#include #include #include "meshgenerator.h" #include "dust3dutil.h" #include "skeletondocument.h" #include "meshlite.h" #include "modelofflinerender.h" #include "meshutil.h" #include "theme.h" #include "positionmap.h" bool MeshGenerator::enableDebug = false; MeshGenerator::MeshGenerator(SkeletonSnapshot *snapshot, QThread *thread) : m_snapshot(snapshot), m_mesh(nullptr), m_preview(nullptr), m_requirePreview(false), m_previewRender(nullptr), m_thread(thread), m_meshResultContext(nullptr) { } MeshGenerator::~MeshGenerator() { delete m_snapshot; delete m_mesh; delete m_preview; for (const auto &partPreviewIt: m_partPreviewMap) { delete partPreviewIt.second; } for (const auto &render: m_partPreviewRenderMap) { delete render.second; } delete m_previewRender; delete m_meshResultContext; } void MeshGenerator::addPreviewRequirement() { m_requirePreview = true; if (nullptr == m_previewRender) { m_previewRender = new ModelOfflineRender; m_previewRender->setRenderThread(m_thread); } } void MeshGenerator::addPartPreviewRequirement(const QString &partId) { //qDebug() << "addPartPreviewRequirement:" << partId; m_requirePartPreviewMap.insert(partId); if (m_partPreviewRenderMap.find(partId) == m_partPreviewRenderMap.end()) { ModelOfflineRender *render = new ModelOfflineRender; render->setRenderThread(m_thread); m_partPreviewRenderMap[partId] = render; } } Mesh *MeshGenerator::takeResultMesh() { Mesh *resultMesh = m_mesh; m_mesh = nullptr; return resultMesh; } QImage *MeshGenerator::takePreview() { QImage *resultPreview = m_preview; m_preview = nullptr; return resultPreview; } QImage *MeshGenerator::takePartPreview(const QString &partId) { QImage *resultImage = m_partPreviewMap[partId]; m_partPreviewMap[partId] = nullptr; return resultImage; } MeshResultContext *MeshGenerator::takeMeshResultContext() { MeshResultContext *meshResultContext = m_meshResultContext; m_meshResultContext = nullptr; return meshResultContext; } void MeshGenerator::resolveBoundingBox(QRectF *mainProfile, QRectF *sideProfile, const QString &partId) { m_snapshot->resolveBoundingBox(mainProfile, sideProfile, partId); } void MeshGenerator::loadVertexSourcesToMeshResultContext(void *meshliteContext, int meshId, int bmeshId) { int vertexCount = meshlite_get_vertex_count(meshliteContext, meshId); int positionBufferLen = vertexCount * 3; float *positionBuffer = new float[positionBufferLen]; int positionCount = meshlite_get_vertex_position_array(meshliteContext, meshId, positionBuffer, positionBufferLen) / 3; int *sourceBuffer = new int[positionBufferLen]; int sourceCount = meshlite_get_vertex_source_array(meshliteContext, meshId, sourceBuffer, positionBufferLen); Q_ASSERT(positionCount == sourceCount); for (int i = 0, positionIndex = 0; i < positionCount; i++, positionIndex+=3) { BmeshVertex vertex; vertex.bmeshId = bmeshId; vertex.nodeId = sourceBuffer[i]; vertex.position = QVector3D(positionBuffer[positionIndex + 0], positionBuffer[positionIndex + 1], positionBuffer[positionIndex + 2]); m_meshResultContext->bmeshVertices.push_back(vertex); } delete[] positionBuffer; delete[] sourceBuffer; } void MeshGenerator::loadGeneratedPositionsToMeshResultContext(void *meshliteContext, int triangulatedMeshId) { int vertexCount = meshlite_get_vertex_count(meshliteContext, triangulatedMeshId); int positionBufferLen = vertexCount * 3; float *positionBuffer = new