568 lines
22 KiB
C++
568 lines
22 KiB
C++
#ifndef DUST3D_APPLICATION_DOCUMENT_H_
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#define DUST3D_APPLICATION_DOCUMENT_H_
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#include "debug.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 <QImage>
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#include <QObject>
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#include <QPolygon>
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#include <algorithm>
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#include <cmath>
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#include <deque>
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#include <dust3d/base/combine_mode.h>
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#include <dust3d/base/cut_face.h>
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#include <dust3d/base/part_target.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/uuid.h>
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#include <map>
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#include <set>
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#include <vector>
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class UvMapGenerator;
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class MeshGenerator;
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class MeshResultPostProcessor;
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class Document : public QObject {
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Q_OBJECT
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public:
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enum class EditMode {
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Add = 0,
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Select,
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Pick
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};
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enum class SnapshotFor {
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None = 0,
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Nodes = 0x00000001,
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Bones = 0x00000002,
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Document = (SnapshotFor::Nodes | SnapshotFor::Bones)
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};
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class HistoryItem {
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public:
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dust3d::Snapshot snapshot;
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};
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enum class Profile {
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Unknown = 0,
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Main,
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Side
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};
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class Node {
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public:
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Node(const dust3d::Uuid& withId = dust3d::Uuid());
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void setRadius(float toRadius);
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void setCutRotation(float toRotation);
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void setCutFace(dust3d::CutFace face);
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void setCutFaceLinkedId(const dust3d::Uuid& linkedId);
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void clearCutFaceSettings();
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float getX(bool rotated = false) const;
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float getY(bool rotated = false) const;
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float getZ(bool rotated = false) const;
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void setX(float x);
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void setY(float y);
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void setZ(float z);
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void addX(float x);
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void addY(float y);
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void addZ(float z);
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dust3d::Uuid id;
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dust3d::Uuid partId;
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QString name;
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float radius = 0.0;
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float cutRotation = 0.0;
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dust3d::CutFace cutFace = dust3d::CutFace::Quad;
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dust3d::Uuid cutFaceLinkedId;
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bool hasCutFaceSettings = false;
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std::vector<dust3d::Uuid> edgeIds;
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std::set<dust3d::Uuid> boneIds;
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bool boneJoint = false;
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private:
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float m_x = 0.0;
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float m_y = 0.0;
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float m_z = 0.0;
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};
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class Edge {
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public:
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Edge(const dust3d::Uuid& withId = dust3d::Uuid());
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dust3d::Uuid id;
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dust3d::Uuid partId;
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QString name;
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std::vector<dust3d::Uuid> nodeIds;
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dust3d::Uuid neighborOf(dust3d::Uuid nodeId) const;
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};
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class Part {
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public:
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dust3d::Uuid id;
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QString name;
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bool visible;
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bool locked;
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bool subdived;
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bool disabled;
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bool xMirrored;
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float deformThickness;
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float deformWidth;
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bool deformUnified;
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bool rounded;
