Add gui xmodel view
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91f4444a67
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@ -172,6 +172,20 @@ namespace gui::asset_list
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}
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}
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void add_view_button(int id, game::XAssetType type, const char* name)
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{
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if (asset_view_callbacks.contains(type))
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{
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ImGui::SameLine();
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ImGui::PushID(id);
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if (ImGui::Button("view"))
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{
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asset_view_callbacks.at(type)(name);
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}
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ImGui::PopID();
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}
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}
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void add_asset_view_callback(game::XAssetType type, const std::function<void(const std::string&)>& callback)
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{
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asset_view_callbacks.insert(std::make_pair(type, callback));
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@ -5,4 +5,5 @@
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namespace gui::asset_list
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{
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void add_asset_view_callback(game::XAssetType, const std::function<void(const std::string&)>& callback);
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void add_view_button(int id, game::XAssetType type, const char* name);
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}
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333
src/client/component/gui/assets/xmodel.cpp
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333
src/client/component/gui/assets/xmodel.cpp
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@ -0,0 +1,333 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include "component/scheduler.hpp"
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#include "component/command.hpp"
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#include "component/fastfiles.hpp"
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#include "../gui.hpp"
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#include "../asset_list.hpp"
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#include <utils/string.hpp>
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#include <utils/hook.hpp>
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namespace gui::asset_list::assets::xmodel
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{
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namespace
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{
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std::unordered_set<std::string> opened_assets;
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void add_xmodel_view(const std::string& name)
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{
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opened_assets.insert(name);
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}
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ImVec2 project_vertex(game::vec3_t v, bool flip_axis, float scale = 1.f,
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bool rotate = false, float rotation_speed = 0.f)
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{
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constexpr auto left = -1.0f;
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constexpr auto right = 1.0f;
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constexpr auto bottom = -1.0f;
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constexpr auto top = 1.0f;
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auto rotation_angle = 0.f;
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if (rotate)
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{
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rotation_angle = game::Sys_Milliseconds() * rotation_speed;
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}
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const auto cos_angle = std::cos(rotation_angle);
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const auto sin_angle = std::sin(rotation_angle);
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float o_x = 0.f;
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float o_y = 0.f;
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float o_z = 0.f;
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if (flip_axis)
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{
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o_x = v[0] * scale;
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o_y = v[1] * scale;
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o_z = v[2] * scale;
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}
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else
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{
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o_x = v[1] * scale;
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o_y = v[0] * scale;
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o_z = v[2] * scale;
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}
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const auto x = o_x * cos_angle - o_z * sin_angle;
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const auto y = o_y;
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const auto proj_x = (2.0f * x) / (right - left) - (right + left) / (right - left);
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const auto proj_y = (2.0f * y) / (top - bottom) - (top + bottom) / (top - bottom);
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const auto screen_x = (proj_x + 1.0f) * 0.5f * 50.f;
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const auto screen_y = (1.0f - proj_y) * 0.5f * 50.f;
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return ImVec2(screen_x, screen_y);
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}
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int sum_verts(game::XSurface* surf, game::vec3_t mins, game::vec3_t maxs, game::vec3_t origin)
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{
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for (auto i = 0u; i < surf->triCount; i++)
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{
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game::GfxPackedVertex* vertices[3]{};
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vertices[0] = &surf->verts0.packedVerts0[surf->triIndices[i].v1];
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vertices[1] = &surf->verts0.packedVerts0[surf->triIndices[i].v2];
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vertices[2] = &surf->verts0.packedVerts0[surf->triIndices[i].v3];
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for (auto o = 0; o < 3; o++)
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{
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for (auto j = 0; j < 3; j++)
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{
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origin[j] += vertices[o]->xyz[j];
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if (vertices[o]->xyz[j] > maxs[j])
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{
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maxs[j] = vertices[o]->xyz[j];
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}
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if (vertices[o]->xyz[j] < mins[j])
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{
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mins[j] = vertices[o]->xyz[j];
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}
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}
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}
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}
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return surf->triCount * 2;
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}
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void draw_surf(game::XSurface* surf, game::vec3_t mins, game::vec3_t maxs, game::vec3_t origin,
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game::vec2_t maxs_2d, ImVec2 window_pos, bool flip_axis)
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{
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const auto draw_list = ImGui::GetWindowDrawList();
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constexpr auto max_size = 10.f;
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const auto extent = std::sqrt(maxs[0] * maxs[0] + maxs[1] * maxs[1] + maxs[2] * maxs[2]);
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const auto scale = max_size / extent;
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for (auto i = 0u; i < surf->triCount; i++)
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{
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game::GfxPackedVertex* vertices[3]{};
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vertices[0] = &surf->verts0.packedVerts0[surf->triIndices[i].v1];
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vertices[1] = &surf->verts0.packedVerts0[surf->triIndices[i].v2];
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vertices[2] = &surf->verts0.packedVerts0[surf->triIndices[i].v3];
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ImVec2 points[3]{};
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for (auto o = 0; o < 3; o++)
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{
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game::vec3_t trans_vertex{};
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trans_vertex[0] = vertices[o]->xyz[0] - origin[0];
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trans_vertex[1] = vertices[o]->xyz[1] - origin[1];
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trans_vertex[2] = vertices[o]->xyz[2] - origin[2];
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points[o] = project_vertex(trans_vertex, flip_axis, scale, true, 0.001f);
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if (maxs_2d[0] < points[o].x)
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{
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maxs_2d[0] = points[o].x;
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}
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if (maxs_2d[1] < points[o].y)
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{
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maxs_2d[1] = points[o].y;
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}
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points[o][0] += window_pos.x;
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points[o][1] += window_pos.y;
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}
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draw_list->AddLine(points[0], points[1], IM_COL32_WHITE, 1.f);
