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();
void sideVisibleStateChanged(SkeletonSide side);
void partVisibleStateChanged(QUuid partId);
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;
bool isNodeDeactivated(QUuid nodeId) const override;
bool isEdgeDeactivated(QUuid edgeId) const override;
void copyNodes(std::set<QUuid> nodeIdSet) const override;
void updateTurnaround(const QImage &image);
void updateOtherFramesParameters(const std::vector<std::map<QString, std::map<QString, QString>>> &otherFramesParameters);
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);
bool isSideVisible(SkeletonSide side);
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);
void switchChainSide(const std::set<QUuid> nodeIds);
void setSideVisiableState(SkeletonSide side, bool visible);
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);
float findFootBottomY() const;
void parametersToNodes(const std::vector<RiggerBone> *rigBones,
std::map<QString, std::pair<QUuid, QUuid>> *boneNameToIdsMap,
std::map<SkeletonSide, QUuid> *m_partIdMap,
bool isOther=false);
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void updateBonesFromParameters(std::vector<RiggerBone> *bones,
const std::map<QString, std::map<QString, QString>> &parameters,
float firstSpineBoneLength,
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const QVector3D &firstSpineBonePosition,
const QVector3D &neckJoint1BoneDirection);
std::map<QString, std::pair<QUuid, QUuid>> m_boneNameToIdsMap;
std::map<SkeletonSide, QUuid> m_partIdMap;
std::deque<PoseHistoryItem> m_undoItems;
std::deque<PoseHistoryItem> m_redoItems;
std::vector<RiggerBone> m_riggerBones;
std::vector<std::map<QString, std::map<QString, QString>>> m_otherFramesParameters;
std::set<QUuid> m_otherIds;
std::set<SkeletonSide> m_hiddenSides;
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);
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static void firstSpinePositionAndLengthFromParameters(const std::map<QString, std::map<QString, QString>> &parameters,
float *length, QVector3D *position);
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static void neckJoint1DirectionFromParameters(const std::map<QString, std::map<QString, QString>> &parameters,
QVector3D *direction);
};
#endif