Commit Graph

474 Commits (b8c0ac292a58f177f0ba12d723e599696b8f2819)

Author SHA1 Message Date
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
huxingyi 753dfe9d8f Make the inverted component more obvious
Mark inverted components as blue to differentiate with normal components.
2018-11-14 11:11:31 +08:00
Jeremy Hu 1f8f7913a7 Improve mesh generation
Insert intermediate nodes automatically between nodes of long edges to avoid generating tiny area but long edge triangles.
2018-11-12 07:21:34 +08:00
Jeremy Hu 39cfe6537d Speed up document saving
If there are images need to be saved, such as the model turnaround reference sheet and texture images, the document saving may be slow because of image encoding to png, now, all the images are pre encoded when the first load, so the document saving could be speed up by avoid the cost of image encoding.
2018-11-11 21:08:13 +08:00
Jeremy Hu dff8e40ef8 Fix PBR material preview
The metallic and roughness texture not show up before, now should be ok if material is been set properly, however, export not done yet.
2018-11-11 17:13:46 +08:00
Jeremy Hu 4416c05bb5 Export translation to FBX 2018-11-11 11:14:49 +08:00
Jeremy Hu 9231ce9162 Fix pose setting: Height above ground level.
Root bone will have heightAboveGroundLevel parameter to indicate the distance between ground and foot. It's a relative value, comparing with the distance of the first spine head position and foot.
2018-11-11 00:05:49 +08:00
Jeremy Hu 205a9f512f Fix paste shortcut for pose editor 2018-11-10 08:21:07 +08:00
Jeremy Hu 69b0fbd68d Add switch chain side action for pose editor
It's very easy to place the wrong side limbs on the pose graphic editor, especially when the reference sheet is not clear. Switch chain side will switch the YZ for the paired chain which contains the selected node. For example, if you select one node from LeftLimb1, and choose the switch chain side from context menu, all the bones, has the name pattern LeftLimb1_Joint* and RightLimb1_Joint*, the YZ of origin will be swapped.
2018-11-10 07:56:58 +08:00
Jeremy Hu ddc837b47c Smooth first and last frame of pose sheet 2018-11-10 07:06:27 +08:00
Jeremy Hu 8a2298bfcb Smooth pose sheet
Simple smooth algorithm: average the frame transform with neiboring frames.
2018-11-09 23:42:20 +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 a551995235 Fix inconsistent result between pose editor preview and motion generation
Each bone's head and tail positions are been kept in the pose parameters, that means there are repeated info and we can resolve the bone's head position from parent's tail position if there isn't any positions info been kept for one bone.
2018-11-08 16:01:25 +08:00
Jeremy Hu f0379740ca Fix wrong middle bone index 2018-11-07 23:46:26 +08:00
Jeremy Hu 73d4676675 Make spine bones in the middle of bind vertices vertically or horizontally 2018-11-07 23:12:40 +08:00
Jeremy Hu 01b164cdae Fit control bones in pose canvas
Add scale factor to make all the bones fit in the canvas of pose editor
2018-11-07 22:48:24 +08:00
Jeremy Hu 1543c1a6c7 Fix rig
Improve the quality of main body resolving.
2018-11-07 16:02:55 +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 d72738feb1 Fix build 2018-11-06 06:41:39 +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 e7249db089 Add translation parameter for pose editor 2018-11-02 13:43:01 +08:00
Jeremy Hu 0d45d65b98 Fix build 2018-11-02 10:30:17 +08:00
Jeremy Hu bd358d4de7 Fix generic rig
Limb bones generation failed when two mark joints sit near with each other, because resolving the joint bone's connectivity failed on finding the first neighbor.
This commit fixs this issue by trying to find a nearest joint node.
2018-11-02 07:48:17 +08:00
Jeremy Hu 1c17e25b69 Add new rig type: Generic
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.
2018-11-01 23:24:06 +08:00
Jeremy Hu ca07b3ef6f Fix hand pose
Considering the hand direction when calculate the base plane of rotation.