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draw_list->AddLine(points[1], points[2], IM_COL32_WHITE, 1.f);
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draw_list->AddLine(points[2], points[0], IM_COL32_WHITE, 1.f);
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}
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}
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int sum_verts_in_xmodels(game::XModel* asset, game::vec3_t mins, game::vec3_t maxs, game::vec3_t origin)
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{
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int vert_count = 0;
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for (auto o = 0; o < asset->lodInfo[0].numsurfs; o++)
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{
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const auto surf = &asset->lodInfo[0].surfs[o];
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if (surf)
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{
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vert_count += sum_verts(surf, mins, maxs, origin);
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}
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}
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return vert_count;
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}
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void draw_xmodel(game::XModel* asset, bool flip_axis, game::vec3_t mins, game::vec3_t maxs, game::vec3_t origin, game::vec3_t maxs_2d)
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{
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if (asset->numLods > 0)
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{
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auto window_pos = ImGui::GetCursorScreenPos();
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constexpr auto offset = ImVec2(400, 150);
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window_pos.x += offset.x;
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window_pos.y += offset.y;
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for (auto o = 0; o < asset->lodInfo[0].numsurfs; o++)
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{
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const auto surf = &asset->lodInfo[0].surfs[o];
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if (surf)
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{
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draw_surf(surf, mins, maxs, origin, maxs_2d, window_pos, flip_axis);
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}
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}
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}
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}
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bool draw_material_window(const std::string& name)
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{
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const auto asset = game::DB_FindXAssetHeader(game::ASSET_TYPE_XMODEL, name.data(), 0).model;
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if (asset == nullptr)
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{
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return false;
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}
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auto is_open = true;
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if (ImGui::Begin(name.data(), &is_open))
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{
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static bool flip_axis = false;
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ImGui::Checkbox("flip axis", &flip_axis);
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ImGui::SetNextItemOpen(true, ImGuiCond_FirstUseEver);
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if (ImGui::TreeNode("3d mesh"))
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{
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int vert_count = 0;
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game::vec3_t mins{};
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game::vec3_t maxs{};
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game::vec3_t origin{};
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game::vec2_t maxs_2d{};
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vert_count += sum_verts_in_xmodels(asset, mins, maxs, origin);
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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vert_count += sum_verts_in_xmodels(asset->compositeModels[i], mins, maxs, origin);
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}
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for (auto o = 0; o < 3; o++)
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{
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origin[o] /= static_cast<float>(vert_count);
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}
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draw_xmodel(asset, flip_axis, mins, maxs, origin, maxs_2d);
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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draw_xmodel(asset->compositeModels[i], flip_axis, mins, maxs, origin, maxs_2d);
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}
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ImGui::Dummy(ImVec2(maxs_2d[0] + 800, maxs_2d[1] + 250));
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ImGui::TreePop();
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}
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#define DRAW_ASSET_PROPERTY(__name__, __fmt__) \
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ImGui::Text(#__name__ ": " __fmt__, asset->__name__); \
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#define DRAW_ASSET_PROPERTY_COPY(__name__) \
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ImGui::Text(#__name__ ": "); \
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ImGui::SameLine(); \
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if (ImGui::Button(asset->__name__)) \
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{ \
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gui::copy_to_clipboard(asset->__name__); \
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} \
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DRAW_ASSET_PROPERTY_COPY(name);
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DRAW_ASSET_PROPERTY(numRootBones, "%i");
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DRAW_ASSET_PROPERTY(numsurfs, "%i");
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DRAW_ASSET_PROPERTY(lodRampType, "%i");
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DRAW_ASSET_PROPERTY(numBonePhysics, "%i");
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DRAW_ASSET_PROPERTY(numCompositeModels, "%i");
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DRAW_ASSET_PROPERTY(unk_float, "%f");
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DRAW_ASSET_PROPERTY(scale, "%f");
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if (ImGui::TreeNode("bones"))
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{
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for (auto i = 0; i < asset->numBones; i++)
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{
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const auto bone_name = game::SL_ConvertToString(asset->boneNames[i]);
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if (bone_name)
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{
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if (ImGui::Button(bone_name))
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{
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gui::copy_to_clipboard(bone_name);
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}
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}
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}
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("surface materials"))
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{
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for (auto i = 0; i < asset->numsurfs; i++)
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{
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if (ImGui::Button(asset->materialHandles[i]->name))
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{
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gui::copy_to_clipboard(asset->materialHandles[i]->name);
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}
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add_view_button(i, game::ASSET_TYPE_MATERIAL, asset->materialHandles[i]->name);
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}
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ImGui::TreePop();
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}
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if (asset->numCompositeModels > 0)
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{
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if (ImGui::TreeNode("composite models"))
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{
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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if (ImGui::Button(asset->compositeModels[i]->name))
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{
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gui::copy_to_clipboard(asset->compositeModels[i]->name);
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}
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}
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ImGui::TreePop();
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}
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}
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}
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ImGui::End();
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return is_open;
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}
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void draw_xmodels()
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{
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for (auto i = opened_assets.begin(); i != opened_assets.end(); )
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{
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if (!draw_material_window(*i))
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{
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i = opened_assets.erase(i);
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}
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else
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{
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++i;
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}
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}
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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gui::asset_list::add_asset_view_callback(game::ASSET_TYPE_XMODEL, add_xmodel_view);
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gui::register_callback(draw_xmodels, false);
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}
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};
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}
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REGISTER_COMPONENT(gui::asset_list::assets::xmodel::component)
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