dust3d/src/meshgenerator.cpp

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#include <vector>
#include <QGuiApplication>
#include "meshgenerator.h"
#include "dust3dutil.h"
#include "skeletondocument.h"
#include "meshlite.h"
#include "modelofflinerender.h"
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#include "meshutil.h"
#include "theme.h"
#include "positionmap.h"
bool MeshGenerator::enableDebug = false;
MeshGenerator::MeshGenerator(SkeletonSnapshot *snapshot, QThread *thread) :
m_snapshot(snapshot),
m_mesh(nullptr),
m_preview(nullptr),
m_requirePreview(false),
m_previewRender(nullptr),
m_thread(thread),
m_meshResultContext(nullptr)
{
}
MeshGenerator::~MeshGenerator()
{
delete m_snapshot;
delete m_mesh;
delete m_preview;
for (const auto &partPreviewIt: m_partPreviewMap) {
delete partPreviewIt.second;
}
for (const auto &render: m_partPreviewRenderMap) {
delete render.second;
}
delete m_previewRender;
delete m_meshResultContext;
}
void MeshGenerator::addPreviewRequirement()
{
m_requirePreview = true;
if (nullptr == m_previewRender) {
m_previewRender = new ModelOfflineRender;
m_previewRender->setRenderThread(m_thread);
}
}
void MeshGenerator::addPartPreviewRequirement(const QString &partId)
{
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//qDebug() << "addPartPreviewRequirement:" << partId;
m_requirePartPreviewMap.insert(partId);
if (m_partPreviewRenderMap.find(partId) == m_partPreviewRenderMap.end()) {
ModelOfflineRender *render = new ModelOfflineRender;
render->setRenderThread(m_thread);
m_partPreviewRenderMap[partId] = render;
}
}
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MeshLoader *MeshGenerator::takeResultMesh()
{
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MeshLoader *resultMesh = m_mesh;
m_mesh = nullptr;
return resultMesh;
}
QImage *MeshGenerator::takePreview()
{
QImage *resultPreview = m_preview;
m_preview = nullptr;
return resultPreview;
}
QImage *MeshGenerator::takePartPreview(const QString &partId)
{
QImage *resultImage = m_partPreviewMap[partId];
m_partPreviewMap[partId] = nullptr;
return resultImage;
}
MeshResultContext *MeshGenerator::takeMeshResultContext()
{
MeshResultContext *meshResultContext = m_meshResultContext;
m_meshResultContext = nullptr;
return meshResultContext;
}
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void MeshGenerator::resolveBoundingBox(QRectF *mainProfile, QRectF *sideProfile, const QString &partId)
{
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m_snapshot->resolveBoundingBox(mainProfile, sideProfile, partId);
}
void MeshGenerator::loadVertexSourcesToMeshResultContext(void *meshliteContext, int meshId, int bmeshId)
{
int vertexCount = meshlite_get_vertex_count(meshliteContext, meshId);
int positionBufferLen = vertexCount * 3;
float *positionBuffer = new float[positionBufferLen];
int positionCount = meshlite_get_vertex_position_array(meshliteContext, meshId, positionBuffer, positionBufferLen) / 3;
int *sourceBuffer = new int[positionBufferLen];
int sourceCount = meshlite_get_vertex_source_array(meshliteContext, meshId, sourceBuffer, positionBufferLen);
Q_ASSERT(positionCount == sourceCount);
for (int i = 0, positionIndex = 0; i < positionCount; i++, positionIndex+=3) {
BmeshVertex vertex;
vertex.bmeshId = bmeshId;
vertex.nodeId = sourceBuffer[i];
vertex.position = QVector3D(positionBuffer[positionIndex + 0], positionBuffer[positionIndex + 1], positionBuffer[positionIndex + 2]);
m_meshResultContext->bmeshVertices.push_back(vertex);
}
delete[] positionBuffer;
delete[] sourceBuffer;
}
void MeshGenerator::loadGeneratedPositionsToMeshResultContext(void *meshliteContext, int triangulatedMeshId)
{
int vertexCount = meshlite_get_vertex_count(meshliteContext, triangulatedMeshId);
int positionBufferLen = vertexCount * 3;
float *positionBuffer = new float[positionBufferLen];