2018-10-28 17:00:41 +08:00
Jeremy Hu 8615223eeb Export motions to FBX
Now motions can export to AutoDesk FBX file. Tested in Unity 2017.4.1f1
2018-10-28 13:22:10 +08:00
Jeremy Hu d00c26ca08 Export motions to glTF(.glb)
Each motion will be exported as an animtion of glTF
2018-10-27 10:29:51 +08:00
Jeremy Hu db33a5e662 Adjust the example model: camel 2018-10-27 08:06:59 +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 62632dc168 Fix material widget 2018-10-25 23:28:10 +08:00
Jeremy Hu 438c488f5a Support glTF binary format export
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.
2018-10-25 17:18:04 +08:00
Jeremy Hu 84607fba01 Expand the render model mouse control area
Click the middle mouse on the area out of the canvas can also rotate or move the render model.
2018-10-25 15:03:51 +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
Jeremy Hu dbc82fa8f1 Fix mini button display issue
The part highlight background hide the subdiv mini button before, this commit resolve it by move the highlight left a little bit.
2018-10-24 22:08:42 +08:00
Jeremy Hu ee20aff397 Improve shortcuts
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.
2018-10-24 21:44:21 +08:00
Jeremy Hu 71ccb2b71f Fix mouse handling for render model
Before we use a tricky way to share mouse event between model render widget and model edit widget, which forward the event from render widget to edit widget. This will cause some problem, such as the scroll bar of edit widget would not work when it covered by the render model.
Now the mouse event is totally disabled in the render widget, and when there is a need we forward it from edit widget.
2018-10-24 16:54:18 +08:00
Jeremy Hu f2849a020f Fix qt warning
Try to call deleteLater on a nullptr would cause qt print warning message: "QCoreApplication::notify: Unexpected null receiver"
2018-10-24 06:51:33 +08:00
Jeremy Hu d663876c5c Rewrite the motion manager
Curve editor has been removed from this commit.
Instead of let user edit customized curve for motion, we provider presets. It's much more easy to add motion than before.
2018-10-23 22:57:47 +08:00
Jeremy Hu 09200c920d Fix rig result doesn't reset after document changed 2018-10-22 07:56:56 +08:00
Jeremy Hu 34e2ac1fef Export rig to fbx
Tested in Blender 2.79 and Unity 2017.4.1f1
2018-10-22 07:29:01 +08:00
Jeremy Hu 0320be1c15 Fix build 2018-10-20 21:58:20 +08:00
Jeremy Hu ec47c20919 Fix incorrect normal after texture auto unwrapped
glTF normal export temporarily disabled.
2018-10-20 21:30:59 +08:00
Jeremy Hu debdd79a7a Fix build 2018-10-20 17:29:57 +08:00
Jeremy Hu 6f471e7678 Smooth normal based on angle
Currently, if the angle of two faces are less than 60 degrees, the normal is not averaged.
This feature greatly boost the realistic look of the model.
2018-10-20 16:42:29 +08:00
Jeremy Hu 096c107775 Add fbx export support (2/3)
Currently, only mesh exported. Tested in Blender 2.79 and Unity 2017.4.1f1 Personal (64bit).
2018-10-20 13:07:11 +08:00
Jeremy Hu 02963ebf8b Calculate part preview in the same normal method with final model 2018-10-19 13:08:02 +08:00
Jeremy Hu 2f32158940 Replace the average normal with angle and area weighted normal
See details here: http://www.bytehazard.com/articles/vertnorm.html
2018-10-19 07:57:39 +08:00
Jeremy Hu f0783e2a1e Add fbx support (1/2)
Add dependencies for fbx format exporter.
2018-10-17 11:06:45 +08:00
Jeremy Hu 7fa29dcc48 Fix texture generation 2018-10-16 08:04:08 +08:00
Jeremy Hu a4a734a67b Repleace the uv unwrapping library with simpleuv
https://github.com/huxingyi/simpleuv
2018-10-15 23:02:31 +08:00
Jeremy Hu a81a5daaca Not generate texture by default
Because of thekla_atlas crash on some meshs, need improve or find a alternative for uv unwrap.
2018-10-11 16:03:23 +08:00
Jeremy Hu 4ea497caf8 Fix unnecessary mesh regeneration while locked 2018-10-11 10:49:44 +08:00
Jeremy Hu 4c6dc1594f Fix texture cann't unselect 2018-10-11 10:40:35 +08:00
