dust3d/src/contourtopartconverter.h

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#ifndef DUST3D_CONTOUR_TO_PART_CONVERTER_H
#define DUST3D_CONTOUR_TO_PART_CONVERTER_H
#include <QObject>
#include <QPolygonF>
#include <QVector3D>
#include <QVector2D>
#include <set>
#include "snapshot.h"
class ContourToPartConverter : public QObject
{
Q_OBJECT
public:
ContourToPartConverter(const QPolygonF &mainProfile, const QPolygonF &sideProfile, const QSizeF &canvasSize);
const Snapshot &getSnapshot();
signals:
void finished();
public slots:
void process();
private:
QPolygonF m_mainProfile;
QPolygonF m_sideProfile;
QSizeF m_canvasSize;
Snapshot m_snapshot;
static const float m_targetImageHeight;
static const float m_minEdgeLength;
static const float m_radiusEpsilon;
std::vector<std::pair<QVector3D, float>> m_nodes;
void convert();
void extractSkeleton(const QPolygonF &polygon,
std::vector<std::pair<QVector2D, float>> *skeleton);
int calculateNodeRadius(const QVector3D &node,
const QVector3D &direction,
const std::set<std::pair<int, int>> &black);
void nodesToSnapshot();
void smoothRadius(std::vector<std::pair<QVector2D, float>> *skeleton);
void alignSkeleton(const std::vector<std::pair<QVector2D, float>> &referenceSkeleton,
std::vector<std::pair<QVector2D, float>> &adjustSkeleton);
void optimizeNodes();
};
#endif