int positionCount = meshlite_get_vertex_position_array(meshliteContext, triangulatedMeshId, positionBuffer, positionBufferLen) / 3;
std::map<int, int> verticesMap;
for (int i = 0, positionIndex = 0; i < positionCount; i++, positionIndex+=3) {
ResultVertex vertex;
vertex.position = QVector3D(positionBuffer[positionIndex + 0], positionBuffer[positionIndex + 1], positionBuffer[positionIndex + 2]);
verticesMap[i] = m_meshResultContext->vertices.size();
m_meshResultContext->vertices.push_back(vertex);
}
int faceCount = meshlite_get_face_count(meshliteContext, triangulatedMeshId);
int triangleIndexBufferLen = faceCount * 3;
int *triangleIndexBuffer = new int[triangleIndexBufferLen];
int triangleCount = meshlite_get_triangle_index_array(meshliteContext, triangulatedMeshId, triangleIndexBuffer, triangleIndexBufferLen) / 3;
int triangleNormalBufferLen = faceCount * 3;
float *normalBuffer = new float[triangleNormalBufferLen];
int normalCount = meshlite_get_triangle_normal_array(meshliteContext, triangulatedMeshId, normalBuffer, triangleNormalBufferLen) / 3;
Q_ASSERT(triangleCount == normalCount);
for (int i = 0, triangleVertIndex = 0, normalIndex=0; i < triangleCount; i++, triangleVertIndex+=3, normalIndex += 3) {
ResultTriangle triangle;
triangle.indicies[0] = verticesMap[triangleIndexBuffer[triangleVertIndex + 0]];
triangle.indicies[1] = verticesMap[triangleIndexBuffer[triangleVertIndex + 1]];
triangle.indicies[2] = verticesMap[triangleIndexBuffer[triangleVertIndex + 2]];
triangle.normal = QVector3D(normalBuffer[normalIndex + 0], normalBuffer[normalIndex + 1], normalBuffer[normalIndex + 2]);
m_meshResultContext->triangles.push_back(triangle);
}
delete[] positionBuffer;
delete[] triangleIndexBuffer;
delete[] normalBuffer;
}
void MeshGenerator::process()
{
if (nullptr == m_snapshot)
return;
m_meshResultContext = new MeshResultContext;
void *meshliteContext = meshlite_create_context();
std::map<QString, int> partBmeshMap;
std::map<QString, int> bmeshNodeMap;
QRectF mainProfile, sideProfile;
resolveBoundingBox(&mainProfile, &sideProfile);
float longHeight = mainProfile.height();
if (mainProfile.width() > longHeight)
longHeight = mainProfile.width();
if (sideProfile.width() > longHeight)
longHeight = sideProfile.width();
float mainProfileMiddleX = mainProfile.x() + mainProfile.width() / 2;
float sideProfileMiddleX = sideProfile.x() + sideProfile.width() / 2;
float mainProfileMiddleY = mainProfile.y() + mainProfile.height() / 2;
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float originX = valueOfKeyInMapOrEmpty(m_snapshot->canvas, "originX").toFloat();
float originY = valueOfKeyInMapOrEmpty(m_snapshot->canvas, "originY").toFloat();
float originZ = valueOfKeyInMapOrEmpty(m_snapshot->canvas, "originZ").toFloat();
bool originSettled = false;
if (originX > 0 && originY > 0 && originZ > 0) {
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//qDebug() << "Use settled origin: " << originX << originY << originZ << " calculated:" << mainProfileMiddleX << mainProfileMiddleY << sideProfileMiddleX;
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mainProfileMiddleX = originX;
mainProfileMiddleY = originY;
sideProfileMiddleX = originZ;
originSettled = true;
} else {
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//qDebug() << "No settled origin, calculated:" << mainProfileMiddleX << mainProfileMiddleY << sideProfileMiddleX;
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}
std::map<QString, QColor> partColorMap;
std::map<QString, bool> partMirrorFlagMap;
for (const auto &partIdIt: m_snapshot->partIdList) {
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const auto &part = m_snapshot->parts.find(partIdIt);
if (part == m_snapshot->parts.end())
continue;
QString disabledString = valueOfKeyInMapOrEmpty(part->second, "disabled");
bool isDisabled = isTrueValueString(disabledString);