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bool chamfered;
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QColor color;
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bool hasColor;
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dust3d::Uuid componentId;
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std::vector<dust3d::Uuid> nodeIds;
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bool dirty;
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float cutRotation;
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dust3d::CutFace cutFace;
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dust3d::Uuid cutFaceLinkedId;
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dust3d::PartTarget target;
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float colorSolubility;
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float metalness;
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float roughness;
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float hollowThickness;
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bool countershaded;
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bool smooth;
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dust3d::Uuid colorImageId;
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Part(const dust3d::Uuid& withId = dust3d::Uuid());
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bool hasPolyFunction() const;
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bool hasSmoothFunction() const;
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bool hasSubdivFunction() const;
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bool hasRoundEndFunction() const;
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bool hasMirrorFunction() const;
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bool hasChamferFunction() const;
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bool hasRotationFunction() const;
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bool hasHollowFunction() const;
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bool hasCutFaceFunction() const;
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bool hasLayerFunction() const;
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bool hasTargetFunction() const;
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bool hasBaseFunction() const;
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bool hasCombineModeFunction() const;
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bool hasDeformFunction() const;
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bool hasColorFunction() const;
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void setDeformThickness(float toThickness);
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void setDeformWidth(float toWidth);
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void setCutRotation(float toRotation);
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void setCutFace(dust3d::CutFace face);
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void setCutFaceLinkedId(const dust3d::Uuid& linkedId);
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bool deformThicknessAdjusted() const;
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bool deformWidthAdjusted() const;
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bool deformAdjusted() const;
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bool colorSolubilityAdjusted() const;
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bool metalnessAdjusted() const;
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bool roughnessAdjusted() const;
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bool cutRotationAdjusted() const;
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bool hollowThicknessAdjusted() const;
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bool cutFaceAdjusted() const;
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bool cutAdjusted() const;
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bool isEditVisible() const;
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void copyAttributes(const Part& other);
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private:
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Q_DISABLE_COPY(Part);
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};
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class Component {
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public:
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Component();
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Component(const dust3d::Uuid& withId, const QString& linkData = QString(), const QString& linkDataType = QString());
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QString linkData() const;
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QString linkDataType() const;
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void addChild(dust3d::Uuid childId);
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void replaceChildWithOthers(const dust3d::Uuid& childId, const std::vector<dust3d::Uuid>& others);
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void removeChild(dust3d::Uuid childId);
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void replaceChild(dust3d::Uuid childId, dust3d::Uuid newId);
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void moveChildUp(dust3d::Uuid childId);
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void moveChildDown(dust3d::Uuid childId);
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void moveChildToTop(dust3d::Uuid childId);
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void moveChildToBottom(dust3d::Uuid childId);
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void updatePreviewMesh(std::unique_ptr<ModelMesh> mesh);
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ModelMesh* takePreviewMesh() const;
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dust3d::Uuid id;
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QString name;
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dust3d::Uuid linkToPartId;
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dust3d::Uuid parentId;
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bool expanded = true;
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dust3d::CombineMode combineMode = dust3d::CombineMode::Normal;
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bool dirty = true;
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std::vector<dust3d::Uuid> childrenIds;
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bool isPreviewMeshObsolete = false;
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std::unique_ptr<QImage> previewImage;
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bool isPreviewImageDecorationObsolete = false;
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QPixmap previewPixmap;
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private:
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std::unique_ptr<ModelMesh> m_previewMesh;
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std::set<dust3d::Uuid> m_childrenIdSet;
