#ifndef DUST3D_APPLICATION_DOCUMENT_H_ #define DUST3D_APPLICATION_DOCUMENT_H_ #include #include #include #include #include #include #include #include #include #include #include #include #include #include "model.h" #include "theme.h" #include "skeleton_document.h" #include "material_layer.h" class MaterialPreviewsGenerator; class TextureGenerator; class MeshGenerator; class MeshResultPostProcessor; class HistoryItem { public: dust3d::Snapshot snapshot; }; class Material { public: Material() { } ~Material() { delete m_previewMesh; } dust3d::Uuid id; QString name; bool dirty = true; std::vector layers; void updatePreviewMesh(Model *previewMesh) { delete m_previewMesh; m_previewMesh = previewMesh; } Model *takePreviewMesh() const { if (nullptr == m_previewMesh) return nullptr; return new Model(*m_previewMesh); } private: Q_DISABLE_COPY(Material); Model *m_previewMesh = nullptr; }; enum class DocumentToSnapshotFor { Document = 0, Nodes, Materials }; class Document : public SkeletonDocument { Q_OBJECT signals: void nodeCutRotationChanged(dust3d::Uuid nodeId); void nodeCutFaceChanged(dust3d::Uuid nodeId); void partPreviewChanged(dust3d::Uuid partId); void resultMeshChanged(); void resultPartPreviewsChanged(); void turnaroundChanged(); void editModeChanged(); void resultTextureChanged(); void resultColorTextureChanged(); void postProcessedResultChanged(); void partSubdivStateChanged(dust3d::Uuid partId); void partXmirrorStateChanged(dust3d::Uuid partId); void partBaseChanged(dust3d::Uuid partId); void partDeformThicknessChanged(dust3d::Uuid partId); void partDeformWidthChanged(dust3d::Uuid partId); void partDeformUnifyStateChanged(dust3d::Uuid partId); void partRoundStateChanged(dust3d::Uuid partId); void partColorStateChanged(dust3d::Uuid partId); void partCutRotationChanged(dust3d::Uuid partId); void partCutFaceChanged(dust3d::Uuid partId); void partMaterialIdChanged(dust3d::Uuid partId); void partChamferStateChanged(dust3d::Uuid partId); void partTargetChanged(dust3d::Uuid partId); void partColorSolubilityChanged(dust3d::Uuid partId); void partMetalnessChanged(dust3d::Uuid partId); void partRoughnessChanged(dust3d::Uuid partId); void partHollowThicknessChanged(dust3d::Uuid partId); void partCountershadeStateChanged(dust3d::Uuid partId); void partSmoothStateChanged(dust3d::Uuid partId); void componentCombineModeChanged(dust3d::Uuid componentId); void cleanup(); void checkPart(dust3d::Uuid partId); void partChecked(dust3d::Uuid partId); void partUnchecked(dust3d::Uuid partId); void enableBackgroundBlur(); void disableBackgroundBlur(); void exportReady(); void uncheckAll(); void checkNode(dust3d::Uuid nodeId); void checkEdge(dust3d::Uuid edgeId); void materialAdded(dust3d::Uuid materialId); void materialRemoved(dust3d::Uuid materialId); void materialListChanged(); void materialNameChanged(dust3d::Uuid materialId); void materialLayersChanged(dust3d::Uuid materialId); void materialPreviewChanged(dust3d::Uuid materialId); void meshGenerating(); void postProcessing(); void textureGenerating(); void textureChanged(); public: // need initialize QImage *textureImage = nullptr; QByteArray *textureImageByteArray = nullptr; QImage *textureNormalImage = nullptr; QByteArray *textureNormalImageByteArray = nullptr; QImage *textureMetalnessImage = nullptr; QByteArray *textureMetalnessImageByteArray = nullptr; QImage *textureRoughnessImage = nullptr; QByteArray *textureRoughnessImageByteArray = nullptr; QImage *textureAmbientOcclusionImage = nullptr; QByteArray *textureAmbientOcclusionImageByteArray = nullptr; bool weldEnabled = true; float brushMetalness = Model::m_defaultMetalness; float brushRoughness = Model::m_defaultRoughness; public: Document(); ~Document(); std::map materialMap; std::vector materialIdList; bool undoable() const override; bool redoable() const override; bool hasPastableNodesInClipboard() const override; bool originSettled() const override; bool isNodeEditable(dust3d::Uuid nodeId) const override; bool isEdgeEditable(dust3d::Uuid edgeId) const override; void copyNodes(std::set nodeIdSet) const override; void toSnapshot(dust3d::Snapshot *snapshot, const std::set &limitNodeIds=std::set(), DocumentToSnapshotFor forWhat=DocumentToSnapshotFor::Document, const std::set &limitMaterialIds=std::set()) const; void fromSnapshot(const dust3d::Snapshot &snapshot); enum class SnapshotSource { Unknown, Paste, Import }; void addFromSnapshot(const