dust3d/src/motionsgenerator.h

72 lines
3.5 KiB
C++

#ifndef DUST3D_MOTIONS_GENERATOR_H
#define DUST3D_MOTIONS_GENERATOR_H
#include <QObject>
#include <vector>
#include <map>
#include <set>
#include "meshloader.h"
#include "rigger.h"
#include "jointnodetree.h"
#include "document.h"
#include "poser.h"
class MotionsGenerator : public QObject
{
Q_OBJECT
public:
MotionsGenerator(RigType rigType,
const std::vector<RiggerBone> *rigBones,
const std::map<int, RiggerVertexWeights> *rigWeights,
const Outcome &outcome);
~MotionsGenerator();
void addPoseToLibrary(const QUuid &poseId, const std::vector<std::pair<std::map<QString, QString>, std::map<QString, std::map<QString, QString>>>> &frames, float yTranslationScale);
void addMotionToLibrary(const QUuid &motionId, const std::vector<MotionClip> &clips);
void addRequirement(const QUuid &motionId);
std::vector<std::pair<float, MeshLoader *>> takeResultPreviewMeshs(const QUuid &motionId);
std::vector<std::pair<float, JointNodeTree>> takeResultJointNodeTrees(const QUuid &motionId);
const std::set<QUuid> &requiredMotionIds();
const std::set<QUuid> &generatedMotionIds();
void generate();
signals:
void finished();
public slots:
void process();
private:
void generateMotion(const QUuid &motionId, std::set<QUuid> &visited, std::vector<std::pair<float, JointNodeTree>> &outcomes,
std::vector<MeshLoader *> *previews=nullptr);
const JointNodeTree &poseJointNodeTree(const QUuid &poseId, int frame);
JointNodeTree generateInterpolation(InterpolationType interpolationType, const JointNodeTree &first, const JointNodeTree &second, float progress);
const JointNodeTree *findClipBeginJointNodeTree(const MotionClip &clip);
const JointNodeTree *findClipEndJointNodeTree(const MotionClip &clip);
std::vector<MotionClip> *findMotionClips(const QUuid &motionId);
std::vector<std::pair<std::map<QString, QString>, std::map<QString, std::map<QString, QString>>>> *findPoseFrames(const QUuid &poseId);
void generatePreviewsForOutcomes(const std::vector<std::pair<float, JointNodeTree>> &outcomes, std::vector<std::pair<float, MeshLoader *>> &previews);
float calculateMotionDuration(const QUuid &motionId, std::set<QUuid> &visited);
float calculatePoseDuration(const QUuid &poseId);
float calculateProceduralAnimationDuration(ProceduralAnimation proceduralAnimation,
const JointNodeTree *initialJointNodeTree=nullptr);
const std::vector<std::pair<float, JointNodeTree>> &getProceduralAnimation(ProceduralAnimation proceduralAnimation,
const JointNodeTree *initialJointNodeTree=nullptr);
RigType m_rigType = RigType::None;
std::vector<RiggerBone> m_rigBones;
std::map<int, RiggerVertexWeights> m_rigWeights;
std::map<int, std::vector<std::pair<float, JointNodeTree>>> m_proceduralAnimations;
std::map<int, std::vector<MeshLoader *>> m_proceduralPreviews;
Outcome m_outcome;
std::map<QUuid, std::vector<std::pair<std::map<QString, QString>, std::map<QString, std::map<QString, QString>>>>> m_poses;
std::map<QUuid, float> m_posesYtranslationScales;
std::map<QUuid, std::vector<MotionClip>> m_motions;
std::set<QUuid> m_requiredMotionIds;
std::set<QUuid> m_generatedMotionIds;
std::map<QUuid, std::vector<std::pair<float, MeshLoader *>>> m_resultPreviewMeshs;
std::map<QUuid, std::vector<std::pair<float, JointNodeTree>>> m_resultJointNodeTrees;
std::map<std::pair<QUuid, int>, JointNodeTree> m_poseJointNodeTreeMap;
Poser *m_poser = nullptr;
int m_fps = 30;
};
#endif