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};
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class Bone {
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public:
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dust3d::Uuid id;
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dust3d::Uuid attachBoneId;
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int attachBoneJointIndex = 0;
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QString name;
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QPixmap previewPixmap;
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Bone(const dust3d::Uuid& withId = dust3d::Uuid());
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};
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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 resultComponentPreviewMeshesChanged();
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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 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 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 meshGenerating();
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void postProcessing();
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void textureGenerating();
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void textureChanged();
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void partAdded(dust3d::Uuid partId);
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void nodeAdded(dust3d::Uuid nodeId);
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void edgeAdded(dust3d::Uuid edgeId);
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void partRemoved(dust3d::Uuid partId);
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void partLockStateChanged(dust3d::Uuid partId);
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void partVisibleStateChanged(dust3d::Uuid partId);
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void partDisableStateChanged(dust3d::Uuid partId);
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void partColorImageChanged(const dust3d::Uuid& partId);
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void componentNameChanged(dust3d::Uuid componentId);
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void componentChildrenChanged(dust3d::Uuid componentId);
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void componentRemoved(dust3d::Uuid componentId);
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void componentAdded(dust3d::Uuid componentId);
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void componentExpandStateChanged(dust3d::Uuid componentId);
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void componentPreviewMeshChanged(const dust3d::Uuid& componentId);
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void componentPreviewPixmapChanged(const dust3d::Uuid& componentId);
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void nodeRemoved(dust3d::Uuid nodeId);
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void edgeRemoved(dust3d::Uuid edgeId);
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void nodeRadiusChanged(dust3d::Uuid nodeId);
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void nodeOriginChanged(dust3d::Uuid nodeId);
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void nodeBoneJointStateChanged(const dust3d::Uuid& nodeId);
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void edgeReversed(dust3d::Uuid edgeId);
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void originChanged();
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void skeletonChanged();
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void optionsChanged();
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void xlockStateChanged();
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void ylockStateChanged();
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void zlockStateChanged();
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void radiusLockStateChanged();
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void boneAdded(const dust3d::Uuid& boneId);
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void boneRemoved(const dust3d::Uuid& boneId);
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void boneAttachmentChanged(const dust3d::Uuid& boneId);
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void boneNodesChanged(const dust3d::Uuid& boneId);
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void boneNameChanged(const dust3d::Uuid& boneId);
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void bonePreviewPixmapChanged(const dust3d::Uuid& boneId);
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void boneIdListChanged();
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void rigChanged();
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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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EditMode editMode = EditMode::Select;
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bool xlocked = false;
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bool ylocked = false;
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bool zlocked = false;
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bool radiusLocked = false;
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QImage turnaround;
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QByteArray turnaroundPngByteArray;
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std::map<dust3d::Uuid, Part> partMap;
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std::map<dust3d::Uuid, Node> nodeMap;
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std::map<dust3d::Uuid, Edge> edgeMap;
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std::map<dust3d::Uuid, Component> componentMap;
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Component rootComponent;
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std::map<dust3d::Uuid, Bone> boneMap;
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std::vector<dust3d::Uuid> boneIdList;
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public:
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Document();
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~Document();
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bool undoable() const;
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bool redoable() const;
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bool hasPastableNodesInClipboard() const;
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bool originSettled() const;
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bool isNodeEditable(dust3d::Uuid nodeId) const;
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bool isEdgeEditable(dust3d::Uuid edgeId) const;
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void copyNodes(std::set<dust3d::Uuid> nodeIdSet) const;
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void toSnapshot(dust3d::Snapshot* snapshot, const std::set<dust3d::Uuid>& limitNodeIds = std::set<dust3d::Uuid>(),