dust3d::Snapshot &snapshot, enum SnapshotSource source=SnapshotSource::Paste); const Material *findMaterial(dust3d::Uuid materialId) const; Model *takeResultMesh(); Model *takePaintedMesh(); bool isMeshGenerationSucceed(); Model *takeResultTextureMesh(); Model *takeResultRigWeightMesh(); void updateTurnaround(const QImage &image); void clearTurnaround(); void updateTextureImage(QImage *image); void updateTextureNormalImage(QImage *image); void updateTextureMetalnessImage(QImage *image); void updateTextureRoughnessImage(QImage *image); void updateTextureAmbientOcclusionImage(QImage *image); bool hasPastableMaterialsInClipboard() const; const dust3d::Object ¤tPostProcessedObject() const; bool isExportReady() const; bool isPostProcessResultObsolete() const; bool isMeshGenerating() const; bool isPostProcessing() const; bool isTextureGenerating() const; void collectCutFaceList(std::vector &cutFaces) const; public slots: void undo() override; void redo() override; void paste() override; void setNodeCutRotation(dust3d::Uuid nodeId, float cutRotation); void setNodeCutFace(dust3d::Uuid nodeId, dust3d::CutFace cutFace); void setNodeCutFaceLinkedId(dust3d::Uuid nodeId, dust3d::Uuid linkedId); void clearNodeCutFaceSettings(dust3d::Uuid nodeId); void setEditMode(SkeletonDocumentEditMode mode); void uiReady(); void generateMesh(); void regenerateMesh(); void meshReady(); void generateTexture(); void textureReady(); void postProcess(); void postProcessedMeshResultReady(); void generateMaterialPreviews(); void materialPreviewsReady(); void setPartSubdivState(dust3d::Uuid partId, bool subdived); void setPartXmirrorState(dust3d::Uuid partId, bool mirrored); void setPartBase(dust3d::Uuid partId, dust3d::PartBase base); void setPartDeformThickness(dust3d::Uuid partId, float thickness); void setPartDeformWidth(dust3d::Uuid partId, float width); void setPartDeformUnified(dust3d::Uuid partId, bool unified); void setPartRoundState(dust3d::Uuid partId, bool rounded); void setPartColorState(dust3d::Uuid partId, bool hasColor, QColor color); void setPartCutRotation(dust3d::Uuid partId, float cutRotation); void setPartCutFace(dust3d::Uuid partId, dust3d::CutFace cutFace); void setPartCutFaceLinkedId(dust3d::Uuid partId, dust3d::Uuid linkedId); void setPartMaterialId(dust3d::Uuid partId, dust3d::Uuid materialId); void setPartChamferState(dust3d::Uuid partId, bool chamfered); void setPartTarget(dust3d::Uuid partId, dust3d::PartTarget target); void setPartColorSolubility(dust3d::Uuid partId, float solubility); void setPartMetalness(dust3d::Uuid partId, float metalness); void setPartRoughness(dust3d::Uuid partId, float roughness); void setPartHollowThickness(dust3d::Uuid partId, float hollowThickness); void setPartCountershaded(dust3d::Uuid partId, bool countershaded); void setPartSmoothState(dust3d::Uuid partId, bool smooth); void setComponentCombineMode(dust3d::Uuid componentId, dust3d::CombineMode combineMode); void saveSnapshot(); void batchChangeBegin(); void batchChangeEnd(); void reset(); void clearHistories(); void silentReset(); void toggleSmoothNormal(); void enableWeld(bool enabled); void addMaterial(dust3d::Uuid materialId, QString name, std::vector); void removeMaterial(dust3d::Uuid materialId); void setMaterialLayers(dust3d::Uuid materialId, std::vector layers); void renameMaterial(dust3d::Uuid materialId, QString name); private: void resolveSnapshotBoundingBox(const dust3d::Snapshot &snapshot, QRectF *mainProfile, QRectF *sideProfile); void settleOrigin(); void checkExportReadyState(); bool m_isResultMeshObsolete = false; MeshGenerator *m_meshGenerator = nullptr; Model *m_resultMesh = nullptr; bool m_isMeshGenerationSucceed = true; int m_batchChangeRefCount = 0; dust3d::Object *m_currentObject = nullptr; bool m_isTextureObsolete = false; TextureGenerator *m_textureGenerator = nullptr; bool m_isPostProcessResultObsolete = false; MeshResultPostProcessor *m_postProcessor = nullptr; dust3d::Object *m_postProcessedObject = new dust3d::Object; Model *m_resultTextureMesh = nullptr; unsigned long long m_textureImageUpdateVersion = 0; bool m_smoothNormal = false; MaterialPreviewsGenerator *m_materialPreviewsGenerator = nullptr; quint64 m_meshGenerationId = 0; quint64 m_nextMeshGenerationId = 0; void *m_generatedCacheContext = nullptr; private: static unsigned long m_maxSnapshot; std::deque m_undoItems; std::deque m_redoItems; }; #endif