Commit Graph

54 Commits (cb192bdaa6522da5245bbd0ffa85ab0526d071c1)

Author SHA1 Message Date
huxingyi c84bb14ada Fix IBL shader
Implement DDS cubemap file reader to load the Cedar Bridge environment
cubemap file, and render IBL on core profile.
2020-03-18 23:47:09 +09:30
Jeremy Hu 6e2c1286a3 Add texture size preference setting 2020-02-27 20:23:50 +09:30
Jeremy Hu c4639d77ae Fix alphaMode of glb exporting
Only export alphaMode as BLEND when there are transparent parts.
2020-02-27 19:27:09 +09:30
Jeremy Hu 287d3f4d2e Rewrite rig generator
Before this commit, the body parts are segmented by face connectivity. In this commit, the body parts are segmented by nodes connectivity. Disconnected nodes are combined before segmentation at the endpoint from the nearest neighbor parts’ node.
2020-02-09 20:42:14 +09:30
Jeremy Hu 2e047e3d26 Add iteration setting for cloth simulation 2020-01-18 12:34:31 +09:30
Jeremy Hu ec80f7bacd Fix quickjs build on win64
Add back script system and fix build error on windows 64 bit system.
2020-01-16 22:37:16 +09:30
Jeremy Hu 89d49d488d Add force and offset settings for cloth simulation 2020-01-12 22:18:44 +09:30
Jeremy Hu 44cd33d799 Add stiffness setting for cloth simulation 2020-01-09 23:30:46 +09:30
Jeremy Hu 579fa24e1c Add cloth simulation
Integrate FastMassSpring, implemented by Samer Itani(@sam007961),
Original paper: "Fast Simulation of Mass-Spring Systems" by Liu, T., Bargteil, A. W., Obrien, J. F., & Kavan, L.
2020-01-08 23:46:56 +09:30
Jeremy Hu 66ac0b3b7f Add remesh polycount configure 2020-01-05 00:20:10 +09:30
Jeremy Hu 2d05583937 Integrate Instant-Meshes
1. Drop windows 32bit support
Add windows 64bit support.

2. Remove Script(quickjs) support
The current integrated quickjs is a very old version which doesn’t support windows 64bit system. In the future, (TODO)WebAssembly should be integrate as plugin system.

3. Integrate Instant-Meshes
Instant-Meshes take less than 1 second on all three platforms.

4. Remove QuadriFlow
Current implementation of QuadriFlow is too slow (take about 5 seconds on the example model) to do realtime remeshing.
2020-01-04 19:59:10 +09:30
Jeremy Hu ee53e3ed4f Improve mesh generation
1. All components recombined regardless of color groups
2. Contour main view contribute to x-coord only when width and height is different (Offset greater than radius)
3. Fix generating indicator
2020-01-02 22:06:43 +09:30
Jeremy Hu 191dbacd89 Implement component remesh 2019-12-29 18:22:35 +09:30
Jeremy Hu 9f55f738f3 Implement marker pen
This commit introduce a new feature: Marker Pen
It allow user to quick draw a contour of the side view and got nodes automatically generated
2019-12-25 08:54:49 +09:30
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