warzone2100/tools/qwzm/conversion.cpp

911 lines
22 KiB
C++

#include <QtGlobal>
#include <lib3ds/file.h>
#include <lib3ds/mesh.h>
#include <lib3ds/vector.h>
#include <lib3ds/material.h>
#include <sstream>
#include <fstream>
#include <cstdio>
#include <cstdlib>
#include <string>
#include <set>
#include <list>
#include <queue>
#include <cmath>
#include "qwzm.h"
#include "conversion.h"
MODEL *QWzmViewer::loadPIE(QString inputFile)
{
const bool swapYZ = false;
const bool reverseWinding = false;
const bool invertUV = false;
const bool assumeAnimation = false;
int num, x, y, z, levels, level, pieVersion;
char s[200];
QByteArray inFile = inputFile.toAscii();
const char *input = inFile.constData();
MODEL *psModel = NULL;
FILE *fp = fopen(input, "r");
if (!fp)
{
qWarning("Cannot open \"%s\" for reading: %s", input, strerror(errno));
return NULL;
}
num = fscanf(fp, "PIE %d\n", &pieVersion);
if (num != 1)
{
qWarning("Bad PIE file %s\n", input);
fclose(fp);
freeModel(psModel);
return NULL;
}
num = fscanf(fp, "TYPE %x\n", &x); // ignore
if (num != 1)
{
qWarning("Bad TYPE directive in %s\n", input);
fclose(fp);
freeModel(psModel);
return NULL;
}
num = fscanf(fp, "TEXTURE %d %s %d %d\n", &z, s, &x, &y);
if (num != 4)
{
qWarning("Bad TEXTURE directive in %s\n", input);
fclose(fp);
freeModel(psModel);
return NULL;
}
num = fscanf(fp, "LEVELS %d\n", &levels);
if (num != 1)
{
qWarning("Bad LEVELS directive in %s\n", input);
fclose(fp);
freeModel(psModel);
return NULL;
}
psModel = createModel(levels, 0);
if (!psModel)
{
qFatal("Out of memory");
fclose(fp);
exit(EXIT_FAILURE);
}
strcpy(psModel->texPath, s);
for (level = 0; level < levels; level++)
{
MESH *psMesh = &psModel->mesh[level];
int j, points, faces, facesWZM, faceCount, pointsWZM, pointCount, textureArrays = 1;
WZ_FACE *faceList;
WZ_POSITION *posList;
num = fscanf(fp, "\nLEVEL %d\n", &x);
if (num != 1 || level + 1 != x)
{
qWarning("Bad LEVEL directive in %s, was %d should be %d.\n", input, x, level + 1);
fclose(fp);
freeModel(psModel);
return NULL;
}
num = fscanf(fp, "POINTS %d\n", &points);
if (num != 1)
{
qWarning("Bad POINTS directive in %s, level %d.\n", input, level);
fclose(fp);
freeModel(psModel);
return NULL;
}
posList = (WZ_POSITION*)malloc(sizeof(WZ_POSITION) * points);
for (j = 0; j < points; j++)
{
if (swapYZ)
{
num = fscanf(fp, "%f %f %f\n", &posList[j].x, &posList[j].z, &posList[j].y);
}
else
{
num = fscanf(fp, "%f %f %f\n", &posList[j].x, &posList[j].y, &posList[j].z);
}
if (num != 3)
{
qWarning("Bad POINTS entry level %d, number %d\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
num = fscanf(fp, "POLYGONS %d", &faces);
if (num != 1)
{
qWarning("Bad POLYGONS directive in %s, level %d.\n", input, level);
fclose(fp);
freeModel(psModel);
return NULL;
}
facesWZM = faces; // for starters
faceList = (WZ_FACE*)malloc(sizeof(WZ_FACE) * faces);
pointsWZM = 0;
for (j = 0; j < faces; ++j)
{
int k;
unsigned int flags;
num = fscanf(fp, "\n%x", &flags);
if (num != 1)
{
qWarning("Bad POLYGONS texture flag entry level %d, number %d\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
if (!(flags & iV_IMD_TEX))
{
qWarning("Bad texture flag entry level %d, number %d - no texture flag!\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
if (flags & iV_IMD_XNOCUL)
{
faceList[j].cull = true;
facesWZM++; // must add additional face that is faced in the opposite direction
}
else
{
faceList[j].cull = false;
}
num = fscanf(fp, "%u", &faceList[j].vertices);
if (num != 1 || faceList[j].vertices < 0)
{
