Commit Graph

40 Commits (7a5065865a1d11f5155a9322a437143d3928b9b0)

Author SHA1 Message Date
Jeremy Hu 22373b1ed7 Implement grid mesh builder 2019-12-14 22:58:14 +09:30
Jeremy Hu 5c34ae61ce Add part countershading setting
Countershaded parts will be belly white colored.
2019-11-07 21:38:47 +09:30
Jeremy Hu 0abaa707f5 Add tile scale setting for texture generator 2019-11-03 09:45:20 +09:30
Jeremy Hu b6b5e67fad Change key H behaviour
Before: only toggle hovered part's visibility
After: when there is no part been hovered, all nodes will be toggled
2019-10-19 10:01:27 +09:30
Jeremy Hu 17cb1cb059 Introduce bullet3 to support ragdoll procedural animation 2019-09-22 00:00:27 +09:30
Jeremy Hu 9ed4c29b39 Add hollow thickness parameter 2019-08-18 21:32:39 +09:30
Jeremy Hu adadab65ea Remove temporary deforming maps 2019-08-18 10:43:48 +09:30
Jeremy Hu 1d0f2450df Add deforming map painter
- Short cut 'D' changed meaning: from drag mode to paint mode, drag mode icon removed, but still can use space bar to invoke drag mode.
- Brush painter directly paint on part deforming map, use shift key plus mouse wheel to change the brush size, also use shift key to change paint mode(Pull/Push).
2019-08-17 19:43:11 +09:30
Jeremy Hu bde3c01da0 Add 3d mouse picker 2019-08-08 20:54:33 +09:30
Jeremy Hu bc3fae63e3 Add deform map
Deform whole part according to a height map, gray(127) represent unchanged, white represent expanding, black represent shrinking.
2019-08-03 19:51:27 +09:30
Jeremy Hu af792a9bdc Add javascript variable inputs: Float, Int, Check, Color, Select 2019-07-26 10:50:32 +09:30
huxingyi f2cc4a11e1 Fix quickjs windows build 2019-07-20 04:57:26 -07:00
Jeremy Hu 63d92e7682 Add JavaScript support
This commit introduce JavaScript as nodes generation script, to procedurally generate input nodes, which usually should draw by user on the canvas.

Powered by QuickJS (https://bellard.org/quickjs/)
2019-07-20 14:04:53 +09:30
Jeremy Hu d38737e2cb Fix mesh preview flashback
Before this commit, outdated textured preview will override the updated untextured preview. From user's perspective, sometimes, the mesh preview flashback for a short time span, although it will finally been updated to the latest.
2019-07-10 21:39:46 +09:30
Jeremy Hu 31d627bca9 Support user defined cut face per each node
Before this commit, the user defined cut face can only be set for whole part. Now each node could been configured a separate cut face and rotation.
2019-07-09 08:06:07 +09:30
Jeremy Hu eb91a8a16c Prepare for cut face offset modifier 2019-07-07 15:57:58 +09:30
Jeremy Hu 516df9a1b7 Add new pose setting: yTranslationScale
Normally, when pose been generated, foot is always been pulling to the ground by a y-translation. This setting could be used to scale the y-translation. It's usefull for birds fly kind of motion.
2019-06-19 22:27:38 +09:30
Jeremy Hu 4ab76b1d76 Add preferences setting and change the behavior of shift key on scale radius 2019-06-01 22:42:53 +09:30
Jeremy Hu 938b6d5d6f Add color solubility setting
If one part configured color solubility, the generated color texture seam between the neighbor parts will be gradient filled using this part's color with the specified solubility.

Demo: https://twitter.com/jeremyhu2016/status/1132159910815227904
2019-05-26 08:54:24 +09:30
Jeremy Hu bb19489ee1 Add base plane constrain settings
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.
2019-05-20 23:08:01 +09:30
Jeremy Hu 8f5368a43f Add user defined cut face
Extruding shape is totally customizable now, it's not limit to predefined shapes.
2019-05-19 12:51:38 +09:30
Jeremy Hu fcfe51a28a Support customizable extruding face: Quad, Pentagon, Hexagon, and Triangle 2019-05-05 22:19:26 +09:30
Jeremy Hu b8c3557d9c Implement more commands for Remote IO (2) 2019-03-20 20:34:37 +09:30
Jeremy Hu 283df87c51 Implement notification of Remote IO 2019-03-17 23:34:12 +09:30
Jeremy Hu e2f829d3ce Make chamfer tool as a separate tool
Remove cut template customiziation.
2019-03-10 07:40:39 +09:30
Jeremy Hu 02bb32391e Add cut face customizing.
This commit introduce a new tool, allow user to customize the face template for automatical extruding.
2019-02-24 23:12:23 +09:30
Jeremy Hu d866e0147b Add cut rotation tool
Cut rotation tool allow user to adjust the generated face's rotation.
Convex hull wrapping tool removed in this commit.
2019-02-22 08:18:15 +09:30
Jeremy Hu b65205a48c Add tool button tips especially when failed to generate mesh #20
This commit add tips for buttons, to show what the function of the button.
Also, fixed a issue, there was no useful infos to tell user when the mesh was failed to generate, now user should see a warning icon with tips to show why the preview disappear.

Thanks the following contributors:
@RubenSandwich <https://github.com/RubenSandwich>
boynet <https://dust3d.discourse.group/u/boynet>
fornclake <https://www.reddit.com/user/fornclake>
2019-01-07 22:33:42 +09:30
Jeremy Hu ebe97adcde Export metallic, roughness and ambient occlusion map to fbx file 2018-11-28 12:30:03 +09:30
Jeremy Hu d48bea6248 Merge branch 'master' of https://github.com/huxingyi/dust3d 2018-11-16 07:01:53 +08:00
Jeremy Hu 7f5a47c074 Fix merged texture image
The merged texture image of metalness, roughness and ambient occlusion did not get saved in the document class, this commit fixed it.
2018-11-16 06:56:24 +08:00
huxingyi ab97615bea Add "combineMode" configuration for component to replace the "inverse" attribute
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.
2018-11-14 21:21:45 +08:00
Jeremy Hu bbe36fde68 Change dialog save button action
Don't close dialog when save button got clicked
2018-11-09 23:07:26 +08:00
Jeremy Hu fff39b0835 Add multiple frames per pose support
Usually one pose consists of one frame, however, sometimes multiple frames per one reference sheet for a serial of action could be very useful, such as a sprite sheet. Multiple frames per pose is different with one motion, one motion could contains multiple poses. Currently, the duration of one frame is fixed to 0.042s, it's based on the 24 frames per second calculation.
2018-11-09 11:20:48 +08:00
Jeremy Hu 2c8975b1cd Unify rig type of generic and tetrapod as animal
Marks also reduced to four types: Neck, Limb, Tail and Joint.
2018-11-07 00:26:19 +08:00
Jeremy Hu 70f075a36e Rewrite pose editor
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.
2018-11-05 23:47:21 +08:00
Jeremy Hu a4aefdd308 Make a abstract class for document: SkeletonDocument
This is mainly for reusing the SkeletonGraphicsEditWidget for other purpose, such as the new pose editor.
2018-11-03 16:09:42 +08:00
Jeremy Hu 79200827f5 Cleanup
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.
2018-10-27 07:04:45 +08:00
Jeremy Hu 637356e895 Fix undo
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.
2018-10-25 14:27:59 +08:00
Jeremy Hu 208d2a0166 Cleanup
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.
2018-10-25 08:19:38 +08:00