if (isDisabled)
continue;
bool subdived = isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "subdived"));
int bmeshId = meshlite_bmesh_create(meshliteContext);
if (subdived)
meshlite_bmesh_set_cut_subdiv_count(meshliteContext, bmeshId, 1);
if (isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "rounded")))
meshlite_bmesh_set_round_way(meshliteContext, bmeshId, 1);
partMirrorFlagMap[partIdIt] = isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "xMirrored"));
QString colorString = valueOfKeyInMapOrEmpty(part->second, "color");
QColor partColor = colorString.isEmpty() ? Theme::white : QColor(colorString);
partColorMap[partIdIt] = partColor;
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QString thicknessString = valueOfKeyInMapOrEmpty(part->second, "deformThickness");
if (!thicknessString.isEmpty())
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meshlite_bmesh_set_deform_thickness(meshliteContext, bmeshId, thicknessString.toFloat());
QString widthString = valueOfKeyInMapOrEmpty(part->second, "deformWidth");
if (!widthString.isEmpty())
meshlite_bmesh_set_deform_width(meshliteContext, bmeshId, widthString.toFloat());
if (MeshGenerator::enableDebug)
meshlite_bmesh_enable_debug(meshliteContext, bmeshId, 1);
partBmeshMap[partIdIt] = bmeshId;
}
for (const auto &edgeIt: m_snapshot->edges) {
QString partId = valueOfKeyInMapOrEmpty(edgeIt.second, "partId");
QString fromNodeId = valueOfKeyInMapOrEmpty(edgeIt.second, "from");
QString toNodeId = valueOfKeyInMapOrEmpty(edgeIt.second, "to");
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//qDebug() << "Processing edge " << fromNodeId << "<=>" << toNodeId;
const auto fromIt = m_snapshot->nodes.find(fromNodeId);
const auto toIt = m_snapshot->nodes.find(toNodeId);
if (fromIt == m_snapshot->nodes.end() || toIt == m_snapshot->nodes.end())
continue;
const auto partBmeshIt = partBmeshMap.find(partId);
if (partBmeshIt == partBmeshMap.end())
continue;
int bmeshId = partBmeshIt->second;
int bmeshFromNodeId = 0;
const auto bmeshFromIt = bmeshNodeMap.find(fromNodeId);
if (bmeshFromIt == bmeshNodeMap.end()) {
float radius = valueOfKeyInMapOrEmpty(fromIt->second, "radius").toFloat() / longHeight;
float x = (valueOfKeyInMapOrEmpty(fromIt->second, "x").toFloat() - mainProfileMiddleX) / longHeight;
float y = (mainProfileMiddleY - valueOfKeyInMapOrEmpty(fromIt->second, "y").toFloat()) / longHeight;
float z = (sideProfileMiddleX - valueOfKeyInMapOrEmpty(fromIt->second, "z").toFloat()) / longHeight;
bmeshFromNodeId = meshlite_bmesh_add_node(meshliteContext, bmeshId, x, y, z, radius);
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//qDebug() << "bmeshId[" << bmeshId << "] add node[" << bmeshFromNodeId << "]" << radius << x << y << z;
bmeshNodeMap[fromNodeId] = bmeshFromNodeId;
BmeshNode bmeshNode;
bmeshNode.bmeshId = bmeshId;
bmeshNode.origin = QVector3D(x, y, z);
bmeshNode.radius = radius;
bmeshNode.nodeId = bmeshFromNodeId;
bmeshNode.color = partColorMap[partId];
m_meshResultContext->bmeshNodes.push_back(bmeshNode);
if (partMirrorFlagMap[partId]) {
bmeshNode.bmeshId = -bmeshId;
bmeshNode.origin.setX(-x);
m_meshResultContext->bmeshNodes.push_back(bmeshNode);
}
} else {
bmeshFromNodeId = bmeshFromIt->second;
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//qDebug() << "bmeshId[" << bmeshId << "] use existed node[" << bmeshFromNodeId << "]";
}
int bmeshToNodeId = 0;
const auto bmeshToIt = bmeshNodeMap.find(toNodeId);
if (bmeshToIt == bmeshNodeMap.end()) {
float radius = valueOfKeyInMapOrEmpty(toIt->second, "radius").toFloat() / longHeight;
float x = (valueOfKeyInMapOrEmpty(toIt->second, "x").toFloat() - mainProfileMiddleX) / longHeight;
float y = (mainProfileMiddleY - valueOfKeyInMapOrEmpty(toIt->second, "y").toFloat()) / longHeight;
float z = (sideProfileMiddleX - valueOfKeyInMapOrEmpty(toIt->second, "z").toFloat()) / longHeight;
