModel::DumpAsset(AssetDumpingContext& context, XAssetInfo<XModel>* asset)
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{
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DumpObj(context, asset);
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switch (ObjWriting::Configuration.ModelOutputFormat)
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{
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case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
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DumpObj(context, asset);
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break;
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case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:
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DumpXModelExport(context, asset);
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break;
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default:
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assert(false);
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break;
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}
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}
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