dust3d/application/sources/document.h

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C
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#ifndef DUST3D_APPLICATION_DOCUMENT_H_
#define DUST3D_APPLICATION_DOCUMENT_H_
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#include "debug.h"
#include "model_mesh.h"
#include "monochrome_mesh.h"
#include "theme.h"
#include <QImage>
#include <QObject>
#include <QPolygon>
#include <algorithm>
#include <cmath>
#include <deque>
#include <dust3d/base/combine_mode.h>
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#include <dust3d/base/cut_face.h>
#include <dust3d/base/part_target.h>
#include <dust3d/base/snapshot.h>
#include <dust3d/base/texture_type.h>
#include <dust3d/base/uuid.h>
#include <map>
#include <set>
#include <vector>
class UvMapGenerator;
class MeshGenerator;
class MeshResultPostProcessor;
class BoneGenerator;
class Document : public QObject {
Q_OBJECT
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public:
enum class EditMode {
Add = 0,
Select,
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Pick
};
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enum class SnapshotFor {
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None = 0,
Nodes = 0x00000001,
Bones = 0x00000002,
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Document = (SnapshotFor::Nodes | SnapshotFor::Bones)
};
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class HistoryItem {
public:
dust3d::Snapshot snapshot;
};
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enum class Profile {
Unknown = 0,
Main,
Side
};
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class Node {
public:
Node(const dust3d::Uuid& withId = dust3d::Uuid());
void setRadius(float toRadius);
void setCutRotation(float toRotation);
void setCutFace(dust3d::CutFace face);
void setCutFaceLinkedId(const dust3d::Uuid& linkedId);
void clearCutFaceSettings();
float getX(bool rotated = false) const;
float getY(bool rotated = false) const;
float getZ(bool rotated = false) const;
void setX(float x);
void setY(float y);
void setZ(float z);
void addX(float x);
void addY(float y);
void addZ(float z);
dust3d::Uuid id;
dust3d::Uuid partId;
QString name;
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float radius = 0.0;
float cutRotation = 0.0;
dust3d::CutFace cutFace = dust3d::CutFace::Quad;
dust3d::Uuid cutFaceLinkedId;
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bool hasCutFaceSettings = false;
std::vector<dust3d::Uuid> edgeIds;
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std::set<dust3d::Uuid> boneIds;
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std::set<dust3d::Uuid> asBontJoints;
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bool boneJoint = false;
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private:
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float m_x = 0.0;
float m_y = 0.0;
float m_z = 0.0;
};
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class Edge {
public:
Edge(const dust3d::Uuid& withId = dust3d::Uuid());
dust3d::Uuid id;
dust3d::Uuid partId;
QString name;
std::vector<dust3d::Uuid> nodeIds;
dust3d::Uuid neighborOf(dust3d::Uuid nodeId) const;
};
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class Part {
public:
dust3d::Uuid id;
QString name;
bool visible;
bool locked;
bool subdived;
bool disabled;
bool xMirrored;
float deformThickness;
float deformWidth;
bool deformUnified;
bool rounded;
bool chamfered;
QColor color;
bool hasColor;
dust3d::Uuid componentId;
std::vector<dust3d::Uuid> nodeIds;
bool dirty;
float cutRotation;
dust3d::CutFace cutFace;
dust3d::Uuid cutFaceLinkedId;
dust3d::PartTarget target;
float colorSolubility;
float metalness;
float roughness;
float hollowThickness;
bool countershaded;
bool smooth;
dust3d::Uuid colorImageId;
Part(const dust3d::Uuid& withId = dust3d::Uuid());
bool hasPolyFunction() const;
bool hasSmoothFunction() const;
bool hasSubdivFunction() const;
bool hasRoundEndFunction() const;
bool hasMirrorFunction() const;
bool hasChamferFunction() const;
bool hasRotationFunction() const;
