#ifndef DUST3D_DOCUMENT_H #define DUST3D_DOCUMENT_H #include #include #include #include #include #include #include #include #include #include #include "snapshot.h" #include "meshloader.h" #include "meshgenerator.h" #include "theme.h" #include "texturegenerator.h" #include "meshresultpostprocessor.h" #include "bonemark.h" #include "riggenerator.h" #include "rigtype.h" #include "posepreviewsgenerator.h" #include "texturetype.h" #include "interpolationtype.h" #include "jointnodetree.h" #include "skeletondocument.h" class MaterialPreviewsGenerator; class MotionsGenerator; class HistoryItem { public: uint32_t hash; Snapshot snapshot; }; class Component { public: Component() { } Component(const QUuid &withId, const QString &linkData=QString(), const QString &linkDataType=QString()) { id = withId.isNull() ? QUuid::createUuid() : withId; if (!linkData.isEmpty()) { if ("partId" == linkDataType) { linkToPartId = QUuid(linkData); } } } QUuid id; QString name; QUuid linkToPartId; QUuid parentId; bool expanded = true; bool inverse = false; bool dirty = true; float smoothAll = 0.0; float smoothSeam = 0.0; std::vector childrenIds; QString linkData() const { return linkToPartId.isNull() ? QString() : linkToPartId.toString(); } QString linkDataType() const { return linkToPartId.isNull() ? QString() : QString("partId"); } void addChild(QUuid childId) { if (m_childrenIdSet.find(childId) != m_childrenIdSet.end()) return; m_childrenIdSet.insert(childId); childrenIds.push_back(childId); } void removeChild(QUuid childId) { if (m_childrenIdSet.find(childId) == m_childrenIdSet.end()) return; m_childrenIdSet.erase(childId); auto findResult = std::find(childrenIds.begin(), childrenIds.end(), childId); if (findResult != childrenIds.end()) childrenIds.erase(findResult); } void replaceChild(QUuid childId, QUuid newId) { if (m_childrenIdSet.find(childId) == m_childrenIdSet.end()) return; if (m_childrenIdSet.find(newId) != m_childrenIdSet.end()) return; m_childrenIdSet.erase(childId); m_childrenIdSet.insert(newId); auto findResult = std::find(childrenIds.begin(), childrenIds.end(), childId); if (findResult != childrenIds.end()) *findResult = newId; } void moveChildUp(QUuid childId) { auto it = std::find(childrenIds.begin(), childrenIds.end(), childId); if (it == childrenIds.end()) { qDebug() << "Child not found in list:" << childId; return; } auto index = std::distance(childrenIds.begin(), it); if (index == 0) return; std::swap(childrenIds[index - 1], childrenIds[index]); } void moveChildDown(QUuid childId) { auto it = std::find(childrenIds.begin(), childrenIds.end(), childId); if (it == childrenIds.end()) { qDebug() << "Child not found in list:" << childId; return; } auto index = std::distance(childrenIds.begin(), it); if (index == (int)childrenIds.size() - 1) return; std::swap(childrenIds[index], childrenIds[index + 1]); } void moveChildToTop(QUuid childId) { auto it = std::find(childrenIds.begin(), childrenIds.end(), childId); if (it == childrenIds.end()) { qDebug() << "Child not found in list:" << childId; return; } auto index = std::distance(childrenIds.begin(), it); if (index == 0) return; for (int i = index; i >= 1; i--) std::swap(childrenIds[i - 1], childrenIds[i]); } void moveChildToBottom(QUuid childId) { auto it = std::find(childrenIds.begin(), childrenIds.end(), childId); if (it == childrenIds.end()) { qDebug() << "Child not found in list:" << childId; return; } auto index = std::distance(childrenIds.begin(), it); if (index == (int)childrenIds.size() - 1) return; for (int i = index; i <= (int)childrenIds.size() - 2; i++) std::swap(childrenIds[i], childrenIds[i + 1]); } void setSmoothAll(float toSmoothAll) { if (toSmoothAll < 0) toSmoothAll = 0; else if (toSmoothAll > 1) toSmoothAll = 1; smoothAll = toSmoothAll; } void setSmoothSeam(float toSmoothSeam) { if (toSmoothSeam < 0) toSmoothSeam = 0; else if (toSmoothSeam > 1) toSmoothSeam = 1; smoothSeam = toSmoothSeam; } bool smoothAllAdjusted() const { return fabs(smoothAll - 0.0) >= 0.01; } bool smoothSeamAdjusted() const { return fabs(smoothSeam - 0.0) >= 0.01; } bool smoothAdjusted() const { return smoothAllAdjusted() || smoothSeamAdjusted(); } private: std::set m_childrenIdSet; }; class Pose { public: Pose() { } ~Pose() { delete m_previewMesh; } QUuid id; QString name; bool dirty = true; std::map attributes; std::map> parameters; void updatePreviewMesh(MeshLoader *previewMesh) { delete m_previewMesh; m_previewMesh = previewMesh; } MeshLoader *takePreviewMesh() const { if (nullptr == m_previewMesh) return nullptr; return new MeshLoader(*m_previewMesh); } private: Q_DISABLE_COPY(Pose); MeshLoader *m_previewMesh = nullptr; }; enum class MotionClipType { Pose, Interpolation, Motion }; class MotionClip { public: MotionClip() { } MotionClip(const QString &linkData, const QString &linkDataType) { if ("poseId" == linkDataType) { clipType = MotionClipType::Pose; linkToId = QUuid(linkData); } else if ("InterpolationType" == linkDataType) { clipType = MotionClipType::Interpolation; interpolationType = InterpolationTypeFromString(linkData.toUtf8().constData()); } else if ("motionId" == linkDataType) { clipType = MotionClipType::Motion; linkToId = QUuid(linkData); } } QString linkDataType() const { if (MotionClipType::Pose == clipType) return "poseId"; if (MotionClipType::Interpolation == clipType) return "InterpolationType"; if (MotionClipType::Motion == clipType) return "motionId"; return "poseId"; } QString linkData() const { if (MotionClipType::Pose == clipType) return linkToId.toString(); if (MotionClipType::Interpolation == clipType) return InterpolationTypeToString(interpolationType); if (MotionClipType::Motion == clipType) return linkToId.toString(); return linkToId.toString(); } float duration = 0.0; MotionClipType clipType = MotionClipType::Pose; QUuid linkToId; InterpolationType interpolationType; }; class Motion { public: Motion() { } ~Motion() { releasePreviewMeshs(); } QUuid id; QString name; bool dirty = true; std::vector clips; std::vector> jointNodeTrees; void updatePreviewMeshs(std::vector> &previewMeshs) { releasePreviewMeshs(); m_previewMeshs = previewMeshs; previewMeshs.clear(); } MeshLoader *takePreviewMesh() const { if (m_previewMeshs.empty()) return nullptr; return new MeshLoader(*m_previewMeshs[0].second); } private: Q_DISABLE_COPY(Motion); void releasePreviewMeshs() { for (const auto &item: m_previewMeshs) { delete item.second; } m_previewMeshs.clear(); } std::vector> m_previewMeshs; }; class MaterialMap { public: TextureType forWhat; QUuid imageId; }; class MaterialLayer { public: std::vector maps; }; class Material { public: Material() { } ~Material() { delete m_previewMesh; } QUuid id; QString name; bool dirty = true; std::vector layers; void updatePreviewMesh(MeshLoader *previewMesh) { delete m_previewMesh; m_previewMesh = previewMesh; } MeshLoader *takePreviewMesh() const { if (nullptr == m_previewMesh) return nullptr; return new MeshLoader(*m_previewMesh); } private: Q_DISABLE_COPY(Material); MeshLoader *m_previewMesh = nullptr; }; enum class DocumentToSnapshotFor { Document = 0, Nodes, Materials, Poses, Motions }; class Document : public SkeletonDocument { Q_OBJECT signals: void partAdded(QUuid partId); void nodeAdded(QUuid nodeId); void edgeAdded(QUuid edgeId); void partRemoved(QUuid partId); void componentNameChanged(QUuid componentId); void