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3 changes: 2 additions & 1 deletion CLAUDE.md
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,7 @@ qtmesh uv model.fbx --unwrap -o unwrapped.glb # xatlas auto-UV unwrap (#400). N
qtmesh uv model.fbx --unwrap --channel 1 --resolution 2048 -o lightmap.glb # write into UV1 (lightmap workflow)
```

CLI mode is activated by: (1) invoking via the `qtmesh` symlink, (2) passing `--cli`, or (3) using a recognized subcommand (`info`, `fix`, `convert`, `anim`, `validate`, `lod`, `pose`, `turntable`, `scan`, `material`, `pack-textures`, `normal-from-height`, `atlas`, `atlas-apply`, `memory`, `analyze`, `vertex-cache`, `decimate`, `optimize`, `uv`) as the first argument. Use `--verbose` to see Ogre/engine debug output. Use `--no-telemetry` to permanently opt out of anonymous usage data collection.
CLI mode is activated by: (1) invoking via the `qtmesh` symlink, (2) passing `--cli`, or (3) using a recognized subcommand (`info`, `fix`, `convert`, `anim`, `validate`, `lod`, `pose`, `turntable`, `scan`, `material`, `pack-textures`, `normal-from-height`, `atlas`, `atlas-apply`, `memory`, `analyze`, `vertex-cache`, `decimate`, `optimize`, `uv`, `retopo`, `skin`) as the first argument. Use `--verbose` to see Ogre/engine debug output. Use `--no-telemetry` to permanently opt out of anonymous usage data collection.

If Xcode SDK is updated, clear CMake cache (`rm build_local/CMakeCache.txt`) and reconfigure.

Expand Down Expand Up @@ -237,6 +237,7 @@ Three singletons manage core state. All run on the main thread. Access via `Clas
- **MeshOptimizerLod** (`src/MeshOptimizerLod.h/cpp`, issue #398): Thin facade over `zeux/meshoptimizer` for LOD generation. Free functions, no singleton. `generateLods(mesh, reductions)` returns one `LodLevel` per requested reduction, each with one `Ogre::IndexData*` per submesh. Uses `meshopt_simplifyWithAttributes` when UV0 is present (preserves UV seams), falls back to `meshopt_simplify` otherwise. Every result is `meshopt_optimizeVertexCache`-reordered (Forsyth) so the LOD is cache-friendly out of the box. Caller takes ownership of the `IndexData*` (commit to `SubMesh::mLodFaceList` or call `destroyLevel`).
- **MeshLodController** (`src/MeshLodController.h/cpp`): Now has `Algorithm` enum (`Ogre` | `Meshopt`) on the C++ overload `generateLods(int, const QVariantList&, Algorithm)`. QML-facing `generateLodsWithAlgo(int, QVariantList, QString)` accepts `"ogre"` / `"meshopt"` for the Inspector backend dropdown. Default is `Ogre` — meshoptimizer's attribute-weighted simplify preserves UV seams + skin weights but in practice produces a softer silhouette than Ogre's stock `MeshLodGenerator` on character meshes, so Ogre stays primary. CLI: `--algo ogre|meshopt` (default `ogre`). MCP `generate_lods` tool: `algo` param (default `ogre`). Sentry breadcrumb category `ai.assist.lod` records the chosen backend when meshopt is used.
- **MeshDecimator** (`src/MeshDecimator.h/cpp`): Same `Algorithm` enum exposed on `decimateEntity(entity, reduction, algo)`. `MeshDecimatorController::applyReductionWithAlgo(double, QString)` is the QML-facing variant the Inspector's Decimate section dropdown calls. CLI `qtmesh decimate ... --algo ogre|meshopt`; MCP `decimate_mesh` `algo` param. Same default and breadcrumb category as the LOD path (`ai.assist.decimate` for meshopt). The post-decimation `promoteFirstLodToBase` also erases the `qtme.faces.<i>` n-gon bindings, otherwise FBXExporter (and EditableMesh) rehydrate the original triangle list off the cached binding and emit the un-decimated mesh.