float[positionBufferLen]; int positionCount = meshlite_get_vertex_position_array(meshliteContext, triangulatedMeshId, positionBuffer, positionBufferLen) / 3; std::map verticesMap; for (int i = 0, positionIndex = 0; i < positionCount; i++, positionIndex+=3) { ResultVertex vertex; vertex.position = QVector3D(positionBuffer[positionIndex + 0], positionBuffer[positionIndex + 1], positionBuffer[positionIndex + 2]); verticesMap[i] = m_meshResultContext->vertices.size(); m_meshResultContext->vertices.push_back(vertex); } int faceCount = meshlite_get_face_count(meshliteContext, triangulatedMeshId); int triangleIndexBufferLen = faceCount * 3; int *triangleIndexBuffer = new int[triangleIndexBufferLen]; int triangleCount = meshlite_get_triangle_index_array(meshliteContext, triangulatedMeshId, triangleIndexBuffer, triangleIndexBufferLen) / 3; int triangleNormalBufferLen = faceCount * 3; float *normalBuffer = new float[triangleNormalBufferLen]; int normalCount = meshlite_get_triangle_normal_array(meshliteContext, triangulatedMeshId, normalBuffer, triangleNormalBufferLen) / 3; Q_ASSERT(triangleCount == normalCount); for (int i = 0, triangleVertIndex = 0, normalIndex=0; i < triangleCount; i++, triangleVertIndex+=3, normalIndex += 3) { ResultTriangle triangle; triangle.indicies[0] = verticesMap[triangleIndexBuffer[triangleVertIndex + 0]]; triangle.indicies[1] = verticesMap[triangleIndexBuffer[triangleVertIndex + 1]]; triangle.indicies[2] = verticesMap[triangleIndexBuffer[triangleVertIndex + 2]]; triangle.normal = QVector3D(normalBuffer[normalIndex + 0], normalBuffer[normalIndex + 1], normalBuffer[normalIndex + 2]); m_meshResultContext->triangles.push_back(triangle); } delete[] positionBuffer; delete[] triangleIndexBuffer; delete[] normalBuffer; } void MeshGenerator::process() { if (nullptr == m_snapshot) return; m_meshResultContext = new MeshResultContext; void *meshliteContext = meshlite_create_context(); std::map partBmeshMap; std::map bmeshNodeMap; QRectF mainProfile, sideProfile; resolveBoundingBox(&mainProfile, &sideProfile); float longHeight = mainProfile.height(); if (mainProfile.width() > longHeight) longHeight = mainProfile.width(); if (sideProfile.width() > longHeight) longHeight = sideProfile.width(); float mainProfileMiddleX = mainProfile.x() + mainProfile.width() / 2; float sideProfileMiddleX = sideProfile.x() + sideProfile.width() / 2; float mainProfileMiddleY = mainProfile.y() + mainProfile.height() / 2; float originX = valueOfKeyInMapOrEmpty(m_snapshot->canvas, "originX").toFloat(); float originY = valueOfKeyInMapOrEmpty(m_snapshot->canvas, "originY").toFloat(); float originZ = valueOfKeyInMapOrEmpty(m_snapshot->canvas, "originZ").toFloat(); bool originSettled = false; if (originX > 0 && originY > 0 && originZ > 0) { //qDebug() << "Use settled origin: " << originX << originY << originZ << " calculated:" << mainProfileMiddleX << mainProfileMiddleY << sideProfileMiddleX; mainProfileMiddleX = originX; mainProfileMiddleY = originY; sideProfileMiddleX = originZ; originSettled = true; } else { //qDebug() << "No settled origin, calculated:" << mainProfileMiddleX << mainProfileMiddleY << sideProfileMiddleX; } std::map partColorMap; std::map partMirrorFlagMap; for (const auto &partIdIt: m_snapshot->partIdList) { const auto &part = m_snapshot->parts.find(partIdIt); if (part == m_snapshot->parts.end()) continue; QString