Jeremy Hu a2770ecd8e Change texture painter clip expand joint style to round from miter 2018-10-10 22:42:55 +08:00
Jeremy Hu eeff771a3b Optimize texture generating time 2018-10-09 21:01:04 +08:00
Jeremy Hu 5f2a46be9c Avoid unnecessary mesh regeneration while only texture map changed 2018-10-09 17:17:44 +08:00
Jeremy Hu 73d20da08f Make better result to seamless texture
Fix parts vertices' connectivity in the uv unwrapping code.
2018-10-09 15:05:20 +08:00
Jeremy Hu 7eb5a325a0 Add MetalicRoughness material manager
Besides adding the PBR material manager, this commit hide some unnecessary features such as toggle wireframes and toggle normal smooth.
Add a regenerate button to indicate mesh is generating by showing a spiner, user can click this button to regenerate if the final result is not good.
Please note that, we generate the texture map by default compared to before we only generate texture map when user export glTF result. Current uvunwrap library cann't handle bad mesh very well, so it will crash on the wires model.
2018-10-09 10:19:12 +08:00
Jeremy Hu 7de9b61de7 Remove generated trivial seam triangles 2018-10-05 23:54:12 +08:00
Jeremy Hu 9c0da8f38f Replace the render with PBR
In this commit, another PBR render, come from website: https://learnopengl.com/PBR, also included as shaders/pbr-joey.frag
2018-10-05 15:37:01 +08:00
Jeremy Hu f7b5fb1c6a Add PBR support
Now can configure metalness and roughness for parts, however, the PBR render isn't enabled in the code currently.
2018-10-04 20:51:01 +08:00
Jeremy Hu 5c25d7d4f8 Move shader from source code to separated folder 2018-10-03 13:52:35 +08:00
Jeremy Hu ee92472027 Add motion manager
Added motions tab, hermite curve editor, quaternion overshoot blend and so on.
2018-10-02 12:59:30 +08:00
Jeremy Hu e2f44dded7 Fix normal interpolation on export 2018-09-23 11:34:35 +08:00
Jeremy Hu d6b38f5750 Fix part cache not update when add new node 2018-09-23 10:41:47 +08:00
Jeremy Hu 2156855444 Add show if opengl core profile used in about widget 2018-09-23 09:02:08 +08:00
Jeremy Hu 6ffbdc9c7b Add mesh seam combine algorithm
Not enable by default, should enable the weldEnabled in the SkeletonDocument class.
2018-09-22 18:31:02 +08:00
Jeremy Hu a419a0fb7a Fix pose edit 2018-09-21 16:14:37 +08:00
Jeremy Hu e22a6de6cb Add poses list view
Added Add, modify, delete, copy, and paste poses. The paste menu for nodes not show up also got fixed in this commit.
2018-09-21 15:10:18 +08:00
Jeremy Hu f163522aa2 Change hotkey 'Tab' to 'E'
The Tab key conflicts with system's hot key. Now, should use 'E' to switch the selection from one color to the other.
2018-09-19 00:04:23 +08:00
Jeremy Hu 7341259a48 Fix opengl widget messing up while dock top level changed 2018-09-18 22:23:28 +08:00
Jeremy Hu d3e28e88f2 Fix mesh render update blocking main UI 2018-09-18 15:20:51 +08:00
Jeremy Hu 1ab3d16bd4 Fix parts render crash
Before, app crash on some machines as been reported in #15 and #16, and cannot easily be reproduced on other machines, such as a virtual box guest system, which make it very hard to trace the root cause.
Now, the offline render is totally removed from the code base, instead of offline-render to image then show the image, we can directly show the parts model in the parts tree using normal opengl widget, and the result looks better than before.
2018-09-18 14:22:29 +08:00
Jeremy Hu 2f4102cedc Merge branch 'animation' 2018-09-18 11:25:07 +08:00
Jeremy Hu c64743f2f2 Fix rig skinning weights, add pose configure UI. 2018-09-18 11:17:35 +08:00
PowPingDone e2d9fc1c32
Fix Compile Error 2018-09-16 14:23:54 -05:00
Jeremy Hu 8dcabeae72 Fix build 2018-09-14 18:28:03 +08:00
Jeremy Hu 360ed52a5c Fix build 2018-09-14 18:06:07 +08:00
Jeremy Hu 48bc8df5c3 Add auto-rig
This is the second version of auto-rig, differing from the first version, the user should pick up a rig type, unless no rig will be generated. Currently, only supports Tetrapod without tail. Export as glTF format to test this feature.

