2020-04-07 23:15:20 +00:00
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#ifndef DUST3D_MESH_STROKETIFIER_H
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#define DUST3D_MESH_STROKETIFIER_H
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#include <QObject>
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#include <QVector3D>
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#include <QMatrix4x4>
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#include <vector>
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class MeshStroketifier : public QObject
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{
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Q_OBJECT
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public:
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struct Node
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{
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QVector3D position;
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float radius;
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};
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void setCutRotation(float cutRotation);
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2020-04-08 12:46:46 +00:00
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void setDeformThickness(float deformThickness);
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void setDeformWidth(float deformWidth);
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2020-04-07 23:15:20 +00:00
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bool prepare(const std::vector<Node> &strokeNodes,
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const std::vector<QVector3D> &vertices);
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void stroketify(std::vector<QVector3D> *vertices);
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void stroketify(std::vector<Node> *nodes);
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private:
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float m_cutRotation = 0.0;
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2020-04-08 12:46:46 +00:00
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float m_deformThickness = 1.0;
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float m_deformWidth = 1.0;
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2020-04-07 23:15:20 +00:00
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QVector3D m_modelOrigin;
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float m_modelLength = 0.0;
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float m_scaleAmount = 1.0;
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QVector3D m_modelAlignDirection;
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2020-04-08 12:46:46 +00:00
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QVector3D m_modelBaseNormal;
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2020-04-07 23:15:20 +00:00
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std::vector<QVector3D> m_modelJointPositions;
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std::vector<QMatrix4x4> m_modelTransforms;
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2020-04-08 12:46:46 +00:00
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QMatrix4x4 m_modelRotation;
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2020-04-07 23:15:20 +00:00
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static float calculateStrokeLengths(const std::vector<Node> &strokeNodes,
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std::vector<float> *lengths);
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static void calculateBoundingBox(const std::vector<QVector3D> &vertices,
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float *minX, float *maxX,
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float *minY, float *maxY,
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float *minZ, float *maxZ);
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void translate(std::vector<QVector3D> *vertices);
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void scale(std::vector<QVector3D> *vertices);
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2020-04-08 12:46:46 +00:00
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void transform(std::vector<QVector3D> *vertices);
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void rotate(std::vector<QVector3D> *vertices);
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2020-04-07 23:15:20 +00:00
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void deform(std::vector<QVector3D> *vertices);
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};
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#endif
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