bool hasHollowFunction() const;
bool hasCutFaceFunction() const;
bool hasLayerFunction() const;
bool hasTargetFunction() const;
bool hasBaseFunction() const;
bool hasCombineModeFunction() const;
bool hasDeformFunction() const;
bool hasColorFunction() const;
void setDeformThickness(float toThickness);
void setDeformWidth(float toWidth);
void setCutRotation(float toRotation);
void setCutFace(dust3d::CutFace face);
void setCutFaceLinkedId(const dust3d::Uuid& linkedId);
bool deformThicknessAdjusted() const;
bool deformWidthAdjusted() const;
bool deformAdjusted() const;
bool colorSolubilityAdjusted() const;
bool metalnessAdjusted() const;
bool roughnessAdjusted() const;
bool cutRotationAdjusted() const;
bool hollowThicknessAdjusted() const;
bool cutFaceAdjusted() const;
bool cutAdjusted() const;
bool isEditVisible() const;
void copyAttributes(const Part& other);
private:
Q_DISABLE_COPY(Part);
};
class Component {
public:
Component();
Component(const dust3d::Uuid& withId, const QString& linkData = QString(), const QString& linkDataType = QString());
QString linkData() const;
QString linkDataType() const;
void addChild(dust3d::Uuid childId);
void replaceChildWithOthers(const dust3d::Uuid& childId, const std::vector<dust3d::Uuid>& others);
void removeChild(dust3d::Uuid childId);
void replaceChild(dust3d::Uuid childId, dust3d::Uuid newId);
void moveChildUp(dust3d::Uuid childId);
void moveChildDown(dust3d::Uuid childId);
void moveChildToTop(dust3d::Uuid childId);
void moveChildToBottom(dust3d::Uuid childId);
void updatePreviewMesh(std::unique_ptr<ModelMesh> mesh);
ModelMesh* takePreviewMesh() const;
dust3d::Uuid id;
QString name;
dust3d::Uuid linkToPartId;
dust3d::Uuid parentId;
bool expanded = true;
dust3d::CombineMode combineMode = dust3d::CombineMode::Normal;
bool dirty = true;
std::vector<dust3d::Uuid> childrenIds;
bool isPreviewMeshObsolete = false;
std::unique_ptr<QImage> previewImage;
bool isPreviewImageDecorationObsolete = false;
QPixmap previewPixmap;
private:
std::unique_ptr<ModelMesh> m_previewMesh;
std::set<dust3d::Uuid> m_childrenIdSet;
};
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class Bone {
public:
dust3d::Uuid id;
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dust3d::Uuid attachBoneId;
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int attachBoneJointIndex = 0;
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std::vector<dust3d::Uuid> joints;
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QString name;
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QPixmap previewPixmap;
bool isPreviewMeshObsolete = false;
void updatePreviewMesh(std::unique_ptr<ModelMesh> mesh);
ModelMesh* takePreviewMesh() const;
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Bone(const dust3d::Uuid& withId = dust3d::Uuid());
private:
std::unique_ptr<ModelMesh> m_previewMesh;
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};
signals:
void nodeCutRotationChanged(dust3d::Uuid nodeId);
void nodeCutFaceChanged(dust3d::Uuid nodeId);
void partPreviewChanged(dust3d::Uuid partId);
void resultMeshChanged();
void resultComponentPreviewMeshesChanged();
void resultBonePreviewMeshesChanged();
void turnaroundChanged();
void editModeChanged();
void resultTextureChanged();
void postProcessedResultChanged();
void partSubdivStateChanged(dust3d::Uuid partId);
void partXmirrorStateChanged(dust3d::Uuid partId);
void partDeformThicknessChanged(dust3d::Uuid partId);
void partDeformWidthChanged(dust3d::Uuid partId);
void partDeformUnifyStateChanged(dust3d::Uuid partId);
void partRoundStateChanged(dust3d::Uuid partId);
void partColorStateChanged(dust3d::Uuid partId);
void partCutRotationChanged(dust3d::Uuid partId);
void partCutFaceChanged(dust3d::Uuid partId);
void partChamferStateChanged(dust3d::Uuid partId);
void partTargetChanged(dust3d::Uuid partId);
void partColorSolubilityChanged(dust3d::Uuid partId);
void partMetalnessChanged(dust3d::Uuid partId);
void partRoughnessChanged(dust3d::Uuid partId);
void partHollowThicknessChanged(dust3d::Uuid partId);
void partCountershadeStateChanged(dust3d::Uuid partId);
