dust3d/src/meshgenerator.h

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#ifndef DUST3D_MESH_GENERATOR_H
#define DUST3D_MESH_GENERATOR_H
#include <QObject>
#include <QString>
#include <QImage>
#include <map>
#include <set>
#include <QThread>
#include <QOpenGLWidget>
#include "snapshot.h"
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#include "meshloader.h"
#include "outcome.h"
#include "positionmap.h"
#include "combinemode.h"
class GeneratedCacheContext
{
public:
~GeneratedCacheContext();
std::map<QString, std::vector<std::pair<QVector3D, std::pair<QUuid, QUuid>>>> partBmeshVertices;
std::map<QString, std::vector<OutcomeNode>> partBmeshNodes;
std::map<QString, std::vector<std::tuple<PositionMapKey, PositionMapKey, PositionMapKey, PositionMapKey>>> partBmeshQuads;
std::map<QString, void *> componentCombinableMeshs;
std::map<QString, std::vector<QVector3D>> componentPositions;
std::map<QString, PositionMap<std::pair<QVector3D, std::pair<QUuid, QUuid>>>> componentVerticesSources;
std::map<QString, QString> partMirrorIdMap;
std::map<QString, std::vector<std::pair<QVector3D, float>>> componentInflateBalls;
void updateComponentCombinableMesh(QString componentId, void *mesh);
};
class MeshGenerator : public QObject
{
Q_OBJECT
public:
MeshGenerator(Snapshot *snapshot);
~MeshGenerator();
void setSharedContextWidget(QOpenGLWidget *widget);
void addPartPreviewRequirement(const QUuid &partId);
void setGeneratedCacheContext(GeneratedCacheContext *cacheContext);
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void setSmoothNormal(bool smoothNormal);
void setWeldEnabled(bool weldEnabled);
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MeshLoader *takeResultMesh();
MeshLoader *takePartPreviewMesh(const QUuid &partId);
const std::set<QUuid> &requirePreviewPartIds();
const std::set<QUuid> &generatedPreviewPartIds();
Outcome *takeOutcome();
void generate();
signals:
void finished();
public slots:
void process();
private:
Snapshot *m_snapshot;
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MeshLoader *m_mesh;
std::map<QUuid, MeshLoader *> m_partPreviewMeshMap;
std::set<QUuid> m_requirePreviewPartIds;
std::set<QUuid> m_generatedPreviewPartIds;
QThread *m_thread;
Outcome *m_outcome;
QOpenGLWidget *m_sharedContextWidget;
void *m_meshliteContext;
GeneratedCacheContext *m_cacheContext;
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bool m_smoothNormal;
bool m_weldEnabled;
float m_mainProfileMiddleX;
float m_sideProfileMiddleX;
float m_mainProfileMiddleY;
std::map<QString, std::set<QString>> m_partNodeIds;
std::map<QString, std::set<QString>> m_partEdgeIds;
std::set<QString> m_dirtyComponentIds;
std::set<QString> m_dirtyPartIds;
private:
static bool m_enableDebug;
static PositionMap<int> *m_forMakePositionKey;
private:
void loadVertexSources(void *meshliteContext, int meshId, QUuid partId, const std::map<int, QUuid> &bmeshToNodeIdMap, std::vector<std::pair<QVector3D, std::pair<QUuid, QUuid>>> &bmeshVertices,
std::vector<std::tuple<PositionMapKey, PositionMapKey, PositionMapKey, PositionMapKey>> &bmeshQuads);
void loadGeneratedPositionsToOutcome(void *meshliteContext, int triangulatedMeshId);
void collectParts();
void checkDirtyFlags();
bool checkIsComponentDirty(QString componentId);
bool checkIsPartDirty(QString partId);
void *combineComponentMesh(QString componentId, CombineMode *combineMode, std::vector<std::pair<QVector3D, float>> *inflateBalls);
void *combinePartMesh(QString partId, std::vector<std::pair<QVector3D, float>> *balls=nullptr);
};
#endif