Add check UV
parent
a6b9ac7bf1
commit
13db7ee97b
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@ -366,6 +366,10 @@ Tips:
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<source>Paint brush</source>
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<translation>画刷</translation>
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</message>
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<message>
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<source>Toggle UV Check</source>
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<translation>切换UV检查</translation>
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</message>
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</context>
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<context>
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<name>ExportPreviewWidget</name>
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@ -20,6 +20,7 @@
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<file>resources/hexagon.png</file>
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<file>resources/heptagon.png</file>
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<file>resources/userdefined.png</file>
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<file>resources/checkuv.png</file>
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<file>shaders/default.vert</file>
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<file>shaders/default.frag</file>
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<file>shaders/default.core.vert</file>
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Binary file not shown.
After Width: | Height: | Size: 43 KiB |
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@ -652,6 +652,12 @@ DocumentWindow::DocumentWindow() :
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});
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m_viewMenu->addAction(m_toggleWireframeAction);
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m_toggleUvCheckAction = new QAction(tr("Toggle UV Check"), this);
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connect(m_toggleUvCheckAction, &QAction::triggered, [=]() {
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m_modelRenderWidget->toggleUvCheck();
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});
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m_viewMenu->addAction(m_toggleUvCheckAction);
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connect(m_viewMenu, &QMenu::aboutToShow, [=]() {
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m_resetModelWidgetPosAction->setEnabled(!isModelSitInVisibleArea(m_modelRenderWidget));
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});
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@ -154,6 +154,7 @@ private:
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QMenu *m_viewMenu;
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QAction *m_resetModelWidgetPosAction;
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QAction *m_toggleWireframeAction;
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QAction *m_toggleUvCheckAction;
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QAction *m_showMotionsListAction;
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QMenu *m_windowMenu;
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@ -32,6 +32,19 @@ void ModelMeshBinder::updateMesh(MeshLoader *mesh)
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}
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}
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void ModelMeshBinder::reloadMesh()
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{
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MeshLoader *mesh = nullptr;
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{
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QMutexLocker lock(&m_newMeshMutex);
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if (nullptr == m_mesh)
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return;
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mesh = new MeshLoader(*m_mesh);
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}
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if (nullptr != mesh)
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updateMesh(mesh);
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}
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void ModelMeshBinder::initialize()
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{
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m_vaoTriangle.create();
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@ -63,8 +76,16 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
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m_hasTexture = nullptr != m_mesh->textureImage();
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delete m_texture;
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m_texture = nullptr;
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if (m_hasTexture)
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if (m_hasTexture) {
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if (m_checkUvEnabled) {
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static QImage *s_checkUv = nullptr;
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if (nullptr == s_checkUv)
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s_checkUv = new QImage(":/resources/checkuv.png");
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m_texture = new QOpenGLTexture(*s_checkUv);
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} else {
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m_texture = new QOpenGLTexture(*m_mesh->textureImage());
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}
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}
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m_hasNormalMap = nullptr != m_mesh->normalMapImage();
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delete m_normalMap;
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@ -253,3 +274,18 @@ bool ModelMeshBinder::isWireframesVisible()
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{
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return m_showWireframes;
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}
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void ModelMeshBinder::enableCheckUv()
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{
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m_checkUvEnabled = true;
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}
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void ModelMeshBinder::disableCheckUv()
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{
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m_checkUvEnabled = false;
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}
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bool ModelMeshBinder::isCheckUvEnabled()
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{
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return m_checkUvEnabled;
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}
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@ -20,6 +20,10 @@ public:
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void showWireframes();
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void hideWireframes();
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bool isWireframesVisible();
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void enableCheckUv();
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void disableCheckUv();
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bool isCheckUvEnabled();
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void reloadMesh();
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private:
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MeshLoader *m_mesh = nullptr;
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MeshLoader *m_newMesh = nullptr;
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@ -37,6 +41,7 @@ private:
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bool m_hasAmbientOcclusionMap = false;
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QOpenGLTexture *m_metalnessRoughnessAmbientOcclusionMap = nullptr;
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bool m_toolEnabled = false;
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bool m_checkUvEnabled = false;
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private:
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QOpenGLVertexArrayObject m_vaoTriangle;
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QOpenGLBuffer m_vboTriangle;
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@ -194,7 +194,6 @@ std::pair<QVector3D, QVector3D> ModelWidget::screenPositionToMouseRay(const QPoi
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auto viewPort = QRect(0, 0, width(), height());
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auto nearPosition = nearScreen.unproject(modelView, m_projection, viewPort);
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auto farPosition = farScreen.unproject(modelView, m_projection, viewPort);
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qDebug() << "near:" << nearPosition << "far:" << farPosition << "x:" << x << "y:" << y;
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return std::make_pair(nearPosition, farPosition);
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}
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@ -207,6 +206,16 @@ void ModelWidget::toggleWireframe()
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update();
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}
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void ModelWidget::toggleUvCheck()
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{
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if (m_meshBinder.isCheckUvEnabled())
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m_meshBinder.disableCheckUv();
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else
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m_meshBinder.enableCheckUv();
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m_meshBinder.reloadMesh();
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update();
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}
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bool ModelWidget::inputMousePressEventFromOtherWidget(QMouseEvent *event)
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{
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bool shouldStartMove = false;
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@ -33,6 +33,7 @@ public:
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void updateMesh(MeshLoader *mesh);
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void setGraphicsFunctions(SkeletonGraphicsFunctions *graphicsFunctions);
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void toggleWireframe();
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void toggleUvCheck();
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void enableMove(bool enabled);
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void enableZoom(bool enabled);
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void enableMousePicking(bool enabled);
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@ -83,7 +83,7 @@ void UvUnwrapper::splitPartitionToIslands(const std::vector<size_t> &group, std:
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continue;
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if (segmentByNormal) {
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if (dotProduct(m_mesh.faceNormals[findOppositeFaceResult->second],
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m_mesh.faceNormals[index]) < m_segmentDotProductThreshold) {
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m_mesh.faceNormals[m_segmentPreferMorePieces ? indexInGroup : index]) < m_segmentDotProductThreshold) {
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continue;
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}
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}
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@ -60,6 +60,7 @@ private:
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float m_segmentDotProductThreshold = 0.00;
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float m_texelSizePerUnit = 1.0;
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float m_resultTextureSize = 0;
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bool m_segmentPreferMorePieces = false;
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};
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}
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