342 lines
10 KiB
C++
342 lines
10 KiB
C++
#include <assert.h>
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#include <QTextStream>
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#include <QFile>
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#include <cmath>
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#include "model_mesh.h"
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#include "version.h"
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float ModelMesh::m_defaultMetalness = 0.0;
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float ModelMesh::m_defaultRoughness = 1.0;
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ModelMesh::ModelMesh(const ModelMesh &mesh) :
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m_triangleVertices(nullptr),
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m_triangleVertexCount(0),
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m_textureImage(nullptr)
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{
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if (nullptr != mesh.m_triangleVertices &&
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mesh.m_triangleVertexCount > 0) {
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this->m_triangleVertices = new ModelOpenGLVertex[mesh.m_triangleVertexCount];
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this->m_triangleVertexCount = mesh.m_triangleVertexCount;
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for (int i = 0; i < mesh.m_triangleVertexCount; i++)
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this->m_triangleVertices[i] = mesh.m_triangleVertices[i];
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}
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if (nullptr != mesh.m_textureImage) {
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this->m_textureImage = new QImage(*mesh.m_textureImage);
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}
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if (nullptr != mesh.m_normalMapImage) {
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this->m_normalMapImage = new QImage(*mesh.m_normalMapImage);
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}
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if (nullptr != mesh.m_metalnessRoughnessAmbientOcclusionMapImage) {
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this->m_metalnessRoughnessAmbientOcclusionMapImage = new QImage(*mesh.m_metalnessRoughnessAmbientOcclusionMapImage);
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this->m_hasMetalnessInImage = mesh.m_hasMetalnessInImage;
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this->m_hasRoughnessInImage = mesh.m_hasRoughnessInImage;
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this->m_hasAmbientOcclusionInImage = mesh.m_hasAmbientOcclusionInImage;
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}
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this->m_vertices = mesh.m_vertices;
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this->m_faces = mesh.m_faces;
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this->m_triangulatedVertices = mesh.m_triangulatedVertices;
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this->m_meshId = mesh.meshId();
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}
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void ModelMesh::removeColor()
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{
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delete this->m_textureImage;
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this->m_textureImage = nullptr;
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delete this->m_normalMapImage;
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this->m_normalMapImage = nullptr;
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delete this->m_metalnessRoughnessAmbientOcclusionMapImage;
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this->m_metalnessRoughnessAmbientOcclusionMapImage = nullptr;
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this->m_hasMetalnessInImage = false;
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this->m_hasRoughnessInImage = false;
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this->m_hasAmbientOcclusionInImage = false;
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for (int i = 0; i < this->m_triangleVertexCount; ++i) {
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auto &vertex = this->m_triangleVertices[i];
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vertex.colorR = 1.0;
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vertex.colorG = 1.0;
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vertex.colorB = 1.0;
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}
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}
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ModelMesh::ModelMesh(ModelOpenGLVertex *triangleVertices, int vertexNum) :
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m_triangleVertices(triangleVertices),
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m_triangleVertexCount(vertexNum),
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m_textureImage(nullptr)
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{
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}
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ModelMesh::ModelMesh(const std::vector<dust3d::Vector3> &vertices, const std::vector<std::vector<size_t>> &triangles,
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const std::vector<std::vector<dust3d::Vector3>> &triangleVertexNormals,
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const dust3d::Color &color,
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float metalness,
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float roughness)
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{
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m_triangleVertexCount = (int)triangles.size() * 3;
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m_triangleVertices = new ModelOpenGLVertex[m_triangleVertexCount];
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int destIndex = 0;
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for (size_t i = 0; i < triangles.size(); ++i) {
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for (auto j = 0; j < 3; j++) {
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int vertexIndex = (int)triangles[i][j];
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const dust3d::Vector3 *srcVert = &vertices[vertexIndex];
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const dust3d::Vector3 *srcNormal = &(triangleVertexNormals)[i][j];
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ModelOpenGLVertex *dest = &m_triangleVertices[destIndex];
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dest->colorR = color.r();
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dest->colorG = color.g();
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dest->colorB = color.b();
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dest->alpha = color.alpha();
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dest->posX = srcVert->x();
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dest->posY = srcVert->y();
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dest->posZ = srcVert->z();
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dest->texU = 0;
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dest->texV = 0;
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dest->normX = srcNormal->x();
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dest->normY = srcNormal->y();
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dest->normZ = srcNormal->z();
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dest->metalness = metalness;
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dest->roughness = roughness;
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dest->tangentX = 0;
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dest->tangentY = 0;
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dest->tangentZ = 0;
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destIndex++;
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}
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}
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}