This commit also achive better quality quads than before.
2018-09-14 17:45:05 +08:00
Jeremy Hu a9b379a77a Add radius lock 2018-09-08 12:20:31 +08:00
Jeremy Hu 1988118179 Add smooth shading toggle 2018-09-07 20:51:33 +08:00
Jeremy Hu 94d63237e7 Add multiple select on parts tree 2018-09-07 18:13:55 +08:00
Jeremy Hu 0bf64eeb2d Fix build 2018-09-06 23:29:26 +08:00
Jeremy Hu 3c2d4f7480 Add mesh smooth slider
This feature could be useful for smooth one component and soften the seam of combination,
This commit also include a crash fix about incorrect use of CGAL.
2018-09-06 23:04:59 +08:00
Jeremy Hu 87b0f70460 Add mtl export with obj 2018-09-05 11:14:36 +08:00
Jeremy Hu 9a3dfb8ff2 Add view rotation 2018-09-03 15:05:05 +08:00
Jeremy Hu 10160285b8 Fix mesh cache
When origin changed by user, all parts should be regenerated.
2018-09-02 10:24:39 +08:00
Jeremy Hu fe401a5f13 Change connect nodes behavor.
If hovered target is not editable, create new node instead of connect existed nodes.
2018-09-02 07:48:38 +08:00
Jeremy Hu 6693365543 Fix invalid mesh cache 2018-09-01 18:18:28 +08:00
Jeremy Hu 717c8ef266 Add select by component 2018-09-01 10:17:26 +08:00
Jeremy Hu b945ab9725 Fix focus lost 2018-09-01 08:47:10 +08:00
Jeremy Hu 80ccbc51bf Validate points before doing convex hull 2018-09-01 07:17:36 +08:00
Jeremy Hu 7320568d1d Fix crash on union empty meshs 2018-08-31 23:49:32 +08:00
Jeremy Hu 1bac6c4c53 Fix undo/redo on color picking 2018-08-31 20:19:56 +08:00
Jeremy Hu df9c8e8e3c Add wrap button to enable use controlled convex hull generation for part.
This feature could be useful to generate complex mesh as part.
2018-08-31 12:54:32 +08:00
Jeremy Hu 6bab154cf5 Fix component remove 2018-08-31 09:40:53 +08:00
Jeremy Hu 134078fc05 Fix direction key conflict with zoom function 2018-08-29 23:42:04 +08:00
Jeremy Hu 623dda6ecf Replace parts list with parts tree and remove immature features 2018-08-27 16:50:40 +08:00
Jeremy Hu f89117fd91 Fix typo 2018-06-30 19:37:46 +08:00
Jeremy Hu 5001453ce3 Add joint constraint 2018-06-30 18:46:23 +08:00
Jeremy Hu 51bf40de01 Add rotate along single node.
If multiple nodes or end effector node been selected and rotate, the behaves remain the same as before, however, if single node in the middle been selected and rotated, all the children of this node will be rotated. This could be useful to rotate the tail or leg from joint.
2018-06-29 14:55:32 +08:00
Jeremy Hu 057d615275 Fix leg start orientation 2018-06-29 11:28:37 +08:00
Jeremy Hu e8aabef903 Merge branch 'walk' 2018-06-28 21:18:43 +08:00
Jeremy Hu 289fe1fbf4 Add experiment walk animation clip generation.
- Fix intermediate bones remove;
- Add locomotion controller;
- Add head, tail node marks for animation.
2018-06-28 21:17:21 +08:00
Jeremy Hu 4fa276c9e2 Remove g++-4.9 requirement 2018-06-27 08:19:14 +08:00
Jeremy Hu 4679381512 Add XZ switching menu item 2018-06-21 16:24:18 +08:00
Jeremy Hu aeca656c76 Remove trivial bones
- Fix intermediate bone weights
- Remove trivial bones
- Introduce bullet physics engine
2018-06-19 23:49:25 +08:00
Jeremy Hu cddc4c15cc Make root node and direct children as breathe scaling target if no spine node marked. 2018-06-16 20:04:17 +08:00
Jeremy Hu 22910028e9 Add parts subtract operation.
This is useful for making hole surface. For example, without subtraction, it's difficult to make a bucket like mesh, now, you just need to copy and paste the nodes, invert it from the Parts List Panel Context Menu, then down scale and move up a little bit.
2018-06-16 14:41:52 +08:00
Jeremy Hu 35635534c2 Fix typo 2018-06-15 22:54:19 +08:00
Jeremy Hu 082b470f8a Fix block caused by delete operation 2018-06-15 19:54:13 +08:00
Jeremy Hu e26095981b Add rotate operation to menu
- Add rotate 90/-90 degree to facilitate nodes editing
- Enable docs.dust3d.org domain
2018-06-15 17:58:46 +08:00
Jeremy Hu d05c43d714 Add animation clip: Idle
This is an experiment test of animation clip generation. Mark leg and spine nodes to enable it or check it with the latest mosquito.ds3 example;
Skeleton offset is been fixed in this commit.
2018-06-15 13:34:41 +08:00
Jeremy Hu 0829ef818a Add animation clip generator
- Fix skeleton weights
- Add rig controller
- Add animation clip generator
- Implement basic experiment animation(squat)
2018-06-11 22:24:25 +08:00
Jeremy Hu f2625a7ca2 Add more align options.
- Add local align.
- Fix crash in multiple nodes collapse case.
2018-06-02 17:34:48 +08:00
Jeremy Hu c4505ba788 Add intermediate bone remover.
- Remove intermediate bones when user marked leg nodes
- Add flags to toggle gltf comment and normal output
- Fix face normal
- Adjust the skeleton bone mesh radius
2018-06-01 12:38:16 +08:00
Jeremy Hu 6c10ad1ee2 Add node mark.
User can mark selected nodes as specified body location explictly. This will help the rigging step generating more reasonable result, also prepared for the future animation clip generation.
2018-05-30 09:51:38 +08:00
Jeremy Hu 473fa9f7d9 Add alternative method to zoom rendered model.
- Add "ALT + <Minus | Equal>" combined key to zoom rendred model besides the wheel event.

