Commit Graph

641 Commits (c740c18a411a00a9a186ddd0f2909a097dce6ce0)

Author SHA1 Message Date
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 328f26429b Optimize deform
see 3ff01306d0
2018-10-18 15:43:58 +08:00
Jeremy Hu c06a23d52e Fix build 2018-10-17 12:53:18 +08:00
Jeremy Hu b2a77caffc Fix build 2018-10-17 12:35:15 +08:00
Jeremy Hu 660e3d6a58 Fix fbx build 2018-10-17 11:59:21 +08:00
Jeremy Hu 0608e2af1c Fix uv unwrapper
UV unwrapper may run into infinite loop if the parametrization failed with some infinite value.
2018-10-17 11:19:17 +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 7fbdf6a8bd Remove thekla_atlas
Now, we have our own automatic uv unwrapping library: simpleuv
thekla_atlas works good on good mesh, however, sometimes, it crashs and cann't handle bad cases very well.
2018-10-16 08:09:04 +08:00
Jeremy Hu 7fa29dcc48 Fix texture generation 2018-10-16 08:04:08 +08:00
Jeremy Hu 7e0591de6b Fix build 2018-10-16 00:21:05 +08:00
Jeremy Hu 640b84b2f2 Fix build 2018-10-15 23:22:49 +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 1623d7d782 Update to the latest thekla_atlas 2018-10-11 08:56:09 +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 308bc48c54 Add author @anderejd from meshlite library 2018-10-05 23:58:00 +08:00
Jeremy Hu 7de9b61de7 Remove generated trivial seam triangles 2018-10-05 23:54:12 +08:00
Jeremy Hu c2a54069f5 Thanks to @JoeyDeVries for his website https://learnopengl.com 2018-10-05 15:50:02 +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 997d9efd75 Fix build 2018-10-02 13:18:35 +08:00
Jeremy Hu b02ffedb9d Merge branch 'curveeditor' 2018-10-02 13:09:04 +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 dbb23b9029 Rename library name meshlite to meshlite_ffi 2018-09-28 10:45:39 +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