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