qWarning("Bad POLYGONS vertices entry level %d, number %d\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
assert(faceList[j].vertices >= VERTICES_PER_TRIANGLE); // points and lines not supported
if (faceList[j].vertices > VERTICES_PER_TRIANGLE)
{
// since they are triangle fans already, we get to do easy tessellation
facesWZM += (faceList[j].vertices - VERTICES_PER_TRIANGLE);
if (faceList[j].cull)
{
facesWZM += (faceList[j].vertices - VERTICES_PER_TRIANGLE); // double the number of extra faces needed
}
}
pointsWZM += faceList[j].vertices;
// Read in vertex indices and texture coordinates
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d", &faceList[j].index[k]);
if (num != 1)
{
qWarning("Bad vertex position entry level %d, number %d\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
if (flags & iV_IMD_TEXANIM)
{
num = fscanf(fp, "%d %d %f %f", &faceList[j].frames, &faceList[j].rate, &faceList[j].width, &faceList[j].height);
if (num != 4)
{
qWarning("Bad texture animation entry level %d, number %d.\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
if (faceList[j].frames <= 1)
{
qWarning("Level %d, polygon %d has a single animation frame. That makes no sense.\n", level, j);
}
if (textureArrays < faceList[j].frames)
{
textureArrays = faceList[j].frames;
}
}
else
{
faceList[j].frames = 0;
faceList[j].rate = 0;
faceList[j].width = 0;
faceList[j].height = 0;
}
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%f %f", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
if (num != 2)
{
qWarning("Bad texture coordinate entry level %d, number %d\n", level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
}
if (textureArrays == 8 && !assumeAnimation) // guesswork
{
psMesh->teamColours = true;
}
else
{
psMesh->teamColours = false;
}
// Calculate position list. Since positions hold texture coordinates in WZM, unlike in Warzone,
// we need to use some black magic to transfer them over here.
pointCount = 0;
psMesh->vertices = pointsWZM;
psMesh->faces = facesWZM;
psMesh->vertexArray = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * VERTICES_PER_TRIANGLE);
psMesh->indexArray = (GLuint*)malloc(sizeof(GLuint) * psMesh->vertices * VERTICES_PER_TRIANGLE);
psMesh->textureArrays = textureArrays;
for (j = 0; j < textureArrays; j++)
{
psMesh->textureArray[j] = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 2);
}
for (z = 0, j = 0; j < faces; j++)
{
for (int k = 0; k < faceList[j].vertices; k++, pointCount++)
{
int pos = faceList[j].index[k];
// Generate new position
psMesh->vertexArray[z++] = posList[pos].x;
psMesh->vertexArray[z++] = posList[pos].y;
psMesh->vertexArray[z++] = posList[pos].z;
// Use the new position
faceList[j].index[k] = pointCount;
}
}
// Handle texture animation or team colours. In either case, add multiple texture arrays.
for (z = 0; z < textureArrays; z++)
{
for (x = 0, j = 0; j < faces; j++)
{
for (int k = 0; k < faceList[j].vertices; k++)
{
double u;
double v;
// Fix for division by zero in pie 2
int framesPerLine = OLD_TEXTURE_SIZE_FIX;
if (pieVersion == 3)
{
if(faceList[j].width != 0)
{
framesPerLine = 1/ faceList[j].width;
}
else
{
// Fix for division by zero in pie 3
framesPerLine = 1;
}
}
else if (faceList[j].width != 0) // else pieVersion ==2
{
framesPerLine = OLD_TEXTURE_SIZE_FIX / faceList[j].width;
}
int frameH = z % framesPerLine;
/*
* This works because wrap around is only permitted if you start the animation at the
* left border of the texture. What a horrible hack this was.
* Note: It is done the same way in the Warzone source.