- **SkinWeights** (`src/SkinWeights.h/cpp`, issue #402): inverse-distance ("closest-point-on-bone") automatic skin weights. The issue proposed wrapping libigl's bounded biharmonic weights (BBW), but BBW requires tetrahedralization via TetGen — which is **GPL/copyleft**. Adopting it would force the entire binary to GPL and close off Homebrew / Snap / WinGet redistribution under the project's permissive-license stance. This first slice ships a native heuristic with **zero new dependencies**: for each vertex, compute its distance to every bone's segment (line from bone-head to the average of its children, falling back to point distance for leaf bones in the skeleton's bind pose), apply `1/dist^falloff` weighting, keep the top-K bones (default K=4 matches hardware skinning), and normalize. This is the same algorithm Maya / 3dsMax use as their default "smooth bind." Distance cap (`maxInfluenceDistance` × mesh-diagonal) prevents a finger bone from picking up weight on a foot. Optional `skipUnweightedBones` filters Mixamo helper bones. `replaceExisting=false` enables a merge mode for "fill in missing weights" workflows. Surfaced via `qtmesh skin --max-influences N --falloff F -o out`, MCP `compute_skin_weights`, and the **Animation Mode → Mode Tools → "Skinning" section → "Compute Skin Weights…" button** (`qml/SkinWeightsDialog.qml`, driven by `SkinWeightsController` singleton). Lives in Animation Mode (not Edit Mode) because skinning governs how the mesh deforms under animation — a rigging step, not a mesh-topology edit. The button binds to `hasSkinnedSelection` so it disables on static (skeleton-less) meshes. The GUI path runs through `ComputeSkinWeightsCommand` (`src/commands/`) so the auto-skin is **undoable** (Ctrl+Z): the command snapshots every submesh's `VertexBoneAssignmentList` (+ the mesh-level shared list) before the first `redo`, runs `computeAndApply`, and on `undo` restores the snapshot and calls `_compileBoneAssignments` to re-pack the blend buffer. (Unlike the UV-unwrap restore, recompiling is safe here because the vertex buffer object is unchanged — only the blend bytes are rewritten.) Sentry breadcrumb category `ai.assist.skin_weights`. A future slice can plug libigl BBW in behind `-DENABLE_LIBIGL_BBW` for users who accept the GPL implications. Verified on Rumba Dancing.fbx: 69 bones, 5828 verts → 20,129 vertex-bone assignments (avg 3.45 influences/vert), valid glTF round-trip.
- **QuadRetopo** (`src/QuadRetopo.h/cpp`, issue #401): triangle-pairing quad-dominant retopology. The issue proposed wrapping Instant Meshes (Wenzel Jakob), but Instant Meshes ships as a research GUI app with no clean C++ library API and has been dormant since 2016. QuadriFlow (the production-grade alternative used by Blender 3.0+) requires Boost + Eigen + LEMON — heavy deps the project doesn't currently use. This first slice ships a native triangle-pairing backend with **zero new dependencies**: walks every interior edge whose two adjacent faces are triangles and scores the merge by (1) coplanarity (dot product of triangle normals; default `maxAngleDeg=25°`), (2) quad shape (deviation of interior angles from 90°; default `shapeToleranceDeg=65°`), (3) aspect ratio (longest/shortest edge; default `maxAspectRatio=6.0`). Pairs are taken greedily best-first; each triangle claimed at most once. Quads are emitted with opposing-corner winding `(opposing0, sharedA, opposing1, sharedB)`. Output goes through `EditableSubMesh::faces` → `triangulateFaces` (fan retri for GPU) → `writeNgonFacesToMesh` (n-gon binding for exporters / Edit Mode). **No new vertices** are introduced, so UVs and skin weights survive unchanged. Backends are pluggable via the `Algorithm` enum (only `TrianglePair` implemented; future `QuadriFlow` / `InstantMeshes` slot in here). Surfaced via `qtmesh retopo --target-faces N --max-angle DEG -o out`, MCP `retopologize`, and the **Material Mode → Mode Tools → "Quad Retopology…" button** (`qml/QuadRetopoDialog.qml`, driven by `QuadRetopoController` singleton). Sentry breadcrumb category `ai.assist.retopo`. Verified on Rumba Dancing.fbx: 10,220 tris → 6,032 faces (4188 quads + 1844 tris), 82% quad dominance. Hard lower bound on face count is ~50% of input (every triangle paired); strict gates typically land 60-70%.
