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#include "ScaledModelExporter.h"
#include <map>
#include <fstream>
#include "i18n.h"
#include "iundo.h"
#include "itextstream.h"
#include "igame.h"
#include "ientity.h"
#include "iscenegraph.h"
#include "os/fs.h"
#include "os/path.h"
#include "registry/registry.h"
#include <fmt/format.h>
#include "string/case_conv.h"
#include <regex>
#include <climits>
#include "ModelExporter.h"
namespace map
{
void ScaledModelExporter::initialise()
{
_mapEventConn = GlobalMapModule().signal_mapEvent().connect(
sigc::mem_fun(*this, &ScaledModelExporter::onMapEvent)
);
}
void ScaledModelExporter::shutdown()
{
_mapEventConn.disconnect();
}
void ScaledModelExporter::onMapEvent(IMap::MapEvent ev)
{
if (ev == IMap::MapSaving)
{
saveScaledModels();
}
}
void ScaledModelExporter::saveScaledModels()
{
std::map<scene::INodePtr, model::ModelNodePtr> nodesToProcess;
// Find any models with modified scale
GlobalSceneGraph().foreachNode([&](const scene::INodePtr& node)
{
if (Node_isEntity(node))
{
// Find any model nodes below that one
node->foreachNode([&](const scene::INodePtr& child)
{
model::ModelNodePtr candidate = Node_getModel(child);
if (candidate && candidate->hasModifiedScale())
{
nodesToProcess.insert(std::make_pair(node, candidate));
}
return true;
});
}
return true;
});
// Do we have any models with modified scale?
if (!nodesToProcess.empty())
{
UndoableCommand scaleModels("saveScaledModels");
for (auto& pair : nodesToProcess)
{
saveScaledModel(pair.first, pair.second);
}
}
}
void ScaledModelExporter::saveScaledModel(const scene::INodePtr& entityNode, const model::ModelNodePtr& modelNode)
{
// Request the default format from the preferences
std::string outputExtension = registry::getValue<std::string>(RKEY_DEFAULT_MODEL_EXPORT_FORMAT);
string::to_lower(outputExtension);
rMessage() << "Model format used for export: " << outputExtension <<
" (this can be changed in the preferences)" << std::endl;
// Save the scaled model in the configured format
model::IModelExporterPtr exporter = GlobalModelFormatManager().getExporter(outputExtension);
if (!exporter)
{
rError() << "Cannot save out scaled models, no exporter found." << std::endl;
return;
}
// Push the geometry into the exporter
model::IModel& model = modelNode->getIModel();
for (int s = 0; s < model.getSurfaceCount(); ++s)
{
const model::IModelSurface& surface = model.getSurface(s);
exporter->addSurface(surface, Matrix4::getIdentity());
}
// Get the current model file name
Entity* entity = Node_getEntity(entityNode);
fs::path targetPath = getWritableGamePath();
fs::path modelPath = "models/map_specific/scaled";
// Ensure the output path exists
targetPath /= modelPath;
fs::create_directories(targetPath);
fs::path modelKeyValue = entity->getKeyValue("model");
rMessage() << "Exporting scaled model for entity " << entity->getKeyValue("name") <<
": " << modelKeyValue.string() << std::endl;
// Generate a new model name, la "haystack_scaled3.ase"
std::string modelFilename = generateUniqueModelFilename(targetPath, modelKeyValue, outputExtension);
// assemble the new model spawnarg
modelPath /= modelFilename;
// Export to temporary file and rename afterwards
try
{
exporter->exportToPath(targetPath.string(), modelFilename);
std::string newModelKey = os::standardPath(modelPath.string());
entity->setKeyValue("model", newModelKey);
rMessage() << "Done exporting scaled model, new model key is " << newModelKey << std::endl;
}
catch (std::runtime_error& ex)
{
rError() << "Failed to export scaled model: " << ex.what() << std::endl;
}
}
std::string ScaledModelExporter::generateUniqueModelFilename(
const fs::path& outputPath, const fs::path& modelPath, const std::string& outputExtension)
{
std::string modelFilename = modelPath.filename().string();
// Remove any previously existing "_scaledN" suffix
std::regex expr("_scaled\\d+\\.");
modelFilename = std::regex_replace(modelFilename, expr, ".");
std::string filenameNoExt = os::replaceExtension(modelFilename, "");
int i = 0;
while (++i < INT_MAX)
{
std::string generatedFilename = fmt::format("{0}_scaled{1:d}.{2}", filenameNoExt, i, outputExtension);
fs::path targetFile = outputPath / generatedFilename;
if (!fs::exists(targetFile))
{
return generatedFilename; // break the loop
}
}
throw new std::runtime_error("Could not generate a unique model filename.");
}
fs::path ScaledModelExporter::getWritableGamePath()
{
fs::path targetPath = GlobalGameManager().getModPath();
if (targetPath.empty())
{
targetPath = GlobalGameManager().getUserEnginePath();
rMessage() << "No mod base path found, falling back to user engine path to save model file: " <<
targetPath.string() << std::endl;
}
return targetPath;
}
}
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