Special thanks to @glasyalabolas for https://github.com/huxingyi/dust3d/issues/4
2018-05-24 15:08:57 +08:00
Jeremy Hu df98193091 Add end-effector pulling (Shift + Left Button on end-effector).
- Implement CCD (Cyclic Coordinate Descent) IK (Inverse Kinematics) algorithm
- Add end-effector pulling operation, this would be useful when you want to pull a group of nodes in line to align straight or mimic curl.
2018-05-24 09:44:40 +08:00
Jeremy Hu 6268852e59 Fix copy/paste selection state.
In the previous version, the nodes get selected and copied, without lost selection after new nodes pasted.
This commit fix this problem. Now, the old nodes lose selection while new pasted nodes gettting selected.
This feature will make the following use case much easier:

Extrude:
Select some nodes, copy, paste then scale.
2018-05-12 18:07:46 +08:00
Jeremy Hu 429e2c98c1 Fix symmetry.
The symmetry feature is not funtional when there is no turnaround reference sheet loaded.
This should fix the problem by load a empty background image.

Thanks @xtvjxk123456 for addressed this issue, https://github.com/huxingyi/dust3d/issues/6
2018-05-11 23:06:54 +08:00
Jeremy Hu 0cecff71c7 Separate ambient occlusion baker to a different phase.
This is mainly for resolving the baking time consuming issue when running in software OpenGL.
Compare to normal OpenGL which would only take seconds to bake, software OpenGL take minutes to bake a complex model.
Separating the baking phase would allow the user to export the result without baking.
2018-05-11 13:27:29 +08:00
huxingyi db0f0b3ed2 Fix ubuntu build 2018-05-10 23:18:22 +08:00
huxingyi 8a6a2a6640 Fix windows build 2018-05-10 03:21:24 -07:00
Jeremy Hu 078543b80e Add ambient occlusion baker.
- Add @ands 's lightmapper to generate ambient occlusion image.
- Refactor parts list UI.
- Add interpolated normal to .gltf export result.
- Remove bones preview and texture preview window(Integrated to export preview UI).
- Add export preview UI.
2018-05-10 17:16:22 +08:00
huxingyi d7fb742d7b Fix build 2018-05-07 10:16:58 -07:00
Jeremy Hu 1376af237b Add auto uv unwrapping.
Use https://github.com/Thekla/thekla_atlas to generate the texture.
This commit still have some issues, some faces not satisfy thekla_atlas in some cases.

- Add texture preview widget.
- Fix single node black color issue.
- Export texture in .gltf file.
- Fix node order random issue in mesh generation.
2018-05-08 00:08:19 +08:00
Jeremy Hu 3fef6c4463 Add auto-generated skeleton(skinned mesh) and glTF exporter.
And added a CONTRIBUTORS file to list the users who have done great work to help Dust3D become better, thank you!