- **UvUnwrap** (`src/UvUnwrap.h/cpp`, issue #400): xatlas-backed automatic UV unwrap. xatlas is the MIT library Blender and Godot use under the hood — single-translation-unit `xatlas.cpp` vendored via FetchContent and wrapped in an inline `add_library(xatlas STATIC …)` target (no upstream CMake config). Pipeline: extract (positions, indices) per submesh → `xatlas::AddMesh` → `xatlas::Generate` → for each output mesh, rebuild a single-binding VertexData copying every source attribute from `xref` (input vertex id) and overwriting the target UV channel with `xatlas::Vertex::uv / atlas.{width,height}`. Skinned-mesh bone assignments survive the seam splits because we rebuild `SubMesh::BoneAssignmentList` against the new vertex IDs via xref; for shared-vertex meshes the source assignments come from `Mesh::getBoneAssignments()`, not `SubMesh::getBoneAssignments()`. Surfaced via `qtmesh uv --unwrap`/`--info`, MCP `auto_uv_unwrap`, and the **Material Mode → Mode Tools → "Auto UV Unwrap…" button** (`qml/UvUnwrapDialog.qml`, driven by `UvUnwrapController` singleton). Sentry breadcrumb category `ai.assist.uv_unwrap`. The unwrap also erases `qtme.faces.<i>` n-gon bindings (they reference source vertex IDs and become stale). **GUI-safe entry point** (`unwrapEntityToFile`): live skinned meshes cannot survive in-place vertex-data mutation because the active `Ogre::SkeletonInstance` caches the hardware blend buffer and picks up stale state on the first frame after the swap. The GUI path snapshots `vertexData` / `indexData` / `mBoneAssignments` / `blendIndexToBoneIndexMap` for every submesh + the mesh's shared maps, calls `unwrapEntityKeepingOriginals` (which deliberately leaks its own allocations rather than freeing the originals), exports the unwrapped result, then restores the snapshot pointer-for-pointer (deleting only the unwrap's leaked allocations) and pastes the index maps back directly — `_compileBoneAssignments` is NOT called on restore because it would re-pack BLEND_INDICES/WEIGHTS bytes against the live buffer and shatter the on-screen mesh. CLI path uses the destructive `unwrapEntity` since the process exits before rendering.
- **ExportOptimizer** (`src/ExportOptimizer.h/cpp`, issue #399): Pipeline that runs `meshopt_optimizeVertexCache` → `meshopt_optimizeOverdraw` (threshold 1.05) → `meshopt_optimizeVertexFetchRemap` on every submesh of an entity. Surfaced through the **Inspector validation flow** — the "Optimize Geometry (cache + overdraw + fetch)" button in `PropertiesPanel.qml` runs it via `MeshValidator::optimizeVertexCache`. NOT hooked into `MeshImporterExporter::exporter` by default (an earlier draft did this and crashed on macOS during a normal export — silent buffer mutation during export is dangerous; explicit user invocation via the validation button is safer). Vertex-fetch is skipped when the submesh uses `useSharedVertices` since remapping shared verts would scramble other submeshes' indices. `qtmesh info --json` includes `submeshAcmr[]` per submesh so downstream tooling can decide whether to recommend re-optimization. Sentry breadcrumb category `ai.assist.optimize_export`.
Expand Down
5 changes: 5 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -179,6 +179,11 @@ qtmesh uv model.fbx --info --json # report UV channels
qtmesh retopo model.fbx -o quads.glb # pair every viable triangle into quads
qtmesh retopo model.fbx --target-faces 5000 -o lo.glb # stop early once near target face count
qtmesh retopo model.fbx --max-angle 15 -o conservative.glb # tighter coplanarity gate

# Compute skin weights (inverse-distance heuristic; mesh must have a skeleton)
qtmesh skin model.fbx -o skinned.glb # default 4 influences, falloff 4
qtmesh skin model.fbx --max-influences 8 --falloff 6 -o skinned.glb
qtmesh skin model.fbx --skip-unweighted --merge -o filled.glb # fill missing weights only
```