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ModelMesh::ModelMesh(dust3d::Object &object) :
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m_triangleVertices(nullptr),
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m_triangleVertexCount(0),
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m_textureImage(nullptr)
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{
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m_meshId = object.meshId;
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m_vertices = object.vertices;
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m_faces = object.triangleAndQuads;
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std::map<std::pair<dust3d::Uuid, dust3d::Uuid>, const dust3d::ObjectNode *> nodeMap;
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for (size_t i = 0; i < object.nodes.size(); ++i) {
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const auto &node = object.nodes[i];
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nodeMap.insert({{node.partId, node.nodeId}, &node});
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}
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m_triangleVertexCount = (int)object.triangles.size() * 3;
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m_triangleVertices = new ModelOpenGLVertex[m_triangleVertexCount];
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int destIndex = 0;
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const auto triangleVertexNormals = object.triangleVertexNormals();
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const auto triangleVertexUvs = object.triangleVertexUvs();
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const auto triangleTangents = object.triangleTangents();
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const dust3d::Vector3 defaultNormal = dust3d::Vector3(0, 0, 0);
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const dust3d::Vector2 defaultUv = dust3d::Vector2(0, 0);
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const dust3d::Vector3 defaultTangent = dust3d::Vector3(0, 0, 0);
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for (size_t i = 0; i < object.triangles.size(); ++i) {
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const auto &triangleColor = &object.triangleColors[i];
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for (auto j = 0; j < 3; j++) {
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int vertexIndex = (int)object.triangles[i][j];
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const dust3d::Vector3 *srcVert = &object.vertices[vertexIndex];
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const dust3d::Vector3 *srcNormal = &defaultNormal;
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if (triangleVertexNormals)
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srcNormal = &(*triangleVertexNormals)[i][j];
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const dust3d::Vector2 *srcUv = &defaultUv;
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if (triangleVertexUvs)
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srcUv = &(*triangleVertexUvs)[i][j];
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const dust3d::Vector3 *srcTangent = &defaultTangent;
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if (triangleTangents)
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srcTangent = &(*triangleTangents)[i];
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ModelOpenGLVertex *dest = &m_triangleVertices[destIndex];
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dest->colorR = triangleColor->r();
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dest->colorG = triangleColor->g();
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dest->colorB = triangleColor->b();
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dest->alpha = triangleColor->alpha();
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dest->posX = srcVert->x();
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dest->posY = srcVert->y();
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dest->posZ = srcVert->z();
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dest->texU = srcUv->x();
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dest->texV = srcUv->y();
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dest->normX = srcNormal->x();
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dest->normY = srcNormal->y();
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dest->normZ = srcNormal->z();
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auto findNode = nodeMap.find(object.vertexSourceNodes[vertexIndex]);
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if (findNode != nodeMap.end()) {
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dest->metalness = findNode->second->metalness;
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dest->roughness = findNode->second->roughness;
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} else {
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dest->metalness = m_defaultMetalness;
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dest->roughness = m_defaultRoughness;
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}
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dest->tangentX = srcTangent->x();
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dest->tangentY = srcTangent->y();
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dest->tangentZ = srcTangent->z();
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destIndex++;
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}
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}
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}
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ModelMesh::ModelMesh() :
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m_triangleVertices(nullptr),
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m_triangleVertexCount(0),
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m_textureImage(nullptr)
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{
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}
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ModelMesh::~ModelMesh()
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{
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delete[] m_triangleVertices;
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m_triangleVertexCount = 0;
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delete m_textureImage;
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delete m_normalMapImage;
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delete m_metalnessRoughnessAmbientOcclusionMapImage;
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}
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const std::vector<dust3d::Vector3> &ModelMesh::vertices()
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{
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return m_vertices;
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}
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const std::vector<std::vector<size_t>> &ModelMesh::faces()
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{
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return m_faces;
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}
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const std::vector<dust3d::Vector3> &ModelMesh::triangulatedVertices()
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{
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return m_triangulatedVertices;
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}
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ModelOpenGLVertex *ModelMesh::triangleVertices()
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{
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return m_triangleVertices;
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}
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int ModelMesh::triangleVertexCount()
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{
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return m_triangleVertexCount;
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}
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void ModelMesh::setTextureImage(QImage *textureImage)
