#include #include #include #include #include "mesh_generator.h" #include "cut_face_preview.h" MeshGenerator::MeshGenerator(dust3d::Snapshot *snapshot) : dust3d::MeshGenerator(snapshot) { } MeshGenerator::~MeshGenerator() { } std::map> *MeshGenerator::takeComponentPreviewMeshes() { return m_componentPreviewMeshes.release(); } MonochromeMesh *MeshGenerator::takeWireframeMesh() { return m_wireframeMesh.release(); } void MeshGenerator::process() { QElapsedTimer countTimeConsumed; countTimeConsumed.start(); generate(); if (nullptr != m_object) m_resultMesh = std::make_unique(*m_object); m_componentPreviewMeshes = std::make_unique>>(); for (const auto &componentId: m_generatedPreviewComponentIds) { auto it = m_generatedComponentPreviews.find(componentId); if (it == m_generatedComponentPreviews.end()) continue; dust3d::trimVertices(&it->second.vertices, true); for (auto &it: it->second.vertices) { it *= 2.0; } std::vector previewTriangleNormals; previewTriangleNormals.reserve(it->second.triangles.size()); for (const auto &face: it->second.triangles) { previewTriangleNormals.emplace_back(dust3d::Vector3::normal( it->second.vertices[face[0]], it->second.vertices[face[1]], it->second.vertices[face[2]] )); } std::vector> previewTriangleVertexNormals; dust3d::smoothNormal(it->second.vertices, it->second.triangles, previewTriangleNormals, 0, &previewTriangleVertexNormals); (*m_componentPreviewMeshes)[componentId] = std::make_unique(it->second.vertices, it->second.triangles, previewTriangleVertexNormals, it->second.color, it->second.metalness, it->second.roughness); } if (nullptr != m_object) m_wireframeMesh = std::make_unique(*m_object); qDebug() << "The mesh generation took" << countTimeConsumed.elapsed() << "milliseconds"; emit finished(); } ModelMesh *MeshGenerator::takeResultMesh() { return m_resultMesh.release(); }