bmeshToNodeId = meshlite_bmesh_add_node(meshliteContext, bmeshId, x, y, z, radius);
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//qDebug() << "bmeshId[" << bmeshId << "] add node[" << bmeshToNodeId << "]" << radius << x << y << z;
bmeshNodeMap[toNodeId] = bmeshToNodeId;
BmeshNode bmeshNode;
bmeshNode.bmeshId = bmeshId;
bmeshNode.origin = QVector3D(x, y, z);
bmeshNode.radius = radius;
bmeshNode.nodeId = bmeshToNodeId;
bmeshNode.color = partColorMap[partId];
m_meshResultContext->bmeshNodes.push_back(bmeshNode);
if (partMirrorFlagMap[partId]) {
bmeshNode.bmeshId = -bmeshId;
bmeshNode.origin.setX(-x);
m_meshResultContext->bmeshNodes.push_back(bmeshNode);
}
} else {
bmeshToNodeId = bmeshToIt->second;
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//qDebug() << "bmeshId[" << bmeshId << "] use existed node[" << bmeshToNodeId << "]";
}
meshlite_bmesh_add_edge(meshliteContext, bmeshId, bmeshFromNodeId, bmeshToNodeId);
BmeshEdge bmeshEdge;
bmeshEdge.fromBmeshId = bmeshId;
bmeshEdge.fromNodeId = bmeshFromNodeId;
bmeshEdge.toBmeshId = bmeshId;
bmeshEdge.toNodeId = bmeshToNodeId;
m_meshResultContext->bmeshEdges.push_back(bmeshEdge);
if (partMirrorFlagMap[partId]) {
BmeshEdge bmeshEdge;
bmeshEdge.fromBmeshId = -bmeshId;
bmeshEdge.fromNodeId = bmeshFromNodeId;
bmeshEdge.toBmeshId = -bmeshId;
bmeshEdge.toNodeId = bmeshToNodeId;
m_meshResultContext->bmeshEdges.push_back(bmeshEdge);
}
}
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for (const auto &nodeIt: m_snapshot->nodes) {
QString partId = valueOfKeyInMapOrEmpty(nodeIt.second, "partId");
const auto partBmeshIt = partBmeshMap.find(partId);
if (partBmeshIt == partBmeshMap.end())
continue;
const auto nodeBmeshIt = bmeshNodeMap.find(nodeIt.first);
if (nodeBmeshIt != bmeshNodeMap.end())
continue;
int bmeshId = partBmeshIt->second;
float radius = valueOfKeyInMapOrEmpty(nodeIt.second, "radius").toFloat() / longHeight;
float x = (valueOfKeyInMapOrEmpty(nodeIt.second, "x").toFloat() - mainProfileMiddleX) / longHeight;
float y = (mainProfileMiddleY - valueOfKeyInMapOrEmpty(nodeIt.second, "y").toFloat()) / longHeight;
float z = (sideProfileMiddleX - valueOfKeyInMapOrEmpty(nodeIt.second, "z").toFloat()) / longHeight;
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int bmeshNodeId = meshlite_bmesh_add_node(meshliteContext, bmeshId, x, y, z, radius);
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//qDebug() << "bmeshId[" << bmeshId << "] add lonely node[" << bmeshNodeId << "]" << radius << x << y << z;
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bmeshNodeMap[nodeIt.first] = bmeshNodeId;
BmeshNode bmeshNode;
bmeshNode.bmeshId = bmeshId;
bmeshNode.origin = QVector3D(x, y, z);
bmeshNode.radius = radius;
bmeshNode.nodeId = bmeshNodeId;
bmeshNode.color = partColorMap[partId];
m_meshResultContext->bmeshNodes.push_back(bmeshNode);
if (partMirrorFlagMap[partId]) {
bmeshNode.bmeshId = -bmeshId;
bmeshNode.origin.setX(-x);
m_meshResultContext->bmeshNodes.push_back(bmeshNode);
}
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}
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bool broken = false;
std::vector<int> meshIds;
std::vector<int> subdivMeshIds;
for (const auto &partIdIt: m_snapshot->partIdList) {
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const auto &part = m_snapshot->parts.find(partIdIt);
if (part == m_snapshot->parts.end())
continue;
QString disabledString = valueOfKeyInMapOrEmpty(part->second, "disabled");
bool isDisabled = isTrueValueString(disabledString);
if (isDisabled)
continue;
int bmeshId = partBmeshMap[partIdIt];
int meshId = meshlite_bmesh_generate_mesh(meshliteContext, bmeshId);
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if (meshlite_bmesh_error_count(meshliteContext, bmeshId) != 0)
broken = true;