void partSmoothStateChanged(dust3d::Uuid partId);
void componentCombineModeChanged(dust3d::Uuid componentId);
void cleanup();
void checkPart(dust3d::Uuid partId);
void partChecked(dust3d::Uuid partId);
void partUnchecked(dust3d::Uuid partId);
void enableBackgroundBlur();
void disableBackgroundBlur();
void exportReady();
void uncheckAll();
void checkNode(dust3d::Uuid nodeId);
void checkEdge(dust3d::Uuid edgeId);
void meshGenerating();
void postProcessing();
void textureGenerating();
void textureChanged();
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void partAdded(dust3d::Uuid partId);
void nodeAdded(dust3d::Uuid nodeId);
void edgeAdded(dust3d::Uuid edgeId);
void partRemoved(dust3d::Uuid partId);
void partLockStateChanged(dust3d::Uuid partId);
void partVisibleStateChanged(dust3d::Uuid partId);
void partDisableStateChanged(dust3d::Uuid partId);
void partColorImageChanged(const dust3d::Uuid& partId);
void componentNameChanged(dust3d::Uuid componentId);
void componentChildrenChanged(dust3d::Uuid componentId);
void componentRemoved(dust3d::Uuid componentId);
void componentAdded(dust3d::Uuid componentId);
void componentExpandStateChanged(dust3d::Uuid componentId);
void componentPreviewMeshChanged(const dust3d::Uuid& componentId);
void componentPreviewPixmapChanged(const dust3d::Uuid& componentId);
void nodeRemoved(dust3d::Uuid nodeId);
void edgeRemoved(dust3d::Uuid edgeId);
void nodeRadiusChanged(dust3d::Uuid nodeId);
void nodeOriginChanged(dust3d::Uuid nodeId);
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void nodeBoneJointStateChanged(const dust3d::Uuid& nodeId);
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void edgeReversed(dust3d::Uuid edgeId);
void originChanged();
void skeletonChanged();
void optionsChanged();
void xlockStateChanged();
void ylockStateChanged();
void zlockStateChanged();
void radiusLockStateChanged();
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void boneAdded(const dust3d::Uuid& boneId);
void boneRemoved(const dust3d::Uuid& boneId);
void boneAttachmentChanged(const dust3d::Uuid& boneId);
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void boneNodesChanged(const dust3d::Uuid& boneId);
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void boneJointsChanged(const dust3d::Uuid& boneId);
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void boneNameChanged(const dust3d::Uuid& boneId);
void bonePreviewMeshChanged(const dust3d::Uuid& boneId);
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void bonePreviewPixmapChanged(const dust3d::Uuid& boneId);
void boneIdListChanged();
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void rigChanged();
void boneGenerating();
void resultBoneChanged();
public: // need initialize
QImage* textureImage = nullptr;
QByteArray* textureImageByteArray = nullptr;
QImage* textureNormalImage = nullptr;
QByteArray* textureNormalImageByteArray = nullptr;
QImage* textureMetalnessImage = nullptr;
QByteArray* textureMetalnessImageByteArray = nullptr;
QImage* textureRoughnessImage = nullptr;
QByteArray* textureRoughnessImageByteArray = nullptr;
QImage* textureAmbientOcclusionImage = nullptr;
QByteArray* textureAmbientOcclusionImageByteArray = nullptr;
bool weldEnabled = true;
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float brushMetalness = ModelMesh::m_defaultMetalness;
float brushRoughness = ModelMesh::m_defaultRoughness;
EditMode editMode = EditMode::Select;
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bool xlocked = false;
bool ylocked = false;
bool zlocked = false;
bool radiusLocked = false;
QImage turnaround;
QByteArray turnaroundPngByteArray;
std::map<dust3d::Uuid, Part> partMap;
std::map<dust3d::Uuid, Node> nodeMap;
std::map<dust3d::Uuid, Edge> edgeMap;
std::map<dust3d::Uuid, Component> componentMap;
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Component rootComponent;
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std::map<dust3d::Uuid, Bone> boneMap;
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std::vector<dust3d::Uuid> boneIdList;
public:
Document();