componentChildrenChanged(QUuid componentId); void componentRemoved(QUuid componentId); void componentAdded(QUuid componentId); void componentExpandStateChanged(QUuid componentId); void componentSmoothAllChanged(QUuid componentId); void componentSmoothSeamChanged(QUuid componentId); void nodeRemoved(QUuid nodeId); void edgeRemoved(QUuid edgeId); void nodeRadiusChanged(QUuid nodeId); void nodeBoneMarkChanged(QUuid nodeId); void nodeOriginChanged(QUuid nodeId); void edgeChanged(QUuid edgeId); void partPreviewChanged(QUuid partId); void resultMeshChanged(); void turnaroundChanged(); void editModeChanged(); void skeletonChanged(); void resultSkeletonChanged(); void resultTextureChanged(); void resultBakedTextureChanged(); void postProcessedResultChanged(); void resultRigChanged(); void rigChanged(); void partLockStateChanged(QUuid partId); void partVisibleStateChanged(QUuid partId); void partSubdivStateChanged(QUuid partId); void partDisableStateChanged(QUuid partId); void partXmirrorStateChanged(QUuid partId); void partZmirrorStateChanged(QUuid partId); void partDeformThicknessChanged(QUuid partId); void partDeformWidthChanged(QUuid partId); void partRoundStateChanged(QUuid partId); void partColorStateChanged(QUuid partId); void partWrapStateChanged(QUuid partId); void partMaterialIdChanged(QUuid partId); void componentInverseStateChanged(QUuid partId); void cleanup(); void originChanged(); void xlockStateChanged(); void ylockStateChanged(); void zlockStateChanged(); void radiusLockStateChanged(); void checkPart(QUuid partId); void partChecked(QUuid partId); void partUnchecked(QUuid partId); void enableBackgroundBlur(); void disableBackgroundBlur(); void exportReady(); void uncheckAll(); void checkNode(QUuid nodeId); void checkEdge(QUuid edgeId); void optionsChanged(); void rigTypeChanged(); void posesChanged(); void motionsChanged(); void poseAdded(QUuid poseId); void poseRemoved(QUuid); void poseListChanged(); void poseNameChanged(QUuid poseId); void poseParametersChanged(QUuid poseId); void poseAttributesChanged(QUuid poseId); void posePreviewChanged(QUuid poseId); void motionAdded(QUuid motionId); void motionRemoved(QUuid motionId); void motionListChanged(); void motionNameChanged(QUuid motionId); void motionClipsChanged(QUuid motionId); void motionPreviewChanged(QUuid motionId); void motionResultChanged(QUuid motionId); void materialAdded(QUuid materialId); void materialRemoved(QUuid materialId); void materialListChanged(); void materialNameChanged(QUuid materialId); void materialLayersChanged(QUuid materialId); void materialPreviewChanged(QUuid materialId); void meshGenerating(); void postProcessing(); void textureGenerating(); void textureChanged(); public: // need initialize QImage *textureGuideImage; QImage *textureImage; QImage *textureBorderImage; QImage *textureAmbientOcclusionImage; QImage *textureColorImage; RigType rigType; bool weldEnabled; public: Document(); ~Document(); std::map componentMap; std::map materialMap; std::vector materialIdList; std::map poseMap; std::vector poseIdList; std::map motionMap; std::vector motionIdList; Component rootComponent; QImage preview; bool undoable() const override; bool redoable() const override; bool hasPastableNodesInClipboard() const override; bool originSettled() const override; bool isNodeEditable(QUuid nodeId) const override; bool isEdgeEditable(QUuid edgeId) const override; void copyNodes(std::set nodeIdSet) const override; void toSnapshot(Snapshot *snapshot, const std::set &limitNodeIds=std::set(), DocumentToSnapshotFor forWhat=DocumentToSnapshotFor::Document, const std::set &limitPoseIds=std::set(), const std::set &limitMotionIds=std::set(), const