dust3d/application/sources/document.h

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#ifndef DUST3D_APPLICATION_DOCUMENT_H_
#define DUST3D_APPLICATION_DOCUMENT_H_
#include <QObject>
#include <vector>
#include <map>
#include <set>
#include <deque>
#include <QImage>
#include <cmath>
#include <algorithm>
#include <QPolygon>
#include <dust3d/base/uuid.h>
#include <dust3d/base/snapshot.h>
#include <dust3d/base/texture_type.h>
#include <dust3d/base/combine_mode.h>
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#include "model_mesh.h"
#include "monochrome_mesh.h"
#include "theme.h"
#include "skeleton_document.h"
#include "material_layer.h"
class MaterialPreviewsGenerator;
class TextureGenerator;
class MeshGenerator;
class MeshResultPostProcessor;
class HistoryItem
{
public:
dust3d::Snapshot snapshot;
};
class Material
{
public:
Material()
{
}
~Material()
{
delete m_previewMesh;
}
dust3d::Uuid id;
QString name;
bool dirty = true;
std::vector<MaterialLayer> layers;
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void updatePreviewMesh(ModelMesh *previewMesh)
{
delete m_previewMesh;
m_previewMesh = previewMesh;
}
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ModelMesh *takePreviewMesh() const
{
if (nullptr == m_previewMesh)
return nullptr;
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return new ModelMesh(*m_previewMesh);
}
private:
Q_DISABLE_COPY(Material);
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ModelMesh *m_previewMesh = nullptr;
};
enum class DocumentToSnapshotFor
{
Document = 0,
Nodes,
Materials
};
class Document : public SkeletonDocument
{
Q_OBJECT
signals:
void nodeCutRotationChanged(dust3d::Uuid nodeId);
void nodeCutFaceChanged(dust3d::Uuid nodeId);
void partPreviewChanged(dust3d::Uuid partId);
void resultMeshChanged();
void resultPartPreviewsChanged();
void turnaroundChanged();
void editModeChanged();
void resultTextureChanged();
void postProcessedResultChanged();
void partSubdivStateChanged(dust3d::Uuid partId);
void partXmirrorStateChanged(dust3d::Uuid partId);
void partBaseChanged(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 partMaterialIdChanged(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 materialAdded(dust3d::Uuid materialId);
void materialRemoved(dust3d::Uuid materialId);
void materialListChanged();
void materialNameChanged(dust3d::Uuid materialId);
void materialLayersChanged(dust3d::Uuid materialId);
void materialPreviewChanged(dust3d::Uuid materialId);
void meshGenerating();
void postProcessing();
void textureGenerating();
void textureChanged();
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;
public:
Document();
~Document();
std::map<dust3d::Uuid, Material> materialMap;
std::vector<dust3d::Uuid> materialIdList;
bool undoable() const override;
bool redoable() const override;
bool hasPastableNodesInClipboard() const override;
bool originSettled() const override;
bool isNodeEditable(dust3d::Uuid nodeId) const override;
bool isEdgeEditable(dust3d::Uuid edgeId) const override;
void copyNodes(std::set<dust3d::Uuid> nodeIdSet) const override;
void toSnapshot(dust3d::Snapshot *snapshot, const std::set<dust3d::Uuid> &limitNodeIds=std::set<dust3d::Uuid>(),
DocumentToSnapshotFor forWhat=DocumentToSnapshotFor::Document,
const std::set<dust3d::Uuid> &limitMaterialIds=std::set<dust3d::Uuid>()) const;
void fromSnapshot(const dust3d::Snapshot &snapshot);
enum class SnapshotSource
{
Unknown,
Paste,
Import
};
void addFromSnapshot(const dust3d::Snapshot &snapshot, enum SnapshotSource source=SnapshotSource::Paste);
const Material *findMaterial(dust3d::Uuid materialId) const;
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ModelMesh *takeResultMesh();
MonochromeMesh *takeWireframeMesh();
ModelMesh *takePaintedMesh();
bool isMeshGenerationSucceed();
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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);
bool hasPastableMaterialsInClipboard() const;
const dust3d::Object &currentPostProcessedObject() const;
bool isExportReady() const;
bool isPostProcessResultObsolete() const;
bool isMeshGenerating() const;
bool isPostProcessing() const;
bool isTextureGenerating() const;
void collectCutFaceList(std::vector<QString> &cutFaces) const;
public slots:
void undo() override;
void redo() override;
void paste() override;
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(SkeletonDocumentEditMode mode);
void uiReady();
void generateMesh();
void regenerateMesh();
void meshReady();
void generateTexture();
void textureReady();
void postProcess();
void postProcessedMeshResultReady();
void generateMaterialPreviews();
void materialPreviewsReady();
void setPartSubdivState(dust3d::Uuid partId, bool subdived);
void setPartXmirrorState(dust3d::Uuid partId, bool mirrored);
void setPartBase(dust3d::Uuid partId, dust3d::PartBase base);
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 setPartMaterialId(dust3d::Uuid partId, dust3d::Uuid materialId);
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);
void addMaterial(dust3d::Uuid materialId, QString name, std::vector<MaterialLayer>);
void removeMaterial(dust3d::Uuid materialId);
void setMaterialLayers(dust3d::Uuid materialId, std::vector<MaterialLayer> layers);
void renameMaterial(dust3d::Uuid materialId, QString name);
private:
void resolveSnapshotBoundingBox(const dust3d::Snapshot &snapshot, QRectF *mainProfile, QRectF *sideProfile);
void settleOrigin();
void checkExportReadyState();
bool m_isResultMeshObsolete = false;
MeshGenerator *m_meshGenerator = nullptr;
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ModelMesh *m_resultMesh = nullptr;
std::unique_ptr<MonochromeMesh> m_wireframeMesh;
bool m_isMeshGenerationSucceed = true;
int m_batchChangeRefCount = 0;
dust3d::Object *m_currentObject = nullptr;
bool m_isTextureObsolete = false;
TextureGenerator *m_textureGenerator = nullptr;
bool m_isPostProcessResultObsolete = false;
MeshResultPostProcessor *m_postProcessor = nullptr;
dust3d::Object *m_postProcessedObject = new dust3d::Object;
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ModelMesh *m_resultTextureMesh = nullptr;
unsigned long long m_textureImageUpdateVersion = 0;
bool m_smoothNormal = false;
MaterialPreviewsGenerator *m_materialPreviewsGenerator = nullptr;
quint64 m_meshGenerationId = 0;
quint64 m_nextMeshGenerationId = 0;
void *m_generatedCacheContext = nullptr;
private:
static unsigned long m_maxSnapshot;
std::deque<HistoryItem> m_undoItems;
std::deque<HistoryItem> m_redoItems;
};
#endif