disabledString = valueOfKeyInMapOrEmpty(part->second, "disabled"); bool isDisabled = isTrueValueString(disabledString); if (isDisabled) continue; bool subdived = isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "subdived")); int bmeshId = meshlite_bmesh_create(meshliteContext); if (subdived) meshlite_bmesh_set_cut_subdiv_count(meshliteContext, bmeshId, 1); if (isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "rounded"))) meshlite_bmesh_set_round_way(meshliteContext, bmeshId, 1); partMirrorFlagMap[partIdIt] = isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "xMirrored")); QString colorString = valueOfKeyInMapOrEmpty(part->second, "color"); QColor partColor = colorString.isEmpty() ? Theme::white : QColor(colorString); partColorMap[partIdIt] = partColor; QString thicknessString = valueOfKeyInMapOrEmpty(part->second, "deformThickness"); if (!thicknessString.isEmpty()) meshlite_bmesh_set_deform_thickness(meshliteContext, bmeshId, thicknessString.toFloat()); QString widthString = valueOfKeyInMapOrEmpty(part->second, "deformWidth"); if (!widthString.isEmpty()) meshlite_bmesh_set_deform_width(meshliteContext, bmeshId, widthString.toFloat()); if (MeshGenerator::enableDebug) meshlite_bmesh_enable_debug(meshliteContext, bmeshId, 1); partBmeshMap[partIdIt] = bmeshId; } for (const auto &edgeIt: m_snapshot->edges) { QString partId = valueOfKeyInMapOrEmpty(edgeIt.second, "partId"); QString fromNodeId = valueOfKeyInMapOrEmpty(edgeIt.second, "from"); QString toNodeId = valueOfKeyInMapOrEmpty(edgeIt.second, "to"); //qDebug() << "Processing edge " << fromNodeId << "<=>" << toNodeId; const auto fromIt = m_snapshot->nodes.find(fromNodeId); const auto toIt = m_snapshot->nodes.find(toNodeId); if (fromIt == m_snapshot->nodes.end() || toIt == m_snapshot->nodes.end()) continue; const auto partBmeshIt = partBmeshMap.find(partId); if (partBmeshIt == partBmeshMap.end()) continue; int bmeshId = partBmeshIt->second; int bmeshFromNodeId = 0; const auto bmeshFromIt = bmeshNodeMap.find(fromNodeId); if (bmeshFromIt == bmeshNodeMap.end()) { float radius = valueOfKeyInMapOrEmpty(fromIt->second, "radius").toFloat() / longHeight; float x = (valueOfKeyInMapOrEmpty(fromIt->second, "x").toFloat() - mainProfileMiddleX) / longHeight; float y = (mainProfileMiddleY - valueOfKeyInMapOrEmpty(fromIt->second, "y").toFloat()) / longHeight; float z = (sideProfileMiddleX - valueOfKeyInMapOrEmpty(fromIt->second, "z").toFloat()) / longHeight; bmeshFromNodeId = meshlite_bmesh_add_node(meshliteContext, bmeshId, x, y, z, radius); //qDebug() << "bmeshId[" << bmeshId << "] add node[" << bmeshFromNodeId << "]" << radius << x << y << z; bmeshNodeMap[fromNodeId] = bmeshFromNodeId; BmeshNode bmeshNode; bmeshNode.bmeshId = bmeshId; bmeshNode.origin = QVector3D(x, y, z); bmeshNode.radius = radius; bmeshNode.nodeId = bmeshFromNodeId; bmeshNode.color = partColorMap[partId]; m_meshResultContext->bmeshNodes.push_back(bmeshNode); if (partMirrorFlagMap[partId]) { bmeshNode.bmeshId = -bmeshId; bmeshNode.origin.setX(-x); m_meshResultContext->bmeshNodes.push_back(bmeshNode); } } else { bmeshFromNodeId = bmeshFromIt->second; //qDebug() << "bmeshId[" << bmeshId << "] use existed node[" << bmeshFromNodeId << "]"; } int bmeshToNodeId = 0; const auto bmeshToIt = bmeshNodeMap.find(toNodeId); if (bmeshToIt == bmeshNodeMap.end()) { float radius = valueOfKeyInMapOrEmpty(toIt->second, "radius").toFloat() / longHeight; float x = (valueOfKeyInMapOrEmpty(toIt->second, "x").toFloat() - mainProfileMiddleX) / longHeight; float y = (mainProfileMiddleY - valueOfKeyInMapOrEmpty(toIt->second, "y").toFloat()) / longHeight; float z = (sideProfileMiddleX - valueOfKeyInMapOrEmpty(toIt->second, "z").toFloat()) / longHeight; bmeshToNodeId = meshlite_bmesh_add_node(meshliteContext, bmeshId, x, y, z, radius); //qDebug() << "bmeshId[" << bmeshId << "] add node[" << bmeshToNodeId << "]" << radius << x << y << z; bmeshNodeMap[toNodeId] = bmeshToNodeId; BmeshNode bmeshNode; bmeshNode.bmeshId = bmeshId; bmeshNode.origin = QVector3D(x, y, z); bmeshNode.radius = radius; bmeshNode.nodeId = bmeshToNodeId; bmeshNode.color = partColorMap[partId]; m_meshResultContext->bmeshNodes.push_back(bmeshNode); if (partMirrorFlagMap[partId]) { bmeshNode.bmeshId = -bmeshId; bmeshNode.origin.setX(-x); m_meshResultContext->bmeshNodes.push_back(bmeshNode); } } else { bmeshToNodeId = bmeshToIt->second; //qDebug() << "bmeshId[" << bmeshId << "] use existed node[" << bmeshToNodeId << "]"; } meshlite_bmesh_add_edge(meshliteContext, bmeshId, bmeshFromNodeId, bmeshToNodeId); BmeshEdge bmeshEdge; bmeshEdge.fromBmeshId = bmeshId; bmeshEdge.fromNodeId = bmeshFromNodeId; bmeshEdge.toBmeshId = bmeshId; bmeshEdge.toNodeId = bmeshToNodeId; m_meshResultContext->bmeshEdges.push_back(bmeshEdge); if (partMirrorFlagMap[partId]) { BmeshEdge bmeshEdge; bmeshEdge.fromBmeshId = -bmeshId; bmeshEdge.fromNodeId = bmeshFromNodeId; bmeshEdge.toBmeshId = -bmeshId; bmeshEdge.toNodeId = bmeshToNodeId; m_meshResultContext->bmeshEdges.push_back(bmeshEdge); } } for (const auto &nodeIt: m_snapshot->nodes) { QString partId = valueOfKeyInMapOrEmpty(nodeIt.second, "partId"); const auto partBmeshIt = partBmeshMap.find(partId); if (partBmeshIt == partBmeshMap.end()) continue; const auto nodeBmeshIt = bmeshNodeMap.find(nodeIt.first); if (nodeBmeshIt != bmeshNodeMap.end()) continue; int bmeshId = partBmeshIt->second; float radius = valueOfKeyInMapOrEmpty(nodeIt.second, "radius").toFloat() / longHeight; float x = (valueOfKeyInMapOrEmpty(nodeIt.second, "x").toFloat() - mainProfileMiddleX) / longHeight; float y = (mainProfileMiddleY - valueOfKeyInMapOrEmpty(nodeIt.second, "y").toFloat()) / longHeight; float z = (sideProfileMiddleX - valueOfKeyInMapOrEmpty(nodeIt.second, "z").toFloat()) / longHeight; int bmeshNodeId = meshlite_bmesh_add_node(meshliteContext, bmeshId, x, y, z, radius); //qDebug() << "bmeshId[" << bmeshId << "] add lonely node[" << bmeshNodeId << "]" << radius << x << y << z; bmeshNodeMap[nodeIt.first] = bmeshNodeId; BmeshNode bmeshNode; bmeshNode.bmeshId = bmeshId; bmeshNode.origin = QVector3D(x, y, z); bmeshNode.radius = radius; bmeshNode.nodeId = bmeshNodeId; bmeshNode.color = partColorMap[partId]; m_meshResultContext->bmeshNodes.push_back(bmeshNode); if (partMirrorFlagMap[partId]) { bmeshNode.bmeshId = -bmeshId; bmeshNode.origin.setX(-x); m_meshResultContext->bmeshNodes.push_back(bmeshNode); } } bool broken = false; std::vector meshIds; std::vector subdivMeshIds; for (const auto &partIdIt: m_snapshot->partIdList) { const auto &part = m_snapshot->parts.find(partIdIt); if (part == m_snapshot->parts.end()) continue; QString disabledString = valueOfKeyInMapOrEmpty(part->second, "disabled"); bool isDisabled = isTrueValueString(disabledString); if (isDisabled) continue; int bmeshId = partBmeshMap[partIdIt]; int meshId = meshlite_bmesh_generate_mesh(meshliteContext, bmeshId); if (meshlite_bmesh_error_count(meshliteContext, bmeshId) != 0) broken = true; bool xMirrored = isTrueValueString(valueOfKeyInMapOrEmpty(part->second, "xMirrored")); loadVertexSourcesToMeshResultContext(meshliteContext, meshId, bmeshId); QColor modelColor = partColorMap[partIdIt]; int xMirroredMeshId = 0; if (xMirrored) { if (xMirrored) { xMirroredMeshId = meshlite_mirror_in_x(meshliteContext, meshId, 0); loadVertexSourcesToMeshResultContext(meshliteContext, xMirroredMeshId, -bmeshId); } } if (m_requirePartPreviewMap.find(partIdIt) != m_requirePartPreviewMap.end()) { ModelOfflineRender *render = m_partPreviewRenderMap[partIdIt]; int trimedMeshId = meshlite_trim(meshliteContext, meshId, 1); render->updateMesh(new Mesh(meshliteContext, trimedMeshId, -1, modelColor)); QImage *image = new QImage(render->toImage(QSize(Theme::previewImageRenderSize, Theme::previewImageRenderSize))); m_partPreviewMap[partIdIt] = image; } meshIds.push_back(meshId); if (xMirroredMeshId) meshIds.push_back(xMirroredMeshId); } if (!subdivMeshIds.empty()) { int mergedMeshId = 0; if (subdivMeshIds.size() > 1) { int errorCount = 0; mergedMeshId = unionMeshs(meshliteContext, subdivMeshIds, &errorCount); if (errorCount) broken = true; } else { mergedMeshId = subdivMeshIds[0]; } //if (mergedMeshId > 0) // mergedMeshId = meshlite_combine_coplanar_faces(meshliteContext, mergedMeshId); if (mergedMeshId > 0) { int errorCount = 0; int subdivedMeshId = subdivMesh(meshliteContext, mergedMeshId, &errorCount); if (errorCount > 0) broken = true; if (subdivedMeshId > 0) mergedMeshId = subdivedMeshId; else broken = true; } if (mergedMeshId > 0) meshIds.push_back(mergedMeshId); else broken = true; } int mergedMeshId = 0; if (meshIds.size() > 0) { int errorCount = 0; mergedMeshId = unionMeshs(meshliteContext, meshIds, &errorCount); if (errorCount) broken = true; else if (mergedMeshId > 0) mergedMeshId = meshlite_combine_coplanar_faces(meshliteContext, mergedMeshId); if (mergedMeshId > 0) mergedMeshId = meshlite_fix_hole(meshliteContext, mergedMeshId); } if (mergedMeshId > 0) { if (m_requirePreview) { m_previewRender->updateMesh(new Mesh(meshliteContext, mergedMeshId)); QImage *image = new QImage(m_previewRender->toImage(QSize(Theme::previewImageRenderSize, Theme::previewImageRenderSize))); m_preview = image; } int finalMeshId = mergedMeshId; //if (!originSettled) { // finalMeshId = meshlite_trim(meshliteContext, mergedMeshId, 1); //} int triangulatedFinalMeshId = meshlite_triangulate(meshliteContext, mergedMeshId); loadGeneratedPositionsToMeshResultContext(meshliteContext, triangulatedFinalMeshId); //PositionMap positionColorMap; //m_meshResultContext->calculatePositionColorMap(positionColorMap); m_mesh = new Mesh(meshliteContext, finalMeshId, triangulatedFinalMeshId, broken ? Theme::broken : Theme::white, &m_meshResultContext->triangleColors()); } if (m_previewRender) { m_previewRender->setRenderThread(QGuiApplication::instance()->thread()); } for (auto &partPreviewRender: m_partPreviewRenderMap) { partPreviewRender.second->setRenderThread(QGuiApplication::instance()->thread()); } meshlite_destroy_context(meshliteContext); this->moveToThread(QGuiApplication::instance()->thread()); emit finished(); }