dust3d/src/meshgenerator.h

167 lines
7.1 KiB
C++

#ifndef DUST3D_MESH_GENERATOR_H
#define DUST3D_MESH_GENERATOR_H
#include <QObject>
#include <set>
#include <QColor>
#include <tuple>
#include "meshcombiner.h"
#include "positionkey.h"
#include "strokemeshbuilder.h"
#include "outcome.h"
#include "snapshot.h"
#include "combinemode.h"
#include "model.h"
#include "componentlayer.h"
#include "clothforce.h"
#include "strokemodifier.h"
class GeneratedPart
{
public:
~GeneratedPart()
{
delete mesh;
};
MeshCombiner::Mesh *mesh = nullptr;
std::vector<QVector3D> vertices;
std::vector<std::vector<size_t>> faces;
std::vector<OutcomeNode> outcomeNodes;
std::vector<std::pair<std::pair<QUuid, QUuid>, std::pair<QUuid, QUuid>>> outcomeEdges;
std::vector<std::pair<QVector3D, std::pair<QUuid, QUuid>>> outcomeNodeVertices;
std::vector<QVector3D> previewVertices;
std::vector<std::vector<size_t>> previewTriangles;
OutcomePaintMap outcomePaintMap;
bool isSuccessful = false;
bool joined = true;
};
class GeneratedComponent
{
public:
~GeneratedComponent()
{
delete mesh;
};
MeshCombiner::Mesh *mesh = nullptr;
std::set<std::pair<PositionKey, PositionKey>> sharedQuadEdges;
std::set<PositionKey> noneSeamVertices;
std::vector<OutcomeNode> outcomeNodes;
std::vector<std::pair<std::pair<QUuid, QUuid>, std::pair<QUuid, QUuid>>> outcomeEdges;
std::vector<std::pair<QVector3D, std::pair<QUuid, QUuid>>> outcomeNodeVertices;
std::vector<OutcomePaintMap> outcomePaintMaps;
};
class GeneratedCacheContext
{
public:
std::map<QString, GeneratedComponent> components;
std::map<QString, GeneratedPart> parts;
std::map<QString, QString> partMirrorIdMap;
std::map<QString, MeshCombiner::Mesh *> cachedCombination;
};
class MeshGenerator : public QObject
{
Q_OBJECT
public:
MeshGenerator(Snapshot *snapshot);
~MeshGenerator();
bool isSuccessful();
Model *takeResultMesh();
Model *takePartPreviewMesh(const QUuid &partId);
const std::set<QUuid> &generatedPreviewPartIds();
Outcome *takeOutcome();
std::map<QUuid, StrokeMeshBuilder::CutFaceTransform> *takeCutFaceTransforms();
std::map<QUuid, std::map<QString, QVector2D>> *takeNodesCutFaces();
void generate();
void setGeneratedCacheContext(GeneratedCacheContext *cacheContext);
void setSmoothShadingThresholdAngleDegrees(float degrees);
void setDefaultPartColor(const QColor &color);
void setId(quint64 id);
void setWeldEnabled(bool enabled);
quint64 id();
signals:
void finished();
public slots:
void process();
private:
QColor m_defaultPartColor = Qt::white;
Snapshot *m_snapshot = nullptr;
GeneratedCacheContext *m_cacheContext = nullptr;
std::set<QString> m_dirtyComponentIds;
std::set<QString> m_dirtyPartIds;
float m_mainProfileMiddleX = 0;
float m_sideProfileMiddleX = 0;
float m_mainProfileMiddleY = 0;
Outcome *m_outcome = nullptr;
std::map<QString, std::set<QString>> m_partNodeIds;
std::map<QString, std::set<QString>> m_partEdgeIds;
std::set<QUuid> m_generatedPreviewPartIds;
Model *m_resultMesh = nullptr;
std::map<QUuid, Model *> m_partPreviewMeshes;
bool m_isSuccessful = false;
bool m_cacheEnabled = false;
float m_smoothShadingThresholdAngleDegrees = 60;
std::map<QUuid, StrokeMeshBuilder::CutFaceTransform> *m_cutFaceTransforms = nullptr;
std::map<QUuid, std::map<QString, QVector2D>> *m_nodesCutFaces = nullptr;
quint64 m_id = 0;
std::vector<QVector3D> m_clothCollisionVertices;