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bool xMirrored = isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "xMirrored"));
loadVertexSourcesToMeshResultContext(meshliteContext, meshId, bmeshId);
QColor modelColor = partColorMap[partIdIt];
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int xMirroredMeshId = 0;
if (xMirrored) {
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if (xMirrored) {
xMirroredMeshId = meshlite_mirror_in_x(meshliteContext, meshId, 0);
loadVertexSourcesToMeshResultContext(meshliteContext, xMirroredMeshId, -bmeshId);
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}
}
if (m_requirePartPreviewMap.find(partIdIt) != m_requirePartPreviewMap.end()) {
ModelOfflineRender *render = m_partPreviewRenderMap[partIdIt];
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int trimedMeshId = meshlite_trim(meshliteContext, meshId, 1);
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render->updateMesh(new MeshLoader(meshliteContext, trimedMeshId, -1, modelColor));
QImage *image = new QImage(render->toImage(QSize(Theme::previewImageRenderSize, Theme::previewImageRenderSize)));
m_partPreviewMap[partIdIt] = image;
}
meshIds.push_back(meshId);
if (xMirroredMeshId)
meshIds.push_back(xMirroredMeshId);
}
if (!subdivMeshIds.empty()) {
int mergedMeshId = 0;
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if (subdivMeshIds.size() > 1) {
int errorCount = 0;
mergedMeshId = unionMeshs(meshliteContext, subdivMeshIds, &errorCount);
if (errorCount)
broken = true;
} else {
mergedMeshId = subdivMeshIds[0];
}
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//if (mergedMeshId > 0)
// mergedMeshId = meshlite_combine_coplanar_faces(meshliteContext, mergedMeshId);
if (mergedMeshId > 0) {
int errorCount = 0;
int subdivedMeshId = subdivMesh(meshliteContext, mergedMeshId, &errorCount);
if (errorCount > 0)
broken = true;
if (subdivedMeshId > 0)
mergedMeshId = subdivedMeshId;
else
broken = true;
}
if (mergedMeshId > 0)
meshIds.push_back(mergedMeshId);
else
broken = true;
}
int mergedMeshId = 0;
if (meshIds.size() > 0) {
int errorCount = 0;
mergedMeshId = unionMeshs(meshliteContext, meshIds, &errorCount);
if (errorCount)
broken = true;
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else if (mergedMeshId > 0)
mergedMeshId = meshlite_combine_coplanar_faces(meshliteContext, mergedMeshId);
if (mergedMeshId > 0)
mergedMeshId = meshlite_fix_hole(meshliteContext, mergedMeshId);
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}
if (mergedMeshId > 0) {
if (m_requirePreview) {
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m_previewRender->updateMesh(new MeshLoader(meshliteContext, mergedMeshId));
QImage *image = new QImage(m_previewRender->toImage(QSize(Theme::previewImageRenderSize, Theme::previewImageRenderSize)));
m_preview = image;
}
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int finalMeshId = mergedMeshId;
//if (!originSettled) {
// finalMeshId = meshlite_trim(meshliteContext, mergedMeshId, 1);
//}
int triangulatedFinalMeshId = meshlite_triangulate(meshliteContext, mergedMeshId);
loadGeneratedPositionsToMeshResultContext(meshliteContext, triangulatedFinalMeshId);
//PositionMap<QColor> positionColorMap;
//m_meshResultContext->calculatePositionColorMap(positionColorMap);
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m_mesh = new MeshLoader(meshliteContext, finalMeshId, triangulatedFinalMeshId, broken ? Theme::broken : Theme::white, &m_meshResultContext->triangleColors());
}
if (m_previewRender) {
m_previewRender->setRenderThread(QGuiApplication::instance()->thread());
}
for (auto &partPreviewRender: m_partPreviewRenderMap) {
partPreviewRender.second->setRenderThread(QGuiApplication::instance()->thread());
}
meshlite_destroy_context(meshliteContext);
this->moveToThread(QGuiApplication::instance()->thread());
emit finished();
}