std::set &limitMaterialIds=std::set()) const; void fromSnapshot(const Snapshot &snapshot); void addFromSnapshot(const Snapshot &snapshot, bool fromPaste=true); const Component *findComponent(QUuid componentId) const; const Component *findComponentParent(QUuid componentId) const; QUuid findComponentParentId(QUuid componentId) const; const Material *findMaterial(QUuid materialId) const; const Pose *findPose(QUuid poseId) const; const Motion *findMotion(QUuid motionId) const; MeshLoader *takeResultMesh(); MeshLoader *takeResultTextureMesh(); MeshLoader *takeResultRigWeightMesh(); const std::vector *resultRigBones() const; const std::map *resultRigWeights() const; void updateTurnaround(const QImage &image); void setSharedContextWidget(QOpenGLWidget *sharedContextWidget); bool hasPastableMaterialsInClipboard() const; bool hasPastablePosesInClipboard() const; bool hasPastableMotionsInClipboard() const; const Outcome ¤tPostProcessedOutcome() const; bool isExportReady() const; bool isPostProcessResultObsolete() const; void collectComponentDescendantParts(QUuid componentId, std::vector &partIds) const; void collectComponentDescendantComponents(QUuid componentId, std::vector &componentIds) const; const std::vector &resultRigMissingMarkNames() const; const std::vector &resultRigErrorMarkNames() const; const Outcome ¤tRiggedOutcome() const; bool currentRigSucceed() const; bool isMeshGenerating() const; public slots: void undo() override; void redo() override; void paste() override; void removeNode(QUuid nodeId); void removeEdge(QUuid edgeId); void removePart(QUuid partId); void addNode(float x, float y, float z, float radius, QUuid fromNodeId); void scaleNodeByAddRadius(QUuid nodeId, float amount); void moveNodeBy(QUuid nodeId, float x, float y, float z); void setNodeOrigin(QUuid nodeId, float x, float y, float z); void setNodeRadius(QUuid nodeId, float radius); void setNodeBoneMark(QUuid nodeId, BoneMark mark); void switchNodeXZ(QUuid nodeId); void moveOriginBy(float x, float y, float z); void addEdge(QUuid fromNodeId, QUuid toNodeId); void setEditMode(SkeletonDocumentEditMode mode); void uiReady(); void generateMesh(); void regenerateMesh(); void meshReady(); void generateTexture(); void textureReady(); void postProcess(); void postProcessedMeshResultReady(); void generateRig(); void rigReady(); void generatePosePreviews(); void posePreviewsReady(); void generateMaterialPreviews(); void materialPreviewsReady(); void generateMotions(); void motionsReady(); void setPartLockState(QUuid partId, bool locked); void setPartVisibleState(QUuid partId, bool visible); void setPartSubdivState(QUuid partId, bool subdived); void setPartDisableState(QUuid partId, bool disabled); void setPartXmirrorState(QUuid partId, bool mirrored); void setPartZmirrorState(QUuid partId, bool mirrored); void setPartDeformThickness(QUuid partId, float thickness); void setPartDeformWidth(QUuid partId, float width); void setPartRoundState(QUuid partId, bool rounded); void setPartColorState(QUuid partId, bool hasColor, QColor color); void setPartWrapState(QUuid partId, bool wrapped); void setPartMaterialId(QUuid partId, QUuid materialId); void setComponentInverseState(QUuid componentId, bool inverse); void moveComponentUp(QUuid componentId); void moveComponentDown(QUuid componentId); void moveComponentToTop(QUuid componentId); void moveComponentToBottom(QUuid componentId); void renameComponent(QUuid componentId, QString name); void removeComponent(QUuid componentId); void addComponent(QUuid parentId); void moveComponent(QUuid componentId, QUuid toParentId); void setCurrentCanvasComponentId(QUuid componentId); void createNewComponentAndMoveThisIn(QUuid