assimp/tools/assimp_qt_viewer/mainwindow.cpp

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/// \file mainwindow.hpp
/// \brief Main window and algorhytms.
/// \author smal.root@gmail.com
/// \date 2016
#include "mainwindow.hpp"
#include "ui_mainwindow.h"
// Header files, Assimp.
#include <assimp/Exporter.hpp>
#include <assimp/postprocess.h>
#ifndef __unused
#define __unused __attribute__((unused))
#endif // __unused
/**********************************/
/************ Functions ***********/
/**********************************/
/********************************************************************/
/********************* Import/Export functions **********************/
/********************************************************************/
void MainWindow::ImportFile(const QString &pFileName)
{
using namespace Assimp;
QTime time_begin = QTime::currentTime();
if(mScene != nullptr)
{
mImporter.FreeScene();
mGLView->FreeScene();
}
// Try to import scene.
mScene = mImporter.ReadFile(pFileName.toStdString(), aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_ValidateDataStructure | \
aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_FlipUVs);
if(mScene != nullptr)
{
ui->lblLoadTime->setText(QString::number(time_begin.secsTo(QTime::currentTime())));
LogInfo("Import done: " + pFileName);
// Prepare widgets for new scene.
ui->leFileName->setText(pFileName.right(pFileName.length() - pFileName.lastIndexOf('/') - 1));
ui->lstLight->clear();
ui->lstCamera->clear();
ui->cbxLighting->setChecked(true); mGLView->Lighting_Enable();
ui->cbxBBox->setChecked(false); mGLView->Enable_SceneBBox(false);
ui->cbxTextures->setChecked(true); mGLView->Enable_Textures(true);
//
// Fill info labels
//
// Cameras
ui->lblCameraCount->setText(QString::number(mScene->mNumCameras));
// Lights
ui->lblLightCount->setText(QString::number(mScene->mNumLights));
// Meshes, faces, vertices.
size_t qty_face = 0;
size_t qty_vert = 0;
for(size_t idx_mesh = 0; idx_mesh < mScene->mNumMeshes; idx_mesh++)
{
qty_face += mScene->mMeshes[idx_mesh]->mNumFaces;
qty_vert += mScene->mMeshes[idx_mesh]->mNumVertices;
}
ui->lblMeshCount->setText(QString::number(mScene->mNumMeshes));
ui->lblFaceCount->setText(QString::number(qty_face));
ui->lblVertexCount->setText(QString::number(qty_vert));
// Animation
if(mScene->mNumAnimations)
ui->lblHasAnimation->setText("yes");
else
ui->lblHasAnimation->setText("no");
//
// Set scene for GL viewer.
//
mGLView->SetScene(mScene, pFileName);
// Select first camera
ui->lstCamera->setCurrentRow(0);
mGLView->Camera_Set(0);
// Scene is loaded, do first rendering.
LogInfo("Scene is ready for rendering.");
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
else
{
ResetSceneInfos();
QString errorMessage = QString("Error parsing \'%1\' : \'%2\'").arg(pFileName).arg(mImporter.GetErrorString());
QMessageBox::critical(this, "Import error", errorMessage);
LogError(errorMessage);
}// if(mScene != nullptr)
}
void MainWindow::ResetSceneInfos()
{
ui->lblLoadTime->clear();
ui->leFileName->clear();
ui->lblMeshCount->setText("0");
ui->lblFaceCount->setText("0");
ui->lblVertexCount->setText("0");
ui->lblCameraCount->setText("0");
ui->lblLightCount->setText("0");
ui->lblHasAnimation->setText("no");
}
/********************************************************************/
/************************ Logging functions *************************/
/********************************************************************/
void MainWindow::LogInfo(const QString& pMessage)
{
Assimp::DefaultLogger::get()->info(pMessage.toStdString());
}
void MainWindow::LogError(const QString& pMessage)
{
Assimp::DefaultLogger::get()->error(pMessage.toStdString());
}
/********************************************************************/
/*********************** Override functions ************************/
/********************************************************************/
void MainWindow::mousePressEvent(QMouseEvent* pEvent)
{
const QPoint ms_pt = pEvent->pos();
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__unused aiVector3D temp_v3;
// Check if GLView is pointed.
if(childAt(ms_pt) == mGLView)
{
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if(!mMouse_Transformation.Position_Pressed_Valid)
{
mMouse_Transformation.Position_Pressed_Valid = true;// set flag
// Store current transformation matrices.