@Alistair401
@hdu
@shadowndacorner
@Skullfurious
@RSDuck
@xtvjxk123456
@Zireael07
@glasyalabolas
@dlpatri

PS. please feel free to make a pull request or email me to change the ID or contact info listed in the CONTRIBUTORS file, and if you are mistakenly been missed in the file, please MUST edit this file and make a PR or email me.
2018-04-30 19:31:09 +08:00
Jeremy Hu 331051879d Add parts color configure and round-able configure.
- Add End-Round Type Toggle to Parts List Panel (Thanks @Alistair401 for proposing this feature).
- Add Parts Color Picker to Parts List Panel.
- Add Parts List Panel Context Menu to facilitate multiple parts visible toggle.
- Add Material Export to Export Menu.
- Prepare the source code for the auto skeleton exporter and uv unwrapper.
2018-04-26 10:23:22 +08:00
Jeremy Hu d930ceec96 Add alt key to enable rendered model rotate and move.
ALT + LEFT BUTTON: Rotate rendered model
ALT + SHIFT + LEFT BUTTON: Move rendered model

Thanks @Zireael07 and @glasyalabolas for proposing this feature.

Closes #4
2018-04-23 10:14:32 +08:00
Jeremy Hu 9643920515 Fix UI too small and crash on bad mesh problem.
The model generating speed may become slightly slower than the previous version because of the extra checks.

This closes #1, and closes #3
2018-04-23 08:10:01 +08:00
Jeremy Hu ca1b938e2c Highlight all profiles when mouse hovered
Implement the feature as been proposed in this video:
https://www.youtube.com/watch?v=YBnEQk_5D70

Thanks Serapth and his amazing youtube channel - Gamefromscratch for proposed this feature

Serapth's Reddit: https://www.reddit.com/user/Serapth
Gamefromscratch Youtube Channel: https://www.youtube.com/channel/UCr-5TdGkKszdbboXXsFZJTQ
2018-04-21 08:23:27 +08:00
Jeremy Hu 71e1a51b43 Fix export y-flipped.
> Another problem is your model seems to have an inverted Z export.
> by https://www.reddit.com/user/Skullfurious

Node coord system: Screen

Mesh generation coord system:
x-axis: --- Main Profile (Red)  --->
z-axis: --- Side Profile (Green) --->
y-axis: UP

Thanks the follow reddit users:
https://www.reddit.com/user/Skullfurious
2018-04-20 20:00:57 +08:00
Jeremy Hu e9c0bf8a3c Fix overlapped nodes pick
> The circles representing nodes in the model get overlapped very easily and it can be hard to select individual ones
> @Alistair401

> For overlapping nodes, you can make it a bit better by selecting the node center nearest the mouse, rather than simply checking against the wider circle.
> @hdu

Thanks the following reddit users:

https://www.reddit.com/user/Alistair401
https://www.reddit.com/user/shadowndacorner
https://www.reddit.com/user/hdu
2018-04-20 15:38:08 +08:00
Jeremy Hu c61665c8a4 Add reference guide link to help menu 2018-04-18 21:18:10 +08:00
Jeremy Hu 06e5635a80 Fix graphics node visible state when recover from snapshot 2018-04-18 11:25:36 +08:00
Jeremy Hu b0bdfe3742 Add more shortcuts for part manipulation.
H: (H)idden
J: (J)join
L: (L)ock
B: (B)ox
M: (M)irror