~Document();
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bool undoable() const;
bool redoable() const;
bool hasPastableNodesInClipboard() const;
bool originSettled() const;
bool isNodeEditable(dust3d::Uuid nodeId) const;
bool isEdgeEditable(dust3d::Uuid edgeId) const;
void copyNodes(std::set<dust3d::Uuid> nodeIdSet) const;
void toSnapshot(dust3d::Snapshot* snapshot, const std::set<dust3d::Uuid>& limitNodeIds = std::set<dust3d::Uuid>(),
SnapshotFor forWhat = SnapshotFor::Document) const;
void fromSnapshot(const dust3d::Snapshot& snapshot);
enum class SnapshotSource {
Unknown,
Paste,
Import
};
void addFromSnapshot(const dust3d::Snapshot& snapshot, enum SnapshotSource source = SnapshotSource::Paste);
ModelMesh* takeResultMesh();
MonochromeMesh* takeWireframeMesh();
ModelMesh* takePaintedMesh();
bool isMeshGenerationSucceed();
ModelMesh* takeResultTextureMesh();
ModelMesh* takeResultRigWeightMesh();
void updateTurnaround(const QImage& image);
void clearTurnaround();
void updateTextureImage(QImage* image);
void updateTextureNormalImage(QImage* image);
void updateTextureMetalnessImage(QImage* image);
void updateTextureRoughnessImage(QImage* image);
void updateTextureAmbientOcclusionImage(QImage* image);
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const dust3d::Object& currentUvMappedObject() const;
bool isExportReady() const;
bool isPostProcessResultObsolete() const;
bool isMeshGenerating() const;
bool isPostProcessing() const;
bool isTextureGenerating() const;
bool isBoneGenerating() const;
void collectCutFaceList(std::vector<QString>& cutFaces) const;
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float getOriginX(bool rotated = false) const
{
if (rotated)
return m_originY;
return m_originX;
}
float getOriginY(bool rotated = false) const
{
if (rotated)
return m_originX;
return m_originY;
}
float getOriginZ(bool rotated = false) const
{
(void)rotated;
return m_originZ;
}
void setOriginX(float originX)
{
m_originX = originX;
}
void setOriginY(float originY)
{
m_originY = originY;
}
void setOriginZ(float originZ)
{
m_originZ = originZ;
}
void addOriginX(float originX)
{
m_originX += originX;
}
void addOriginY(float originY)
{
m_originY += originY;
}
void addOriginZ(float originZ)
{
m_originZ += originZ;
}
const Node* findNode(dust3d::Uuid nodeId) const;
const Edge* findEdge(dust3d::Uuid edgeId) const;
const Part* findPart(dust3d::Uuid partId) const;
const Edge* findEdgeByNodes(dust3d::Uuid firstNodeId, dust3d::Uuid secondNodeId) const;
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void findAllNeighbors(dust3d::Uuid nodeId, std::set<dust3d::Uuid>& neighbors) const;
bool isNodeConnectable(dust3d::Uuid nodeId) const;
const Component* findComponent(dust3d::Uuid componentId) const;
const Component* findComponentParent(dust3d::Uuid componentId) const;
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dust3d::Uuid findComponentParentId(dust3d::Uuid componentId) const;
void collectComponentDescendantParts(dust3d::Uuid componentId, std::vector<dust3d::Uuid>& partIds) const;
void collectComponentDescendantComponents(dust3d::Uuid componentId, std::vector<dust3d::Uuid>& componentIds) const;
void setComponentPreviewMesh(const dust3d::Uuid& componentId, std::unique_ptr<ModelMesh> mesh);
void setComponentPreviewImage(const dust3d::Uuid& componentId, std::unique_ptr<QImage> image);
void resetDirtyFlags();
void markAllDirty();
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const Bone* findBone(const dust3d::Uuid& boneId) const;
void setBonePreviewMesh(const dust3d::Uuid& boneId, std::unique_ptr<ModelMesh> mesh);
void setBonePreviewPixmap(const dust3d::Uuid& boneId, const QPixmap& pixmap);
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public slots:
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void undo();
void redo();
void paste();
void setNodeCutRotation(dust3d::Uuid nodeId, float cutRotation);
void setNodeCutFace(dust3d::Uuid nodeId, dust3d::CutFace cutFace);
void setNodeCutFaceLinkedId(dust3d::Uuid nodeId, dust3d::Uuid linkedId);
void clearNodeCutFaceSettings(dust3d::Uuid nodeId);