mGLView->Camera_Matrix(mMouse_Transformation.Rotation_AroundCamera, mMouse_Transformation.Rotation_Scene, temp_v3);
}
if(pEvent->button() & Qt::LeftButton)
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mMouse_Transformation.Position_Pressed_LMB = ms_pt;
else if(pEvent->button() & Qt::RightButton)
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mMouse_Transformation.Position_Pressed_RMB = ms_pt;
}
else
{
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mMouse_Transformation.Position_Pressed_Valid = false;
}
}
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void MainWindow::mouseReleaseEvent(QMouseEvent *pEvent)
{
if(pEvent->buttons() == 0) mMouse_Transformation.Position_Pressed_Valid = false;
}
void MainWindow::mouseMoveEvent(QMouseEvent* pEvent)
{
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if(mMouse_Transformation.Position_Pressed_Valid)
{
if(pEvent->buttons() & Qt::LeftButton)
{
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GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_LMB.x()) / mGLView->width();
GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_LMB.y()) / mGLView->height();
if(pEvent->modifiers() & Qt::ShiftModifier)
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mGLView->Camera_RotateScene(dy, 0, dx, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oZ axises.
else
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mGLView->Camera_RotateScene(dy, dx, 0, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oY axises.
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
if(pEvent->buttons() & Qt::RightButton)
{
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GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_RMB.x()) / mGLView->width();
GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_RMB.y()) / mGLView->height();
if(pEvent->modifiers() & Qt::ShiftModifier)
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mGLView->Camera_Rotate(dy, 0, dx, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oZ axises.
else
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mGLView->Camera_Rotate(dy, dx, 0, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oY axises.
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
}
}
void MainWindow::keyPressEvent(QKeyEvent* pEvent)
{
GLfloat step;
if(pEvent->modifiers() & Qt::ControlModifier)
step = 10;
else if(pEvent->modifiers() & Qt::AltModifier)
step = 100;
else
step = 1;
if(pEvent->key() == Qt::Key_A)
mGLView->Camera_Translate(-step, 0, 0);
else if(pEvent->key() == Qt::Key_D)
mGLView->Camera_Translate(step, 0, 0);
else if(pEvent->key() == Qt::Key_W)
mGLView->Camera_Translate(0, step, 0);
else if(pEvent->key() == Qt::Key_S)
mGLView->Camera_Translate(0, -step, 0);
else if(pEvent->key() == Qt::Key_Up)
mGLView->Camera_Translate(0, 0, -step);
else if(pEvent->key() == Qt::Key_Down)
mGLView->Camera_Translate(0, 0, step);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
/********************************************************************/
/********************** Constructor/Destructor **********************/
/********************************************************************/
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent), ui(new Ui::MainWindow),
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mScene(nullptr)
{
using namespace Assimp;
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// other variables
mMouse_Transformation.Position_Pressed_Valid = false;
ui->setupUi(this);
// Create OpenGL widget
mGLView = new CGLView(this);
mGLView->setMinimumSize(800, 600);
mGLView->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::MinimumExpanding);
mGLView->setFocusPolicy(Qt::StrongFocus);
// Connect to GLView signals.
connect(mGLView, SIGNAL(Paint_Finished(size_t, GLfloat)), SLOT(Paint_Finished(size_t, GLfloat)));
connect(mGLView, SIGNAL(SceneObject_Camera(QString)), SLOT(SceneObject_Camera(QString)));
connect(mGLView, SIGNAL(SceneObject_LightSource(QString)), SLOT(SceneObject_LightSource(QString)));
// and add it to layout
ui->hlMainView->insertWidget(0, mGLView, 4);
// Create logger
mLoggerView = new CLoggerView(ui->tbLog);
DefaultLogger::create("", Logger::VERBOSE);
DefaultLogger::get()->attachStream(mLoggerView, DefaultLogger::Debugging | DefaultLogger::Info | DefaultLogger::Err | DefaultLogger::Warn);
ResetSceneInfos();
}
MainWindow::~MainWindow()
{
using namespace Assimp;
DefaultLogger::get()->detatchStream(mLoggerView, DefaultLogger::Debugging | DefaultLogger::Info | DefaultLogger::Err | DefaultLogger::Warn);
DefaultLogger::kill();
if(mScene != nullptr) mImporter.FreeScene();
if(mLoggerView != nullptr) delete mLoggerView;
if(mGLView != nullptr) delete mGLView;
delete ui;
}
/********************************************************************/
/****************************** Slots *******************************/
/********************************************************************/
void MainWindow::Paint_Finished(const size_t pPaintTime_ms, const GLfloat pDistance)
{
ui->lblRenderTime->setText(QString::number(pPaintTime_ms));
ui->lblDistance->setText(QString::number(pDistance));
}
void MainWindow::SceneObject_Camera(const QString& pName)
{
ui->lstCamera->addItem(pName);
}
void MainWindow::SceneObject_LightSource(const QString& pName)
{
ui->lstLight->addItem(pName);
// After item added "currentRow" is still contain old value (even '-1' if first item added). Because "currentRow"/"currentItem" is changed by user interaction,
// not by "addItem". So, "currentRow" must be set manually.