---
Expand Down
91 changes: 91 additions & 0 deletions qml/PropertiesPanel.qml
Original file line number Diff line number Diff line change
Expand Up @@ -301,6 +301,22 @@ Rectangle {
Component.onCompleted: content = animationModeToolsComponent
}

// ---- Skinning (Animation mode) ----
// Issue #402: auto skin weights. Surfaced in Animation
// Mode because skinning governs how the mesh deforms
// under animation — it's a rigging step, not a mesh-topology
// edit. Only meaningful on a skinned (skeleton-bearing)
// mesh; the button inside disables itself otherwise.
CollapsibleSection {
title: "Skinning"
sectionVisible: root.modeToolSectionVisible(
EditorModeController.AnimationMode,
PropertiesPanelController.hasAnimations)
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expanded: false

Component.onCompleted: content = skinningToolsComponent
}

// ---- Texture Paint (Material mode) ----
// (Brush color/radius/strength/falloff live on the toolbar
// paint-brush popup. The Inspector panel keeps only the
Expand Down Expand Up @@ -1092,6 +1108,64 @@ Rectangle {
}
}

// ---- Skinning Tools Content (Animation mode) ----
// Issue #402: auto skin weights. The "Compute Skin Weights…"
// button opens the dialog; it disables on static meshes
// (no skeleton). The operation is undoable (Ctrl+Z).
Component {
id: skinningToolsComponent

Column {
width: parent ? parent.width : 200
padding: 8
spacing: 6

Text {
width: parent.width - 16
wrapMode: Text.Wrap
opacity: 0.8
color: PropertiesPanelController.textColor
font.pixelSize: 10
text: "Auto-generate per-vertex bone weights for the selected "
+ "skinned mesh (inverse-distance smooth bind). Undoable."
}

Rectangle {
width: Math.min(parent.width - 16, skinLabel.implicitWidth + 16)
height: 26
radius: 3
opacity: SkinWeightsController.hasSkinnedSelection ? 1.0 : 0.45
color: skinMa.containsMouse && SkinWeightsController.hasSkinnedSelection
? PropertiesPanelController.highlightColor
: PropertiesPanelController.headerColor
border.color: PropertiesPanelController.borderColor
border.width: 1

Text {
id: skinLabel
anchors.centerIn: parent
text: "Compute Skin Weights…"
color: PropertiesPanelController.textColor
font.pixelSize: 11
}
MouseArea {
id: skinMa
anchors.fill: parent
hoverEnabled: true
enabled: SkinWeightsController.hasSkinnedSelection
cursorShape: SkinWeightsController.hasSkinnedSelection
? Qt.PointingHandCursor : Qt.ForbiddenCursor
onClicked: root.openSkinWeightsDialog()
ToolTip.visible: containsMouse
ToolTip.delay: 500
ToolTip.text: SkinWeightsController.hasSkinnedSelection
? "Compute per-vertex bone weights via inverse-distance to bone segments. Mesh must have a skeleton."
: "Select a skinned mesh (with a skeleton) first."
}
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}
}
}

// ---- Edit Mode Tools Content ----
Component {
id: editModeToolsComponent
Expand Down Expand Up @@ -3902,6 +3976,23 @@ Rectangle {
}
}

// Issue #402: inverse-distance skin weights dialog. Same lazy-
// load idiom as the sibling dialogs.
Loader {
id: skinWeightsLoader
active: false
anchors.centerIn: parent
source: "qrc:/MaterialEditorQML/SkinWeightsDialog.qml"
onLoaded: if (item && item.open) item.open()
}
function openSkinWeightsDialog() {
if (!skinWeightsLoader.active) {
skinWeightsLoader.active = true
} else if (skinWeightsLoader.item) {
skinWeightsLoader.item.open()
}
}

// ---- Material Presets Content ----
Component {
id: materialPresetsComponent
Expand Down
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