*/
int frameV = z / framesPerLine;
double width = faceList[j].texCoord[k][0] + faceList[j].width * frameH;
double height = faceList[j].texCoord[k][1] + faceList[j].height * frameV;
if (pieVersion == 2)
{
u = width / OLD_TEXTURE_SIZE_FIX;
v = height / OLD_TEXTURE_SIZE_FIX;
}
else if (pieVersion == 3)
{
u = width;
v = height;
}
if (invertUV)
{
v = 1.0f - v;
}
psMesh->textureArray[z][x++] = u;
psMesh->textureArray[z][x++] = v;
}
}
}
faceCount = 0;
for (z = 0, j = 0; j < faces; j++)
{
int k, key, previous;
key = faceList[j].index[0];
previous = faceList[j].index[2];
faceCount++;
if (reverseWinding || faceList[j].cull)
{
GLuint *v = &psMesh->indexArray[z];
z += 3;
v[0] = key;
v[1] = previous;
v[2] = faceList[j].index[1];
}
if (!reverseWinding || faceList[j].cull)
{
GLuint *v = &psMesh->indexArray[z];
z += 3;
v[0] = key;
v[2] = previous;
v[1] = faceList[j].index[1];
}
// Generate triangles from the Warzone triangle fans (PIEs, get it?)
for (k = VERTICES_PER_TRIANGLE; k < faceList[j].vertices; k++)
{
if (reverseWinding || faceList[j].cull)
{
GLuint *v = &psMesh->indexArray[z];
z += 3;
v[0] = key;
v[2] = previous;
v[1] = faceList[j].index[k];
}
if (!reverseWinding || faceList[j].cull)
{
GLuint *v = &psMesh->indexArray[z];
z += 3;
v[0] = key;
v[1] = previous;
v[2] = faceList[j].index[k];
}
previous = faceList[j].index[k];
}
}
// We only handle texture animation here, so leave bone heap animation out of it for now.
if (textureArrays == 1 || (textureArrays == 8 && !assumeAnimation))
{
psMesh->frames = 0;
}
else
{
psMesh->frames = textureArrays;
psMesh->frameArray = (FRAME*)malloc(sizeof(FRAME) * psMesh->frames);
for (j = 0; j < textureArrays; j++)
{
FRAME *psFrame = &psMesh->frameArray[j];
psFrame->timeSlice = (float)faceList[j].rate;
psFrame->textureArray = j;
psFrame->translation.x = 0;
psFrame->translation.y = 0;
psFrame->translation.z = 0;
psFrame->rotation.x = 0;
psFrame->rotation.y = 0;
psFrame->rotation.z = 0;
}
}
num = fscanf(fp, "\nCONNECTORS %d", &psMesh->connectors);
if (num == 1 && psMesh->connectors > 0)
{
psMesh->connectorArray = (CONNECTOR *)malloc(sizeof(CONNECTOR) * psMesh->connectors);
for (j = 0; j < psMesh->connectors; j++)
{
CONNECTOR *conn = &psMesh->connectorArray[j];
GLfloat a, b, c;
num = fscanf(fp, "\n%f %f %f", &a, &b, &c);
if (num != 3)
{
qWarning("Bad CONNECTORS directive in %s entry level %d, number %d\n", input, level, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
conn->pos.x = a;
conn->pos.y = b;
conn->pos.z = c;
conn->type = 0; // generic type of connector, only type supported in PIE
}
}
free(faceList);
free(posList);
}
fclose(fp);
return psModel;
}
MODEL *QWzmViewer::load3DS(QString input)
{
const bool swapYZ = true;
const bool reverseWinding = true;
const bool invertUV = true;
const float scaleFactor = 1.0f;
Lib3dsFile *f = lib3ds_file_load(input.toAscii().constData());
Lib3dsMaterial *material = f->materials;
int meshes = 0;
Lib3dsMesh *m;
int meshIdx;
MODEL *psModel;
if (!f)
{
qWarning("Loading 3DS file %s failed", input.toAscii().constData());
return NULL;
}
for (meshes = 0, m = f->meshes; m; m = m->next, meshes++) ; // count the meshes