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SnapshotFor forWhat = SnapshotFor::Document) const;
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void fromSnapshot(const dust3d::Snapshot& snapshot);
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enum class SnapshotSource {
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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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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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const dust3d::Object& currentUvMappedObject() 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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float getOriginX(bool rotated = false) const
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{
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if (rotated)
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return m_originY;
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return m_originX;
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}
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float getOriginY(bool rotated = false) const
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{
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if (rotated)
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return m_originX;
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return m_originY;
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}
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float getOriginZ(bool rotated = false) const
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{
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(void)rotated;
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return m_originZ;
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}
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void setOriginX(float originX)
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{
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m_originX = originX;
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}
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void setOriginY(float originY)
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{
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m_originY = originY;
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}
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void setOriginZ(float originZ)
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{
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m_originZ = originZ;
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}
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void addOriginX(float originX)
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{
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m_originX += originX;
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}
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void addOriginY(float originY)
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{
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m_originY += originY;
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}
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void addOriginZ(float originZ)
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{
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m_originZ += originZ;
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}
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const Node* findNode(dust3d::Uuid nodeId) const;
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const Edge* findEdge(dust3d::Uuid edgeId) const;
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const Part* findPart(dust3d::Uuid partId) const;
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const Edge* findEdgeByNodes(dust3d::Uuid firstNodeId, dust3d::Uuid secondNodeId) const;
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void findAllNeighbors(dust3d::Uuid nodeId, std::set<dust3d::Uuid>& neighbors) const;
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bool isNodeConnectable(dust3d::Uuid nodeId) const;
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const Component* findComponent(dust3d::Uuid componentId) const;
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const Component* findComponentParent(dust3d::Uuid componentId) const;
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dust3d::Uuid findComponentParentId(dust3d::Uuid componentId) const;
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void collectComponentDescendantParts(dust3d::Uuid componentId, std::vector<dust3d::Uuid>& partIds) const;
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void collectComponentDescendantComponents(dust3d::Uuid componentId, std::vector<dust3d::Uuid>& componentIds) const;
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void setComponentPreviewMesh(const dust3d::Uuid& componentId, std::unique_ptr<ModelMesh> mesh);
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void setComponentPreviewImage(const dust3d::Uuid& componentId, std::unique_ptr<QImage> image);
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void resetDirtyFlags();
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void markAllDirty();
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const Bone* findBone(const dust3d::Uuid& boneId) const;
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public slots:
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void undo();
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void redo();
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void paste();
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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(EditMode 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 setPartSubdivState(dust3d::Uuid partId, bool subdived);
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void setPartXmirrorState(dust3d::Uuid partId, bool mirrored);
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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 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 removeNode(dust3d::Uuid nodeId);
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void removeEdge(dust3d::Uuid edgeId);
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void removePart(dust3d::Uuid partId);
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void addNodeWithId(dust3d::Uuid nodeId, float x, float y, float z, float radius, dust3d::Uuid fromNodeId);
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void addNode(float x, float y, float z, float radius, dust3d::Uuid fromNodeId);
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void scaleNodeByAddRadius(dust3d::Uuid nodeId, float amount);
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void moveNodeBy(dust3d::Uuid nodeId, float x, float y, float z);
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void setNodeOrigin(dust3d::Uuid nodeId, float x, float y, float z);
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void setNodeRadius(dust3d::Uuid nodeId, float radius);
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void setNodeBoneJointState(const dust3d::Uuid& nodeId, bool boneJoint);