ui->lstLight->setCurrentRow(ui->lstLight->count() - 1);
// And after "selectAll" handler of "signal itemSelectionChanged" will get right "currentItem" and "currentRow" values.
ui->lstLight->selectAll();
}
void MainWindow::on_butOpenFile_clicked()
{
aiString filter_temp;
QString filename, filter;
mImporter.GetExtensionList(filter_temp);
filter = filter_temp.C_Str();
filter.replace(';', ' ');
filter.append(" ;; All (*.*)");
filename = QFileDialog::getOpenFileName(this, "Choose the file", "", filter);
if(!filename.isEmpty()) ImportFile(filename);
}
void MainWindow::on_butExport_clicked()
{
using namespace Assimp;
QString filename, filter, format_id;
Exporter exporter;
QTime time_begin;
aiReturn rv;
QStringList exportersList;
QMap<QString, const aiExportFormatDesc*> exportersMap;
if(mScene == nullptr)
{
QMessageBox::critical(this, "Export error", "Scene is empty");
return;
}
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for (size_t i = 0; i < exporter.GetExportFormatCount(); ++i)
{
const aiExportFormatDesc* desc = exporter.GetExportFormatDescription(i);
exportersList.push_back(desc->id + QString(": ") + desc->description);
exportersMap.insert(desc->id, desc);
}
// get an exporter
bool dialogSelectExporterOk;
QString selectedExporter = QInputDialog::getItem(this, "Export format", "Select the exporter : ", exportersList, 0, false, &dialogSelectExporterOk);
if (!dialogSelectExporterOk)
return;
// build the filter
QString selectedId = selectedExporter.left(selectedExporter.indexOf(':'));
filter = QString("*.") + exportersMap[selectedId]->fileExtension;
// get file path
filename = QFileDialog::getSaveFileName(this, "Set file name", "", filter);
// if it's canceled
if (filename == "")
return;
// begin export
time_begin = QTime::currentTime();
rv = exporter.Export(mScene, selectedId.toLocal8Bit(), filename.toLocal8Bit(), aiProcess_FlipUVs);
ui->lblExportTime->setText(QString::number(time_begin.secsTo(QTime::currentTime())));
if(rv == aiReturn_SUCCESS)
LogInfo("Export done: " + filename);
else
{
QString errorMessage = QString("Export failed: ") + filename;
LogError(errorMessage);
QMessageBox::critical(this, "Export error", errorMessage);
}
}
void MainWindow::on_cbxLighting_clicked(bool pChecked)
{
if(pChecked)
mGLView->Lighting_Enable();
else
mGLView->Lighting_Disable();
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_lstLight_itemSelectionChanged()
{
bool selected = ui->lstLight->isItemSelected(ui->lstLight->currentItem());
if(selected)
mGLView->Lighting_EnableSource(ui->lstLight->currentRow());
else
mGLView->Lighting_DisableSource(ui->lstLight->currentRow());
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
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void MainWindow::on_lstCamera_clicked( const QModelIndex &)
{
mGLView->Camera_Set(ui->lstLight->currentRow());
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
void MainWindow::on_cbxBBox_clicked(bool checked)
{
mGLView->Enable_SceneBBox(checked);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}
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void MainWindow::on_cbxDrawAxes_clicked(bool checked)
{
mGLView->Enable_Axes(checked);
#if ASSIMP_QT4_VIEWER
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mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
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}
void MainWindow::on_cbxTextures_clicked(bool checked)
{
mGLView->Enable_Textures(checked);
#if ASSIMP_QT4_VIEWER
mGLView->updateGL();
#else
mGLView->update();
#endif // ASSIMP_QT4_VIEWER
}