psModel = createModel(meshes, 0);
if (!psModel)
{
qFatal("Out of memory");
}
// Grab texture name
for (int j = 0; material; material = material->next, j++)
{
Lib3dsTextureMap *texture = &material->texture1_map;
QString texName(texture->name);
if (j > 0)
{
qWarning("Texture %d %s: More than one texture currently not supported!", j, texture->name);
continue;
}
strcpy(psModel->texPath, texName.toLower().toAscii().constData());
}
// Grab each mesh
for (meshIdx = 0, m = f->meshes; m; m = m->next, meshIdx++)
{
MESH *psMesh = &psModel->mesh[meshIdx];
psMesh->vertices = m->points;
psMesh->faces = m->faces;
psMesh->vertexArray = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 3);
psMesh->indexArray = (GLuint*)malloc(sizeof(GLuint) * psMesh->faces * 3);
psMesh->textureArrays = 1; // only one supported from 3DS
psMesh->textureArray[0] = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 2);
for (unsigned int i = 0; i < m->points; i++)
{
Lib3dsVector pos;
lib3ds_vector_copy(pos, m->pointL[i].pos);
if (swapYZ)
{
psMesh->vertexArray[i * 3 + 0] = pos[0] * scaleFactor;
psMesh->vertexArray[i * 3 + 1] = pos[2] * scaleFactor;
psMesh->vertexArray[i * 3 + 2] = pos[1] * scaleFactor;
}
else
{
psMesh->vertexArray[i * 3 + 0] = pos[0] * scaleFactor;
psMesh->vertexArray[i * 3 + 1] = pos[1] * scaleFactor;
psMesh->vertexArray[i * 3 + 2] = pos[2] * scaleFactor;
}
}
for (unsigned int i = 0; i < m->points; i++)
{
GLfloat *v = &psMesh->textureArray[0][i * 2];
v[0] = m->texelL[i][0];
if (invertUV)
{
v[1] = 1.0f - m->texelL[i][1];
}
else
{
v[1] = m->texelL[i][1];
}
}
for (unsigned int i = 0; i < m->faces; ++i)
{
Lib3dsFace *face = &m->faceL[i];
GLuint *v = &psMesh->indexArray[i * 3];
if (reverseWinding)
{
v[0] = face->points[2];
v[1] = face->points[1];
v[2] = face->points[0];
}
else
{
v[0] = face->points[0];
v[1] = face->points[1];
v[2] = face->points[2];
}
}
}
lib3ds_file_free(f);
return psModel;
}
int QWzmViewer::savePIE(const char *filename, const MODEL *psModel, int pieVersion, int type)
{
std::fstream file;
int i, j, k;
/* variable ptOffset: Temporary storage of calculated index
* for a give face OR vertex in the WZM vertex array.
*/
/* variable ptSetIndex: Index of a vertex in the set
* of PIE points for a given PIE level.
*/
// variable polyFlag: Use to compose the flag for a PIE polygon
unsigned int ptOffset, ptSetIndex, polyFlag;
/* Temporary stringstream used to accomodate
* the order PIE polygon data is written
*/
std::stringstream animTmpSs;
MESH *mesh;
/* variable unitW: Width of the bounding box for
* a single tex. anim. "frame" of a polygon.
* variable unitH: Same as unitW except represents
* the height.
*/
/* variable t: represents the top of the bounding box
* when estimating the tex. anim.'s
* height.
* variable b: Same as t except represents the
* bottom.
*/
double unitW, unitH, t, b;
/* variable ptSet: for creating a unique set
* of PIE points for a given PIE level.
*/
std::set< pie_Point> ptSet;
/* variable textures: Temporary storage of
* texture coordinates to avoid redundant
* ptOffset calculations.
