dust3d/src/posedocument.h

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#ifndef DUST3D_POSE_DOCUMENT_H
#define DUST3D_POSE_DOCUMENT_H
#include <map>
#include <QString>
#include <deque>
#include "skeletondocument.h"
#include "rigger.h"
struct PoseHistoryItem
{
std::map<QString, std::map<QString, QString>> parameters;
};
class PoseDocument : public SkeletonDocument
{
Q_OBJECT
signals:
void turnaroundChanged();
void cleanup();
void nodeAdded(QUuid nodeId);
void edgeAdded(QUuid edgeId);
void nodeOriginChanged(QUuid nodeId);
void parametersChanged();
public:
bool undoable() const override;
bool redoable() const override;
bool hasPastableNodesInClipboard() const override;
bool originSettled() const override;
bool isNodeEditable(QUuid nodeId) const override;
bool isEdgeEditable(QUuid edgeId) const override;
void copyNodes(std::set<QUuid> nodeIdSet) const override;
void updateTurnaround(const QImage &image);
void updateRigBones(const std::vector<RiggerBone> *rigBones, const QVector3D &rootTranslation=QVector3D(0, 0, 0));
void reset();
void toParameters(std::map<QString, std::map<QString, QString>> &parameters, const std::set<QUuid> &limitNodeIds=std::set<QUuid>()) const;
void fromParameters(const std::vector<RiggerBone> *rigBones,
const std::map<QString, std::map<QString, QString>> &parameters);
public slots:
void saveHistoryItem();
void clearHistories();
void undo() override;
void redo() override;
void paste() override;
void moveNodeBy(QUuid nodeId, float x, float y, float z);
void setNodeOrigin(QUuid nodeId, float x, float y, float z);
float findGroundY() const;
void switchChainSide(const std::set<QUuid> nodeIds);
public:
static const float m_nodeRadius;
static const float m_groundPlaneHalfThickness;
static const bool m_hideRootAndVirtual;
static const float m_outcomeScaleFactor;
private:
QString findBoneNameByNodeId(const QUuid &nodeId);
std::map<QString, std::pair<QUuid, QUuid>> m_boneNameToIdsMap;
QUuid m_groundPartId;
QUuid m_bonesPartId;
QUuid m_groundEdgeId;
std::deque<PoseHistoryItem> m_undoItems;
std::deque<PoseHistoryItem> m_redoItems;
std::vector<RiggerBone> m_riggerBones;
static float fromOutcomeX(float x);
static float toOutcomeX(float x);
static float fromOutcomeY(float y);
static float toOutcomeY(float y);
static float fromOutcomeZ(float z);
static float toOutcomeZ(float z);
};
#endif