void setEditMode(EditMode mode);
void uiReady();
void generateMesh();
void regenerateMesh();
void meshReady();
void generateTexture();
void textureReady();
void postProcess();
void postProcessedMeshResultReady();
void generateBone();
void boneReady();
void setPartSubdivState(dust3d::Uuid partId, bool subdived);
void setPartXmirrorState(dust3d::Uuid partId, bool mirrored);
void setPartDeformThickness(dust3d::Uuid partId, float thickness);
void setPartDeformWidth(dust3d::Uuid partId, float width);
void setPartDeformUnified(dust3d::Uuid partId, bool unified);
void setPartRoundState(dust3d::Uuid partId, bool rounded);
void setPartColorState(dust3d::Uuid partId, bool hasColor, QColor color);
void setPartCutRotation(dust3d::Uuid partId, float cutRotation);
void setPartCutFace(dust3d::Uuid partId, dust3d::CutFace cutFace);
void setPartCutFaceLinkedId(dust3d::Uuid partId, dust3d::Uuid linkedId);
void setPartChamferState(dust3d::Uuid partId, bool chamfered);
void setPartTarget(dust3d::Uuid partId, dust3d::PartTarget target);
void setPartColorSolubility(dust3d::Uuid partId, float solubility);
void setPartMetalness(dust3d::Uuid partId, float metalness);
void setPartRoughness(dust3d::Uuid partId, float roughness);
void setPartHollowThickness(dust3d::Uuid partId, float hollowThickness);
void setPartCountershaded(dust3d::Uuid partId, bool countershaded);
void setPartSmoothState(dust3d::Uuid partId, bool smooth);
void setComponentCombineMode(dust3d::Uuid componentId, dust3d::CombineMode combineMode);
void saveSnapshot();
void batchChangeBegin();
void batchChangeEnd();
void reset();
void clearHistories();
void silentReset();
void toggleSmoothNormal();
void enableWeld(bool enabled);
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void removeNode(dust3d::Uuid nodeId);
void removeEdge(dust3d::Uuid edgeId);
void removePart(dust3d::Uuid partId);
void addNodeWithId(dust3d::Uuid nodeId, float x, float y, float z, float radius, dust3d::Uuid fromNodeId);
void addNode(float x, float y, float z, float radius, dust3d::Uuid fromNodeId);
void scaleNodeByAddRadius(dust3d::Uuid nodeId, float amount);
void moveNodeBy(dust3d::Uuid nodeId, float x, float y, float z);
void setNodeOrigin(dust3d::Uuid nodeId, float x, float y, float z);
void setNodeRadius(dust3d::Uuid nodeId, float radius);
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void setNodeBoneJointState(const dust3d::Uuid& nodeId, bool boneJoint);
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void switchNodeXZ(dust3d::Uuid nodeId);
void moveOriginBy(float x, float y, float z);
void addEdge(dust3d::Uuid fromNodeId, dust3d::Uuid toNodeId);
void moveComponentUp(dust3d::Uuid componentId);
void moveComponentDown(dust3d::Uuid componentId);
void moveComponentToTop(dust3d::Uuid componentId);
void moveComponentToBottom(dust3d::Uuid componentId);
void renameComponent(dust3d::Uuid componentId, QString name);
void removeComponent(dust3d::Uuid componentId);
void addComponent(dust3d::Uuid parentId);
void moveComponent(dust3d::Uuid componentId, dust3d::Uuid toParentId);
void setCurrentCanvasComponentId(dust3d::Uuid componentId);
void groupComponents(const std::vector<dust3d::Uuid>& componentIds);
void ungroupComponent(const dust3d::Uuid& componentId);
void createNewChildComponent(dust3d::Uuid parentComponentId);
void setComponentExpandState(dust3d::Uuid componentId, bool expanded);
void hideOtherComponents(dust3d::Uuid componentId);
void lockOtherComponents(dust3d::Uuid componentId);
void hideAllComponents();
void showAllComponents();
void showOrHideAllComponents();
void collapseAllComponents();
void expandAllComponents();
void lockAllComponents();
void unlockAllComponents();
void hideDescendantComponents(dust3d::Uuid componentId);
void showDescendantComponents(dust3d::Uuid componentId);
void lockDescendantComponents(dust3d::Uuid componentId);
void unlockDescendantComponents(dust3d::Uuid componentId);
void setComponentPreviewPixmap(const dust3d::Uuid& componentId, const QPixmap& pixmap);
void setPartLockState(dust3d::Uuid partId, bool locked);