*/
std::queue< textCoords, std::list<textCoords> > textures;
file.open(filename, std::fstream::out);
if (!file.is_open())
{
qWarning("QWzmViewer::savePIE - Failed to open file.");
return -1;
}
file << "PIE " << pieVersion << '\n';
file << "TYPE " << std::hex << type << std::dec << "\n";
// Texture directive:
file << "TEXTURE 0 " << psModel->texPath;
switch (pieVersion)
{
case 2:
if (psModel->pixmap != NULL)
{
file << ' ' << psModel->pixmap->h << ' ' << psModel->pixmap->w << '\n';
}
else
{
file << " 256 256\n";
}
break;
case 3:
file << " 0 0\n";
break;
default:
file.close();
qWarning("QWzmViewer::savePIE - Unsupported pie version");
return -1;
}
// LEVELS directive
file << "LEVELS " << psModel->meshes << '\n';
// For each WZM mesh a PIE level.
for (i = 0; i < psModel->meshes; i++)
{
ptSet.clear();
mesh = &(psModel->mesh[i]);
// LEVEL directive
file << "LEVEL " << i + 1 << "\n";
// Create the set of unique points.
for (j = 0; j < mesh->vertices; j++)
{
ptSet.insert(pie_Point(mesh->vertexArray[j*VERTICES_PER_TRIANGLE],
mesh->vertexArray[j*VERTICES_PER_TRIANGLE+1],
mesh->vertexArray[j*VERTICES_PER_TRIANGLE+2]));
}
if (ptSet.size() > pie_MAX_POLYGONS)
{
file.close();
qWarning("QWzmViewer::savePIE - Model has too many vertices to save as PIE.");
return -1;
}
// POINTS directive
file << "POINTS " << ptSet.size() << '\n';
// print out all the points in the set
std::set< pie_Point>::iterator it;
for (it = ptSet.begin(); it != ptSet.end(); it++)
{
GLfloat x, y, z;
it->getXYZ(x, y, z);
switch (pieVersion)
{
case 2:
file << '\t' << (int)rintf(x) << ' ' << (int)rintf(y) << ' ' << (int)rintf(z) << '\n';
break;
case 3:
file << '\t' << x << ' ' << y << ' ' << z << '\n';
break;
}
}
// POLYGONS directive
file << "POLYGONS " << mesh->faces << '\n';
for (j = 0; j < mesh->faces; j++)
{
polyFlag = iV_IMD_TEX; // Default flag
animTmpSs.str(std::string());
if (mesh->textureArrays > 1)
{
ptOffset = mesh->indexArray[j*VERTICES_PER_TRIANGLE];
/*
* TODO:
* This _if_ statement isn't a robust way of checking
* for animations or team colours.
*/
if ((mesh->textureArray[0][ptOffset*2] < mesh->textureArray[1][ptOffset*2])
|| (mesh->textureArray[0][ptOffset*2+1] < mesh->textureArray[mesh->textureArrays-1][ptOffset*2+1]))
{
/* Find height and width for team colours
* and animations.
* TODO: Check that the animations are legal
* for the PIE format.
*/
unitH = 0;
// Try to find width the easy way
unitW = mesh->textureArray[1][ptOffset*2] - mesh->textureArray[0][ptOffset*2];
// Try to find height the easy way
for (k = 0; k < mesh->textureArrays - 1; k++)
{
// Look for wrap around
if (mesh->textureArray[k+1][ptOffset*2+1] > mesh->textureArray[k][ptOffset*2+1])
{
unitH = mesh->textureArray[k+1][ptOffset*2+1] - mesh->textureArray[k][ptOffset*2+1];
break;
}
}
// If the easy way failed
if ( unitH <= 0)
{
// Find top and bottom, add pixels to the difference for good luck.
b = 0; // Search for the bottom starting from the top
t = 1; // Search for the top starting from the bottom
// Try every V to find the min and max
for (k = 0; k < VERTICES_PER_TRIANGLE; k++)
{
ptOffset = mesh->indexArray[j*VERTICES_PER_TRIANGLE+k];
if (mesh->textureArray[0][ptOffset*2+1] < t)
{
t = mesh->textureArray[0][ptOffset*2+1];
}
if (mesh->textureArray[0][ptOffset*2+1] > b)
{
b = mesh->textureArray[0][ptOffset*2+1];
}
}
unitH = fabs(b - t);
if (psModel->pixmap != NULL && psModel->pixmap->h != 0)
{
unitH += 2 / psModel->pixmap->h;
}
else if (pieVersion == 2)
{
unitH += 2 / OLD_TEXTURE_SIZE_FIX;
}
}
/* If the animations wraps around for each frame
* then the easy way of finding width would fail.
