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Add model export to rwviewer
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@ -68,3 +68,8 @@ QVariant ItemListModel::headerData(int section, Qt::Orientation orientation, int
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}
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return QVariant::Invalid;
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}
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QModelIndex ItemListModel::index(int row, int column, const QModelIndex &parent) const
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{
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return hasIndex(row, column, parent) ? createIndex(row, column, getIDOf(row)) : QModelIndex();
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}
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@ -11,13 +11,13 @@ class ItemListModel : public QAbstractTableModel
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GameWorld* _world;
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qint16 getIDOf(unsigned int row ) const;
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public:
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explicit ItemListModel(GameWorld* _world, QObject *parent = 0);
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GameWorld* world() const { return _world; }
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qint16 getIDOf(unsigned int row ) const;
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virtual int rowCount(const QModelIndex& parent = QModelIndex()) const;
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virtual int columnCount(const QModelIndex& parent = QModelIndex()) const;
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@ -25,6 +25,8 @@ public:
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virtual QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const;
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virtual QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const;
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QModelIndex index(int row, int column, const QModelIndex &parent) const;
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};
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#endif // ITEMLISTMODEL_HPP
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@ -15,6 +15,7 @@ ItemListWidget::ItemListWidget(QWidget* parent, Qt::WindowFlags flags)
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table = new QTableView();
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layout->addWidget(searchbox);
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layout->addWidget(table);
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table->setSelectionBehavior(QAbstractItemView::SelectRows);
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intermediate->setLayout(layout);
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setWidget(intermediate);
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@ -36,7 +37,7 @@ void ItemListWidget::selectedIndexChanged(const QModelIndex& current)
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{
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auto mts = filter->mapToSource(current);
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if( mts.isValid() ) {
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emit selectedItemChanged( current.internalId() );
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emit selectedItemChanged( model->getIDOf(mts.row()) );
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}
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}
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@ -4,9 +4,11 @@
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#include <QMouseEvent>
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#include <engine/GameObject.hpp>
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#include <engine/Animator.hpp>
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#include <QFileDialog>
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#include <algorithm>
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ViewerWidget::ViewerWidget(QWidget* parent, const QGLWidget* shareWidget, Qt::WindowFlags f)
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: QGLWidget(parent, shareWidget, f), gworld(nullptr), dummyObject(nullptr),
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: QGLWidget(parent, shareWidget, f), gworld(nullptr), dummyObject(nullptr), currentObjectID(0),
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cmodel(nullptr), canimation(nullptr), viewDistance(1.f), dragging(false)
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{
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}
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@ -81,6 +83,7 @@ GameWorld* ViewerWidget::world()
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void ViewerWidget::showItem(qint16 item)
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{
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currentObjectID = item;
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// TODO: actually show items.
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}
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@ -96,6 +99,30 @@ void ViewerWidget::showAnimation(Animation *anim)
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}
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}
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void ViewerWidget::exportModel()
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{
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QString toSv = QFileDialog::getSaveFileName(this,
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"Export Model",
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QDir::homePath(),
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"Model (*.DFF)");
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if( toSv.size() == 0 ) return;
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auto it = world()->objectTypes.find(currentObjectID);
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if( it != world()->objectTypes.end() ) {
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for( auto& archive : world()->gameData.archives ) {
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for(size_t i = 0; i < archive.second.getAssetCount(); ++i) {
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auto& assetI = archive.second.getAssetInfoByIndex(i);
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std::string q(assetI.name);
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std::transform(q.begin(), q.end(), q.begin(), ::tolower);
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if( q.find(it->second->modelName) != q.npos ) {
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archive.second.saveAsset(q, toSv.toStdString());
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}
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}
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}
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}
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}
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ModelHandle* ViewerWidget::currentModel() const
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{
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return cmodel;
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@ -105,8 +132,11 @@ void ViewerWidget::setGamePath(const std::string &path)
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{
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if( gworld ) delete gworld;
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gworld = new GameWorld(path);
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gworld->gameData.load();
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gworld->gameData.loadIMG("/models/gta3");
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gworld->gameData.loadIMG("/models/txd");
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gworld->gameData.load();
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for(auto it = gworld->gameData.ideLocations.begin();
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it != gworld->gameData.ideLocations.end();
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++it) {
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@ -18,6 +18,7 @@ class ViewerWidget : public QGLWidget
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GameWorld* gworld;
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GameObject* dummyObject;
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quint16 currentObjectID;
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ModelHandle* cmodel;
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Animation* canimation;
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@ -50,6 +51,8 @@ public slots:
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void showAnimation(Animation* anim);
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void exportModel();
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signals:
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void dataLoaded(GameWorld* world);
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@ -48,6 +48,9 @@ ViewerWindow::ViewerWindow(QWidget* parent, Qt::WindowFlags flags): QMainWindow(
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ex->setShortcut(QKeySequence::Quit);
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connect(ex, SIGNAL(triggered()), QApplication::instance(), SLOT(closeAllWindows()));
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QMenu* data = mb->addMenu("&Data");
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data->addAction("Export &Model", viewer, SLOT(exportModel()));
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QMenu* anim = mb->addMenu("&Animation");
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anim->addAction("Load &Animations", this, SLOT(openAnimations()));
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