componentId); void createNewChildComponent(QUuid parentComponentId); void setComponentExpandState(QUuid componentId, bool expanded); void setComponentSmoothAll(QUuid componentId, float toSmoothAll); void setComponentSmoothSeam(QUuid componentId, float toSmoothSeam); void hideOtherComponents(QUuid componentId); void lockOtherComponents(QUuid componentId); void hideAllComponents(); void showAllComponents(); void collapseAllComponents(); void expandAllComponents(); void lockAllComponents(); void unlockAllComponents(); void hideDescendantComponents(QUuid componentId); void showDescendantComponents(QUuid componentId); void lockDescendantComponents(QUuid componentId); void unlockDescendantComponents(QUuid componentId); void saveSnapshot(); void batchChangeBegin(); void batchChangeEnd(); void reset(); void clearHistories(); void silentReset(); void breakEdge(QUuid edgeId); void setXlockState(bool locked); void setYlockState(bool locked); void setZlockState(bool locked); void setRadiusLockState(bool locked); void enableAllPositionRelatedLocks(); void disableAllPositionRelatedLocks(); void toggleSmoothNormal(); void enableWeld(bool enabled); void setRigType(RigType toRigType); void addPose(QString name, std::map> parameters); void removePose(QUuid poseId); void setPoseParameters(QUuid poseId, std::map> parameters); void setPoseAttributes(QUuid poseId, std::map attributes); void renamePose(QUuid poseId, QString name); void addMotion(QString name, std::vector clips); void removeMotion(QUuid motionId); void setMotionClips(QUuid motionId, std::vector clips); void renameMotion(QUuid motionId, QString name); void addMaterial(QString name, std::vector); void removeMaterial(QUuid materialId); void setMaterialLayers(QUuid materialId, std::vector layers); void renameMaterial(QUuid materialId, QString name); private: void splitPartByNode(std::vector> *groups, QUuid nodeId); void joinNodeAndNeiborsToGroup(std::vector *group, QUuid nodeId, std::set *visitMap, QUuid noUseEdgeId=QUuid()); void splitPartByEdge(std::vector> *groups, QUuid edgeId); bool isPartReadonly(QUuid partId) const; QUuid createNode(float x, float y, float z, float radius, QUuid fromNodeId); void settleOrigin(); void checkExportReadyState(); void removePartDontCareComponent(QUuid partId); void addPartToComponent(QUuid partId, QUuid componentId); bool isDescendantComponent(QUuid componentId, QUuid suspiciousId); void removeComponentRecursively(QUuid componentId); void resetDirtyFlags(); void markAllDirty(); void removeRigResults(); private: // need initialize bool m_isResultMeshObsolete; MeshGenerator *m_meshGenerator; MeshLoader *m_resultMesh; int m_batchChangeRefCount; Outcome *m_currentOutcome; bool m_isTextureObsolete; TextureGenerator *m_textureGenerator; bool m_isPostProcessResultObsolete; MeshResultPostProcessor *m_postProcessor; Outcome *m_postProcessedOutcome; MeshLoader *m_resultTextureMesh; unsigned long long m_textureImageUpdateVersion; QOpenGLWidget *m_sharedContextWidget; QUuid m_currentCanvasComponentId; bool m_allPositionRelatedLocksEnabled; bool m_smoothNormal; RigGenerator *m_rigGenerator; MeshLoader *m_resultRigWeightMesh; std::vector *m_resultRigBones; std::map *m_resultRigWeights; bool m_isRigObsolete; Outcome *m_riggedOutcome; PosePreviewsGenerator *m_posePreviewsGenerator; bool m_currentRigSucceed; MaterialPreviewsGenerator *m_materialPreviewsGenerator; MotionsGenerator *m_motionsGenerator; private: static unsigned long m_maxSnapshot; std::deque m_undoItems; std::deque m_redoItems; GeneratedCacheContext m_generatedCacheContext; std::vector m_resultRigMissingMarkNames; std::vector m_resultRigErrorMarkNames; }; #endif