Mesh layout and thickness adjustment are depend on base plane calculation. In this build, the base plane calculation could be limited to front plane, side plane, and so on, compare to without any limitation in previous implementation.
Finished server creation, implemented two commands: listwindow, selectwindow
Ideally, all the UI should be possible manipulated by remote IO, a local TCP/IP connection, this could be useful to make a VR front end for Dust3D.
Currently, only support "Normal" and "Inversion" modes, "Normal" means normal mesh union, "Inversion" means mesh diff, it behaves like subtract itself from the previous mesh.
This commit include lots of changes for pose editor.
Before, we use buttons to represent the transform controller for bones;
Now, we use nodes and edges to represent the bones, just like the nodes and edges for representing the guide spheres for mesh generating. There are advantages by doing this. Firstly, The edit UI for both mesh and pose are unified, secondly, it is possible to set a reference sheet for pose editing now, this is very important.
This new pose editor is inspired by the Eadweard Muybridge's work.
The difference between tetrapod and generic is that, with tetrapod, all the bones need to be generated are know before mark, so if some marks are missing, there would be a message prompted; with generic, you can mark what ever marks as you wish, and the algorithm is try to create a spine and the limbs growing on the spine, that means, the generated skeleton would be some kind of creature.
Refactor outcome. Move processes of outcome to separated files, and leave the outcome class as clean as possible.
Normal export in glb format is been fixed.
Ambient occlusion baker is been temporarily removed.
The normals haven't fix yet, this commit is mainly preparing for the next coming commits about animation export.
The glTF text format abandoned for the binary format.
Add a crc64 hash check for history keeping to avoid repeated snapshot.
Besides, before, there is a logic error in the undo implementation, which recover the most recent snapshot from undo stack, so user need undo twice and at the second undo get the expected result. This incorrect behavior got fixed.
Many source file name and data type are prefixed by "skeleton" before, now all are refactored.
The class MeshResultContext represents the outcome of mesh generation before, now we have material, pose and animation, so we just rename it as Outcome.
Shortcuts implementation now use QShortcut instead of using the raw key event.
Besides, hold spacebar to temporarily enter drag mode also implemented in this commit, this is very useful in zoom mode.