void setPartVisibleState(dust3d::Uuid partId, bool visible);
void setPartDisableState(dust3d::Uuid partId, bool disabled);
void setPartColorImage(const dust3d::Uuid& partId, const dust3d::Uuid& imageId);
void enableAllPositionRelatedLocks();
void disableAllPositionRelatedLocks();
bool isPartReadonly(dust3d::Uuid partId) const;
void breakEdge(dust3d::Uuid edgeId);
void reduceNode(dust3d::Uuid nodeId);
void reverseEdge(dust3d::Uuid edgeId);
void setXlockState(bool locked);
void setYlockState(bool locked);
void setZlockState(bool locked);
void setRadiusLockState(bool locked);
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void addBone(const dust3d::Uuid& boneId);
void addNodesToBone(const dust3d::Uuid& boneId, const std::vector<dust3d::Uuid>& nodeIds);
void removeNodesFromBone(const dust3d::Uuid& boneId, const std::vector<dust3d::Uuid>& nodeIds);
void removeBone(const dust3d::Uuid& boneId);
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void setBoneAttachment(const dust3d::Uuid& boneId, const dust3d::Uuid& toBoneId, int toBoneJointIndex);
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void renameBone(const dust3d::Uuid& boneId, const QString& name);
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void applyBoneJoints(const dust3d::Uuid& boneId, const std::vector<dust3d::Uuid>& nodeIds);
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void startBoneJointsPicking(const dust3d::Uuid& boneId, size_t boneJoints);
void stopBoneJointsPicking();
void pickBoneNode(const dust3d::Uuid& nodeId);
private:
void resolveSnapshotBoundingBox(const dust3d::Snapshot& snapshot, QRectF* mainProfile, QRectF* sideProfile);
void settleOrigin();
void checkExportReadyState();
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void splitPartByNode(std::vector<std::vector<dust3d::Uuid>>* groups, dust3d::Uuid nodeId);
void joinNodeAndNeiborsToGroup(std::vector<dust3d::Uuid>* group, dust3d::Uuid nodeId, std::set<dust3d::Uuid>* visitMap, dust3d::Uuid noUseEdgeId = dust3d::Uuid());
void splitPartByEdge(std::vector<std::vector<dust3d::Uuid>>* groups, dust3d::Uuid edgeId);
void removePartDontCareComponent(dust3d::Uuid partId);
void addPartToComponent(dust3d::Uuid partId, dust3d::Uuid componentId);
bool isDescendantComponent(dust3d::Uuid componentId, dust3d::Uuid suspiciousId);
void removeComponentRecursively(dust3d::Uuid componentId);
void updateLinkedPart(dust3d::Uuid oldPartId, dust3d::Uuid newPartId);
dust3d::Uuid createNode(dust3d::Uuid nodeId, float x, float y, float z, float radius, dust3d::Uuid fromNodeId);
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void resetCurrentBone();
bool m_isResultMeshObsolete = false;
MeshGenerator* m_meshGenerator = nullptr;
ModelMesh* m_resultMesh = nullptr;
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std::unique_ptr<MonochromeMesh> m_wireframeMesh;
bool m_isMeshGenerationSucceed = true;
int m_batchChangeRefCount = 0;
dust3d::Object* m_currentObject = nullptr;
bool m_isTextureObsolete = false;
UvMapGenerator* m_textureGenerator = nullptr;
bool m_isPostProcessResultObsolete = false;
MeshResultPostProcessor* m_postProcessor = nullptr;
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std::unique_ptr<dust3d::Object> m_uvMappedObject = std::make_unique<dust3d::Object>();
ModelMesh* m_resultTextureMesh = nullptr;
unsigned long long m_textureImageUpdateVersion = 0;
bool m_smoothNormal = false;
quint64 m_meshGenerationId = 0;
quint64 m_nextMeshGenerationId = 0;
void* m_generatedCacheContext = nullptr;
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float m_originX = 0;
float m_originY = 0;
float m_originZ = 0;
dust3d::Uuid m_currentCanvasComponentId;
bool m_allPositionRelatedLocksEnabled = true;
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dust3d::Uuid m_currentBondId;
size_t m_currentBoneJoints = 0;
std::vector<dust3d::Uuid> m_currentBoneJointNodes;
std::unique_ptr<BoneGenerator> m_boneGenerator;
bool m_isResultBoneObsolete = false;
private:
static unsigned long m_maxSnapshot;
std::deque<HistoryItem> m_undoItems;
std::deque<HistoryItem> m_redoItems;
};
#endif