When xyz pressed without ctrl modifer:
X: X-axis
Y: Y-axis
Z: Z-axis
2018-04-18 11:14:48 +08:00
Jeremy Hu a7d45a9458 Fix undo not added when operate on part list 2018-04-18 10:37:50 +08:00
Jeremy Hu 402ee09350 Add selection profile switch.
Tab key press switch the profile of selection, this makes the item more easy to be selected on the other profile and then switch to this profile to edit, while the item is very hard to be selected in this profile.
2018-04-18 10:16:54 +08:00
Jeremy Hu fe11e097d9 Add check part and show part check status.
Now can check part from part list widget, double click it will check the whole part to graphics view, and also, if the part's node or edge been hovered or checked, the first one's part will be highlighted in the part list.
2018-04-18 09:49:23 +08:00
Jeremy Hu f1b219333f Fix deform 2018-04-18 00:14:31 +08:00
Jeremy Hu ce41e654fb Add thickness parameter for part.
It's showed as mini button on part list widget, this parameter can be use to make fish body like mesh.
2018-04-17 21:13:32 +08:00
Jeremy Hu a1107b5412 Add xyz lock 2018-04-17 06:54:41 +08:00
Jeremy Hu dd976b7fc2 Adjust color theme for part list mini button to make a better visible effect 2018-04-16 20:06:48 +08:00
Jeremy Hu bdb893eb1d Add [align to center] action 2018-04-16 15:12:53 +08:00
Jeremy Hu a201d09535 Change subdiv from global to cut face, this makes the final result far much better 2018-04-16 08:58:04 +08:00
Jeremy Hu e9d0696be6 Reduce faces 2018-04-15 23:55:48 +08:00
Jeremy Hu ba61019b5b Fix mesh hole 2018-04-15 23:15:29 +08:00
Jeremy Hu 0d4c926476 Fix origin item position not get updated when window resized 2018-04-15 20:50:56 +08:00
Jeremy Hu a441c73f55 Add rendered model wireframe toggle action inside view mesh 2018-04-15 20:48:54 +08:00
Jeremy Hu 44a8ca6351 Add part mirror 2018-04-15 20:11:51 +08:00
Jeremy Hu 3295c1b767 Fix incorrect initial edit mode 2018-04-13 09:42:19 +08:00
Jeremy Hu 30971048de Add zoom/scale/rotate/move key 2018-04-13 09:27:28 +08:00
Jeremy Hu 8a6dd60450 Add editable check when select 2018-04-13 08:19:31 +08:00
Jeremy Hu 8c37bc06dc Add group rotation 2018-04-13 08:04:18 +08:00
Jeremy Hu 8773ddd7ef Fix group move 2018-04-12 22:35:50 +08:00
Jeremy Hu 47bb8b5f0b Add alt modifier for range selection 2018-04-12 21:24:51 +08:00
Jeremy Hu dbe7f1828d Add nodes connect 2018-04-12 20:46:13 +08:00
Jeremy Hu 2d5b6eca9b Add edge break 2018-04-12 20:27:21 +08:00
huxingyi 534c472b53 Fix build error on vc2017 2018-04-12 01:34:00 -07:00
Jeremy Hu 235233fe5d Add shortcuts(S: Select Mode / D: Drag Mode) 2018-04-11 23:15:38 +08:00
Jeremy Hu e1e4953dec Seperate model render view control and edit view control 2018-04-11 23:06:30 +08:00
Jeremy Hu f0e68d9f7a Change rendered model move button from left to middle 2018-04-11 20:49:00 +08:00
Jeremy Hu 5ac8968cee Keep part attributes while been splitted 2018-04-11 17:48:43 +08:00
Jeremy Hu c9efa79ddb Fix union mesh, add missing files. 2018-04-11 17:37:28 +08:00
Jeremy Hu 982ee45a16 Add part enable/disable 2018-04-11 17:19:27 +08:00
Jeremy Hu 2d9f64ebc2 Collect version info macros in one header file 2018-04-11 16:34:51 +08:00
Jeremy Hu 86afcd0e7e Fix boundingbox 2018-04-11 14:28:37 +08:00
Jeremy Hu b95276ec06 Change subdiv stratege: subdiv after union. 2018-04-11 14:15:11 +08:00
Jeremy Hu 28a95aedee Only allow item been selected when visible 2018-04-10 16:44:02 +08:00
Jeremy Hu 38fb0c022a Add main menu.
- Add about window,
- Add acknowlegements window,
- Add multiple documents support.
2018-04-10 15:59:20 +08:00
Jeremy Hu f47148a537 Cleanup and reset initial render angle 2018-04-09 23:10:23 +08:00
Jeremy Hu 2a7554b852 Make uncheckable menu items invisible 2018-04-09 22:37:20 +08:00
Jeremy Hu 62fdcbdced Add flip 2018-04-09 22:24:30 +08:00
Jeremy Hu 5e97e3d268 Add single node mesh 2018-04-09 19:13:34 +08:00
Jeremy Hu f49e88484f Add cut/copy/paste 2018-04-09 16:46:06 +08:00
Jeremy Hu de0075bab4 Add select all; fix undo. 2018-04-09 13:22:25 +08:00
Jeremy Hu b8e5d31169 Add context menu 2018-04-09 11:39:04 +08:00
Jeremy Hu cd6a973fe7 Fix repeat(no-further-actions) snapshot 2018-04-09 08:32:02 +08:00
Jeremy Hu 5407eedad7 Fix undo/redo 2018-04-09 07:42:59 +08:00
Jeremy Hu 35a62960ca Add undo/redo 2018-04-09 07:34:46 +08:00
Jeremy Hu 7b3540f0c1 Add multiple selection 2018-04-08 23:08:23 +08:00
Jeremy Hu 8ee0dee3db Remove carve and other no-use deps 2018-04-08 16:05:12 +08:00
Jeremy Hu 1c4515abd7 Finish part mini buttons 2018-04-08 09:30:55 +08:00
Jeremy Hu 8d558aa19f Add mini buttons for part list 2018-04-07 20:30:26 +08:00
Jeremy Hu 65b14200a5 Make part list more tidy 2018-04-07 19:51:33 +08:00
Jeremy Hu af451bd5ab Introduce new UI,
Introduce part list,
Add log viewer,
Add QtAwesome icons.
2018-04-07 16:44:39 +08:00
Jeremy Hu b99e0db0b2 Seperate the shader program and mesh binder to seperated source files 2018-04-02 14:05:06 +08:00
Jeremy Hu ec154633be Add logo.
Jezzasoft
Font family: Myriad Pro Bold
Font size: 32px

