Example #1
0
void MapExporter::post(const scene::INodePtr& node)
{
	try
	{
		Entity* entity = Node_getEntity(node);

		if (entity != NULL)
		{
			_writer.endWriteEntity(*entity, _mapStream);
			return;
		}

		IBrush* brush = Node_getIBrush(node);

		if (brush != NULL && brush->hasContributingFaces())
		{
			_writer.endWriteBrush(*brush, _mapStream);
			return;
		}

		IPatch* patch = Node_getIPatch(node);

		if (patch != NULL)
		{
			_writer.endWritePatch(*patch, _mapStream);
			return;
		}
	}
	catch (IMapWriter::FailureException& ex)
	{
		rError() << "Failure exporting a node (post): " << ex.what() << std::endl;
	}
}
Example #2
0
bool MapExporter::pre(const scene::INodePtr& node)
{
	try
	{
		Entity* entity = Node_getEntity(node);

		if (entity != NULL)
		{
			// Progress dialog handling
			onNodeProgress();
			
			_writer.beginWriteEntity(*entity, _mapStream);

			if (_infoFileExporter) _infoFileExporter->visit(node);

			return true;
		}

		IBrush* brush = Node_getIBrush(node);

		if (brush != NULL && brush->hasContributingFaces())
		{
			// Progress dialog handling
			onNodeProgress();

			_writer.beginWriteBrush(*brush, _mapStream);

			if (_infoFileExporter) _infoFileExporter->visit(node);

			return true;
		}

		IPatch* patch = Node_getIPatch(node);

		if (patch != NULL)
		{
			// Progress dialog handling
			onNodeProgress();

			_writer.beginWritePatch(*patch, _mapStream);

			if (_infoFileExporter) _infoFileExporter->visit(node);

			return true;
		}
	}
	catch (IMapWriter::FailureException& ex)
	{
		rError() << "Failure exporting a node (pre): " << ex.what() << std::endl;
	}

	return true; // full traversal
}
Example #3
0
void ModelExporter::processBrush(const scene::INodePtr& node)
{
	IBrush* brush = Node_getIBrush(node);

	if (brush == nullptr) return;

	Matrix4 exportTransform = node->localToWorld().getPremultipliedBy(_centerTransform);

	for (std::size_t b = 0; b < brush->getNumFaces(); ++b)
	{
		const IFace& face = brush->getFace(b);

		const std::string& materialName = face.getShader();

		if (!isExportableMaterial(materialName)) continue;

		const IWinding& winding = face.getWinding();

		std::vector<model::ModelPolygon> polys;

		if (winding.size() < 3)
		{
			rWarning() << "Skipping face with less than 3 winding verts" << std::endl;
			continue;
		}

		// Create triangles for this winding 
		for (std::size_t i = 1; i < winding.size() - 1; ++i)
		{
			model::ModelPolygon poly;

			poly.a = convertWindingVertex(winding[i + 1]);
			poly.b = convertWindingVertex(winding[i]);
			poly.c = convertWindingVertex(winding[0]);

			polys.push_back(poly);
		}

		_exporter->addPolygons(materialName, polys, exportTransform);
	}
}