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{
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m_textureImage = textureImage;
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}
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const QImage *ModelMesh::textureImage()
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{
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return m_textureImage;
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}
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QImage *ModelMesh::takeTextureImage()
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{
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auto image = m_textureImage;
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m_textureImage = nullptr;
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return image;
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}
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void ModelMesh::setNormalMapImage(QImage *normalMapImage)
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{
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m_normalMapImage = normalMapImage;
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}
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const QImage *ModelMesh::normalMapImage()
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{
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return m_normalMapImage;
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}
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QImage *ModelMesh::takeNormalMapImage()
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{
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auto image = m_normalMapImage;
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m_normalMapImage = nullptr;
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return image;
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}
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const QImage *ModelMesh::metalnessRoughnessAmbientOcclusionMapImage()
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{
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return m_metalnessRoughnessAmbientOcclusionMapImage;
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}
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QImage *ModelMesh::takeMetalnessRoughnessAmbientOcclusionMapImage()
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{
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auto image = m_metalnessRoughnessAmbientOcclusionMapImage;
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m_metalnessRoughnessAmbientOcclusionMapImage = nullptr;
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return image;
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}
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void ModelMesh::setMetalnessRoughnessAmbientOcclusionMapImage(QImage *image)
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{
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m_metalnessRoughnessAmbientOcclusionMapImage = image;
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}
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bool ModelMesh::hasMetalnessInImage()
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{
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return m_hasMetalnessInImage;
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}
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void ModelMesh::setHasMetalnessInImage(bool hasInImage)
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{
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m_hasMetalnessInImage = hasInImage;
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}
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bool ModelMesh::hasRoughnessInImage()
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{
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return m_hasRoughnessInImage;
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}
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void ModelMesh::setHasRoughnessInImage(bool hasInImage)
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{
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m_hasRoughnessInImage = hasInImage;
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}
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bool ModelMesh::hasAmbientOcclusionInImage()
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{
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return m_hasAmbientOcclusionInImage;
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}
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void ModelMesh::setHasAmbientOcclusionInImage(bool hasInImage)
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{
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m_hasAmbientOcclusionInImage = hasInImage;
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}
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void ModelMesh::exportAsObj(QTextStream *textStream)
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{
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auto &stream = *textStream;
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stream << "# " << APP_NAME << " " << APP_HUMAN_VER << endl;
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stream << "# " << APP_HOMEPAGE_URL << endl;
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for (std::vector<dust3d::Vector3>::const_iterator it = vertices().begin() ; it != vertices().end(); ++it) {
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stream << "v " << QString::number((*it).x()) << " " << QString::number((*it).y()) << " " << QString::number((*it).z()) << endl;
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}
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for (std::vector<std::vector<size_t>>::const_iterator it = faces().begin() ; it != faces().end(); ++it) {
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stream << "f";
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for (std::vector<size_t>::const_iterator subIt = (*it).begin() ; subIt != (*it).end(); ++subIt) {
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stream << " " << QString::number((1 + *subIt));
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}
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stream << endl;
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}
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}
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void ModelMesh::exportAsObj(const QString &filename)
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{
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QFile file(filename);
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if (file.open(QIODevice::WriteOnly)) {
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QTextStream stream(&file);
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exportAsObj(&stream);
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}
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}
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void ModelMesh::updateTriangleVertices(ModelOpenGLVertex *triangleVertices, int triangleVertexCount)
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{
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delete[] m_triangleVertices;
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m_triangleVertices = 0;
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m_triangleVertexCount = 0;
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m_triangleVertices = triangleVertices;
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m_triangleVertexCount = triangleVertexCount;
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}
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quint64 ModelMesh::meshId() const
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{
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return m_meshId;
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}
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void ModelMesh::setMeshId(quint64 id)
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{
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m_meshId = id;
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}
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