std::vector<std::vector<size_t>> m_clothCollisionTriangles;
bool m_weldEnabled = true;
void collectParts();
bool checkIsComponentDirty(const QString &componentIdString);
bool checkIsPartDirty(const QString &partIdString);
bool checkIsPartDependencyDirty(const QString &partIdString);
void checkDirtyFlags();
bool fillPartWithMesh(GeneratedPart &partCache,
const QUuid &fillMeshFileId,
float deformThickness,
float deformWidth,
float cutRotation,
const StrokeMeshBuilder *strokeMeshBuilder);
MeshCombiner::Mesh *combinePartMesh(const QString &partIdString, bool *hasError, bool *retryable, bool addIntermediateNodes=true);
MeshCombiner::Mesh *combineComponentMesh(const QString &componentIdString, CombineMode *combineMode);
void makeXmirror(const std::vector<QVector3D> &sourceVertices, const std::vector<std::vector<size_t>> &sourceFaces,
std::vector<QVector3D> *destVertices, std::vector<std::vector<size_t>> *destFaces);
void collectSharedQuadEdges(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &faces,
std::set<std::pair<PositionKey, PositionKey>> *sharedQuadEdges);
MeshCombiner::Mesh *combineTwoMeshes(const MeshCombiner::Mesh &first, const MeshCombiner::Mesh &second,
MeshCombiner::Method method,
bool recombine=true);
void generateSmoothTriangleVertexNormals(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles,
const std::vector<QVector3D> &triangleNormals,
std::vector<std::vector<QVector3D>> *triangleVertexNormals);
const std::map<QString, QString> *findComponent(const QString &componentIdString);
CombineMode componentCombineMode(const std::map<QString, QString> *component);
bool componentRemeshed(const std::map<QString, QString> *component, float *polyCountValue=nullptr);
MeshCombiner::Mesh *combineComponentChildGroupMesh(const std::vector<QString> &componentIdStrings,
GeneratedComponent &componentCache);
MeshCombiner::Mesh *combineMultipleMeshes(const std::vector<std::tuple<MeshCombiner::Mesh *, CombineMode, QString>> &multipleMeshes, bool recombine=true);
QString componentColorName(const std::map<QString, QString> *component);
ComponentLayer componentLayer(const std::map<QString, QString> *component);
float componentClothStiffness(const std::map<QString, QString> *component);
size_t componentClothIteration(const std::map<QString, QString> *component);
ClothForce componentClothForce(const std::map<QString, QString> *component);
float componentClothOffset(const std::map<QString, QString> *component);
void collectUncombinedComponent(const QString &componentIdString);
void collectClothComponent(const QString &componentIdString);
void collectClothComponentIdStrings(const QString &componentIdString,
std::vector<QString> *componentIdStrings);
void cutFaceStringToCutTemplate(const QString &cutFaceString, std::vector<QVector2D> &cutTemplate);
void remesh(const std::vector<OutcomeNode> &inputNodes,
const std::vector<std::tuple<QVector3D, float, size_t>> &interpolatedNodes,
const std::vector<QVector3D> &inputVertices,
const std::vector<std::vector<size_t>> &inputFaces,
float targetVertexMultiplyFactor,
std::vector<QVector3D> *outputVertices,
std::vector<std::vector<size_t>> *outputQuads,
std::vector<std::vector<size_t>> *outputTriangles,
std::vector<std::pair<QVector3D, std::pair<QUuid, QUuid>>> *outputNodeVertices);
void postprocessOutcome(Outcome *outcome);
void collectErroredParts();
};
#endif