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void switchNodeXZ(dust3d::Uuid nodeId);
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void moveOriginBy(float x, float y, float z);
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void addEdge(dust3d::Uuid fromNodeId, dust3d::Uuid toNodeId);
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void moveComponentUp(dust3d::Uuid componentId);
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void moveComponentDown(dust3d::Uuid componentId);
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void moveComponentToTop(dust3d::Uuid componentId);
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void moveComponentToBottom(dust3d::Uuid componentId);
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void renameComponent(dust3d::Uuid componentId, QString name);
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void removeComponent(dust3d::Uuid componentId);
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void addComponent(dust3d::Uuid parentId);
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void moveComponent(dust3d::Uuid componentId, dust3d::Uuid toParentId);
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void setCurrentCanvasComponentId(dust3d::Uuid componentId);
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void groupComponents(const std::vector<dust3d::Uuid>& componentIds);
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void ungroupComponent(const dust3d::Uuid& componentId);
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void createNewChildComponent(dust3d::Uuid parentComponentId);
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void setComponentExpandState(dust3d::Uuid componentId, bool expanded);
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void hideOtherComponents(dust3d::Uuid componentId);
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void lockOtherComponents(dust3d::Uuid componentId);
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void hideAllComponents();
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void showAllComponents();
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void showOrHideAllComponents();
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void collapseAllComponents();
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void expandAllComponents();
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void lockAllComponents();
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void unlockAllComponents();
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void hideDescendantComponents(dust3d::Uuid componentId);
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void showDescendantComponents(dust3d::Uuid componentId);
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void lockDescendantComponents(dust3d::Uuid componentId);
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void unlockDescendantComponents(dust3d::Uuid componentId);
|
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void setComponentPreviewPixmap(const dust3d::Uuid& componentId, const QPixmap& pixmap);
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void setPartLockState(dust3d::Uuid partId, bool locked);
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void setPartVisibleState(dust3d::Uuid partId, bool visible);
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void setPartDisableState(dust3d::Uuid partId, bool disabled);
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void setPartColorImage(const dust3d::Uuid& partId, const dust3d::Uuid& imageId);
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void enableAllPositionRelatedLocks();
|
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void disableAllPositionRelatedLocks();
|
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bool isPartReadonly(dust3d::Uuid partId) const;
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void breakEdge(dust3d::Uuid edgeId);
|
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void reduceNode(dust3d::Uuid nodeId);
|
|
void reverseEdge(dust3d::Uuid edgeId);
|
|
void setXlockState(bool locked);
|
|
void setYlockState(bool locked);
|
|
void setZlockState(bool locked);
|
|
void setRadiusLockState(bool locked);
|
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void addBone(const dust3d::Uuid& boneId);
|
|
void addNodesToBone(const dust3d::Uuid& boneId, const std::vector<dust3d::Uuid>& nodeIds);
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void removeNodesFromBone(const dust3d::Uuid& boneId, const std::vector<dust3d::Uuid>& nodeIds);
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void removeBone(const dust3d::Uuid& boneId);
|
|
void setBoneAttachment(const dust3d::Uuid& boneId, const dust3d::Uuid& toBoneId, int toBoneJointIndex);
|
|
void renameBone(const dust3d::Uuid& boneId, const QString& name);
|
|
|
|
private:
|
|
void resolveSnapshotBoundingBox(const dust3d::Snapshot& snapshot, QRectF* mainProfile, QRectF* sideProfile);
|
|
void settleOrigin();
|
|
void checkExportReadyState();
|
|
void splitPartByNode(std::vector<std::vector<dust3d::Uuid>>* groups, dust3d::Uuid nodeId);
|
|
void joinNodeAndNeiborsToGroup(std::vector<dust3d::Uuid>* group, dust3d::Uuid nodeId, std::set<dust3d::Uuid>* visitMap, dust3d::Uuid noUseEdgeId = dust3d::Uuid());
|
|
void splitPartByEdge(std::vector<std::vector<dust3d::Uuid>>* groups, dust3d::Uuid edgeId);
|
|
void removePartDontCareComponent(dust3d::Uuid partId);
|
|
void addPartToComponent(dust3d::Uuid partId, dust3d::Uuid componentId);
|
|
bool isDescendantComponent(dust3d::Uuid componentId, dust3d::Uuid suspiciousId);
|
|
void removeComponentRecursively(dust3d::Uuid componentId);
|
|
void updateLinkedPart(dust3d::Uuid oldPartId, dust3d::Uuid newPartId);
|
|
dust3d::Uuid createNode(dust3d::Uuid nodeId, float x, float y, float z, float radius, dust3d::Uuid fromNodeId);
|
|
|
|
bool m_isResultMeshObsolete = false;
|
|
MeshGenerator* m_meshGenerator = nullptr;
|
|
ModelMesh* m_resultMesh = nullptr;
|
|
std::unique_ptr<MonochromeMesh> m_wireframeMesh;
|
|
bool m_isMeshGenerationSucceed = true;
|
|
int m_batchChangeRefCount = 0;
|
|
dust3d::Object* m_currentObject = nullptr;
|
|
bool m_isTextureObsolete = false;
|
|
UvMapGenerator* m_textureGenerator = nullptr;
|
|
bool m_isPostProcessResultObsolete = false;
|
|
MeshResultPostProcessor* m_postProcessor = nullptr;
|
|
std::unique_ptr<dust3d::Object> m_uvMappedObject = std::make_unique<dust3d::Object>();
|
|
ModelMesh* m_resultTextureMesh = nullptr;
|
|
unsigned long long m_textureImageUpdateVersion = 0;
|
|
bool m_smoothNormal = false;
|
|
quint64 m_meshGenerationId = 0;
|
|
quint64 m_nextMeshGenerationId = 0;
|
|
void* m_generatedCacheContext = nullptr;
|
|
float m_originX = 0;
|
|
float m_originY = 0;
|
|
float m_originZ = 0;
|
|
dust3d::Uuid m_currentCanvasComponentId;
|
|
bool m_allPositionRelatedLocksEnabled = true;
|
|
|
|
private:
|
|
static unsigned long m_maxSnapshot;
|
|
std::deque<HistoryItem> m_undoItems;
|
|
std::deque<HistoryItem> m_redoItems;
|
|
};
|
|
|
|
#endif
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