Add support for exporting CMB models

This commit is contained in:
KillzXGaming 2019-10-12 12:46:43 -04:00
parent 833565f21b
commit 9e3ead1778

View file

@ -13,7 +13,7 @@ using OpenTK.Graphics.OpenGL;
namespace FirstPlugin
{
public class CMB : TreeNodeFile, IFileFormat
public class CMB : TreeNodeFile, IFileFormat, IContextMenuNode
{
public FileType FileType { get; set; } = FileType.Layout;
@ -55,6 +55,34 @@ namespace FirstPlugin
}
}
public ToolStripItem[] GetContextMenuItems()
{
List<ToolStripItem> Items = new List<ToolStripItem>();
Items.Add(new ToolStripMenuItem("Export", null, ExportAction, Keys.Control | Keys.E));
return Items.ToArray();
}
private void ExportAction(object sender, EventArgs e)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.dae;";
if (sfd.ShowDialog() == DialogResult.OK) {
ExportModel(sfd.FileName);
}
}
private void ExportModel(string FileName)
{
AssimpSaver assimp = new AssimpSaver();
ExportModelSettings settings = new ExportModelSettings();
var model = new STGenericModel();
model.Materials = Materials;
model.Objects = Renderer.Meshes;
assimp.SaveFromModel(model, FileName, new List<STGenericTexture>(), new STSkeleton());
}
bool DrawablesLoaded = false;
public override void OnClick(TreeView treeView)
{
@ -81,6 +109,7 @@ namespace FirstPlugin
public CMB_Renderer Renderer;
public DrawableContainer DrawableContainer = new DrawableContainer();
List<STGenericMaterial> Materials = new List<STGenericMaterial>();
public Header header;
STTextureFolder texFolder;
@ -112,8 +141,6 @@ namespace FirstPlugin
TreeNode materialFolder = new TreeNode("Materials");
TreeNode skeletonFolder = new TreeNode("Skeleton");
List<STGenericMaterial> materials = new List<STGenericMaterial>();
bool HasTextures = header.SectionData.TextureChunk != null &&
header.SectionData.TextureChunk.Textures.Count != 0;
@ -196,7 +223,7 @@ namespace FirstPlugin
CMBMaterialWrapper material = new CMBMaterialWrapper(mat);
material.Text = $"Material {materialIndex++}";
materialFolder.Nodes.Add(material);
materials.Add(material);
Materials.Add(material);
bool HasDiffuse = false;
foreach (var tex in mat.TextureMaps)
@ -229,8 +256,8 @@ namespace FirstPlugin
foreach (var mesh in header.SectionData.SkeletalMeshChunk.MeshChunk.Meshes)
{
STGenericMaterial mat = new STGenericMaterial();
if (materials.Count > mesh.MaterialIndex) //Incase materials for some reason are in a seperate file, check this
mat = materials[mesh.MaterialIndex];
if (Materials.Count > mesh.MaterialIndex) //Incase materials for some reason are in a seperate file, check this
mat = Materials[mesh.MaterialIndex];
CmbMeshWrapper genericMesh = new CmbMeshWrapper(mat);
genericMesh.Text = $"Mesh {MeshIndex++}";
@ -354,8 +381,6 @@ namespace FirstPlugin
if (texFolder.Nodes.Count > 0)
Nodes.Add(texFolder);
materials.Clear();
}
}