*/
if (unitW <= 0 && unitH ==0)
{
qWarning("QWzmViewer::savePIE - Texture animation appears to be illegal for PIE format.");
file.close();
return -1;
}
else if ( unitW <=0)
{
unitW = 1;
}
switch (pieVersion)
{
// TODO: Get playback rate and replace the literal " 1 " with it.
case 2:
animTmpSs << mesh->textureArrays << " 1 " << (int)rintf(OLD_TEXTURE_SIZE_FIX*unitW)
<< ' ' << (int)rintf(OLD_TEXTURE_SIZE_FIX*unitH);
break;
case 3:
animTmpSs << mesh->textureArrays << " 1 " << (GLfloat)unitW << ' ' << (GLfloat)unitH;
break;
}
polyFlag |= iV_IMD_TEXANIM;
}
}
// Write out the flag followed by the number of vertices
file << "\t" << std::hex << polyFlag << std::dec << ' ' << VERTICES_PER_TRIANGLE; // Triangles only
// Write the three polygon indices
for (k = 0; k < VERTICES_PER_TRIANGLE; k++)
{
ptOffset = mesh->indexArray[j*VERTICES_PER_TRIANGLE+k];
pie_Point thisPoint(mesh->vertexArray[ptOffset*VERTICES_PER_TRIANGLE],
mesh->vertexArray[ptOffset*VERTICES_PER_TRIANGLE+1],
mesh->vertexArray[ptOffset*VERTICES_PER_TRIANGLE+2]);
ptSetIndex = distance(ptSet.begin(), ptSet.find(thisPoint));
if (ptSetIndex == ptSet.size())
{
file.close();
qWarning("QWzmViewer::savePIE - Internal error: Failed to find vertex in set.");
return -1;
}
else
{
file << ' ' << ptSetIndex;
// Store the texture coordinates for later
textures.push(textCoords(mesh->textureArray[0][ptOffset*2],
mesh->textureArray[0][ptOffset*2+1]));
}
}
// If the polygon has team colours or animations, write that data now
if (polyFlag & iV_IMD_TEXANIM)
{
file << ' ' << animTmpSs.str();
}
// Write out all the texture coordinates
while (!textures.empty())
{
switch (pieVersion)
{
case 2:
file << ' ' << (int)rintf(OLD_TEXTURE_SIZE_FIX*textures.front().u);
file << ' ' << (int)rintf(OLD_TEXTURE_SIZE_FIX*textures.front().v);
break;
case 3:
file << ' ' << textures.front().u << ' ' << textures.front().v;
break;
}
textures.pop();
}
file << '\n';
}
// In PIE the CONNECTORS directive is optional
if (mesh->connectors > 0)
{
// CONNECTORS directive
file << "CONNECTORS " << mesh->connectors << "\n";
for (j = 0; j < mesh->connectors; j++)
{
switch (pieVersion)
{
case 2:
file << "\t" << (int)rintf(mesh->connectorArray[j].pos.x)
<< ' ' << (int)rintf(mesh->connectorArray[j].pos.y)
<< ' ' << (int)rintf(mesh->connectorArray[j].pos.z) << '\n';
break;
case 3:
file << "\t" << mesh->connectorArray[j].pos.x
<< ' ' << mesh->connectorArray[j].pos.y
<< ' ' << mesh->connectorArray[j].pos.z << '\n';
break;
}
}
}
}
if(file.bad())
{
file.close();
return -1;
}
file.close();
return 0;
}
QPieExportDialog::QPieExportDialog(QWidget *parent)
: QDialog(parent), Ui_PieExportDialog()
{
setupUi(this);
}
QPieExportDialog::~QPieExportDialog()
{
}
int QPieExportDialog::getPieVersion()
{
return cbb_pieversion->currentIndex() + 2;
}
int QPieExportDialog::getFlags()
{
int retVal = 0;
if (cb_TCMask->checkState())
{
retVal |= iV_IMD_TCMASK;
}
if (cb_Tex->checkState())
{
retVal |= iV_IMD_TEX;
}
if (cb_Other->checkState())
{
retVal |= sb_OtherFlags->value();
}
return retVal;
}