Dust3D
Font family: Klavika Bold
Font size: 48px

GIMP:
Font color: black
Adjust brightness and Contrast
Contrast: -50
2018-04-01 22:21:47 +08:00
Jeremy Hu d86004b46a Add toggleable options for generating 2018-03-30 22:05:47 +08:00
Jeremy Hu 01e8abf0cc Fix event conflicts between model and graphics view 2018-03-30 15:41:29 +08:00
Jeremy Hu 94cd279ef3 Render generated model in graphics viewer 2018-03-30 07:32:30 +08:00
Jeremy Hu f48d6bd5f5 Seperate mesh union as single source file 2018-03-29 17:10:59 +08:00
Jeremy Hu 53dfb62460 Generate coords around root joint 2018-03-29 16:01:57 +08:00
Jeremy Hu 9892d1bc2c Make cgal no-crash when fail 2018-03-29 14:27:31 +08:00
Jeremy Hu cac5c2094c Fix boolean operations 2018-03-29 14:10:17 +08:00
Jeremy Hu 7df312cff5 Add branch sperate joint wrap 2018-03-29 09:46:43 +08:00
Jeremy Hu 64ce4e6843 Add trival control of radius 2018-03-28 19:41:33 +08:00
Jeremy Hu 09d21e8935 Add skeleton snapshot support (Prepare for undo/redo feature) 2018-03-26 20:41:46 +08:00
Jeremy Hu 4c9767835f Export working model as obj 2018-03-20 15:56:49 +08:00
Jeremy Hu 4661e2bc94 Fix node group saving 2018-03-20 11:31:05 +08:00
Jeremy Hu a4cdb4e551 Make wireframe line more thick 2018-03-19 22:03:22 +08:00
Jeremy Hu 2aed6b768a Add wireframe render 2018-03-19 21:56:10 +08:00
Jeremy Hu f405ac0ede Add thickness support 2018-03-19 15:58:51 +08:00
Jeremy Hu 24fbff4218 Add node delete operation 2018-03-18 16:46:53 +08:00
Jeremy Hu de0fa135fb Add CGAL library to compare with Carve 2018-03-18 07:43:04 +08:00
Jeremy Hu 425962921e Add carve library to support better mesh boolean operations 2018-03-17 17:21:17 +08:00
Jeremy Hu a749324e79 Add mesh generation group 2018-03-16 11:06:51 +08:00
Jeremy Hu ff19efa188 Add project file(.ds3) reader and writer 2018-03-15 23:40:30 +08:00
Jeremy Hu 130ffdae79 Add parts loader and saver 2018-03-14 23:22:00 +08:00
Jeremy Hu 5dbff8b9e3 Add styled tab header 2018-03-14 14:43:16 +08:00
Jeremy Hu d3dfffcc59 Fix turnaround resize 2018-03-14 10:55:59 +08:00
Jeremy Hu 20f4b669bb Add icons 2018-03-13 20:49:24 +08:00
Jeremy Hu ce20e49883 Add turnaround image loader 2018-03-13 14:39:36 +08:00
Jeremy Hu 0ee18d41a8 Make skeleton UI more fluent 2018-03-12 21:40:42 +08:00
Jeremy Hu 5b597b0f0c Add skeleton to mesh generation(finished other side) 2018-03-12 17:41:16 +08:00
Jeremy Hu 14bce78a4a Add skeleton to mesh generation(finished one side) 2018-03-12 13:27:22 +08:00
Jeremy Hu d3e82ea306 Add skeleton edit UI 2018-03-12 00:02:15 +08:00
Jeremy Hu 283e76b1b6 Add base UI layout 2018-03-11 11:18:24 +08:00
Jeremy Hu 10a4a21183 Add base UI layout 2018-03-11 11:16:38 +08:00
Jeremy Hu 7d8e8c4bc5 Test QOpenGLWidget example with meshlite 2018-03-10 14:57:14 +08:00