176 lines
4.4 KiB
C++
176 lines
4.4 KiB
C++
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#include "toonz/skeleton.h"
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#include "toonz/tstageobject.h"
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#include "toonz/tpinnedrangeset.h"
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#include "toonz/tstageobjectkeyframe.h"
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#include "toonz/txsheet.h"
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#include "toonz/stage.h"
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namespace
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{
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TStageObjectId getAncestor(TXsheet *xsh, TStageObjectId id)
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{
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assert(id.isColumn());
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TStageObjectId parentId;
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while (parentId = xsh->getStageObjectParent(id), parentId.isColumn())
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id = parentId;
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return id;
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}
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} // namespace
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//=============================================================================
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int Skeleton::Bone::getColumnIndex() const
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{
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return m_stageObject->getId().getIndex();
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}
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//-----------------------------------------------------------------------------
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void Skeleton::Bone::setParent(Bone *parent)
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{
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if (m_parent != parent) {
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m_parent = parent;
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parent->m_children.push_back(this);
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}
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}
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//=============================================================================
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Skeleton::Skeleton()
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: m_rootBone(0)
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{
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}
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//-----------------------------------------------------------------------------
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Skeleton::~Skeleton()
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{
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clearPointerContainer(m_bones);
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}
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//-----------------------------------------------------------------------------
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void Skeleton::clear()
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{
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clearPointerContainer(m_bones);
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m_rootBone = 0;
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}
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//-----------------------------------------------------------------------------
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void Skeleton::build(TXsheet *xsh, int row, int col, const std::set<int> &tempPinnedColumns)
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{
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// clear
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m_rootBone = 0;
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clearPointerContainer(m_bones);
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// antenato (colonna) della colonna corrente
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TStageObjectId ancestorId = getAncestor(xsh, TStageObjectId::ColumnId(col));
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// costruisco le "ossa"
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std::map<TStageObjectId, Bone *> boneTable;
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int columnCount = xsh->getColumnCount();
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int pinnedCount = 0;
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for (int i = 0; i < columnCount; i++) {
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TStageObjectId columnId(TStageObjectId::ColumnId(i));
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if (getAncestor(xsh, columnId) != ancestorId)
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continue;
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TAffine aff = xsh->getPlacement(columnId, row);
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TPointD center = Stage::inch * xsh->getCenter(columnId, row);
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TPointD p = aff * center;
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TStageObject *obj = xsh->getStageObject(columnId);
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Bone *bone = new Bone(obj, p);
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boneTable[columnId] = bone;
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m_bones.push_back(bone);
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if (columnId == ancestorId)
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m_rootBone = bone;
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if (obj->getPinnedRangeSet()->isPinned(row)) {
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pinnedCount++;
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bone->setPinnedStatus(Bone::PINNED);
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} else if (tempPinnedColumns.count(i) > 0)
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bone->setPinnedStatus(Bone::TEMP_PINNED);
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}
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// if no bone is pinned then the root is considered pinned
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if (pinnedCount == 0 && m_rootBone)
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m_rootBone->setPinnedStatus(Bone::PINNED);
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// The skeleton could possibly be empty
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if (boneTable.empty()) {
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assert(!m_rootBone);
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return;
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}
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// assign parents
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std::map<TStageObjectId, Bone *>::iterator it, sit;
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for (it = boneTable.begin(); it != boneTable.end(); ++it) {
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sit = boneTable.find(xsh->getStageObjectParent(it->first));
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if (sit != boneTable.end())
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it->second->setParent(sit->second);
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}
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// select the "active chain", i.e. the starting bone (columnIndex=col) and the ancestors
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it = boneTable.find(TStageObjectId::ColumnId(col));
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if (it != boneTable.end()) {
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Bone *bone = it->second;
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while (bone) {
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bone->select();
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bone = bone->getParent();
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}
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}
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}
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//-----------------------------------------------------------------------------
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Skeleton::Bone *Skeleton::getBone(int index) const
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{
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assert(0 <= index && index < (int)m_bones.size());
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return m_bones[index];
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}
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//-----------------------------------------------------------------------------
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Skeleton::Bone *Skeleton::getBoneByColumnIndex(int columnIndex) const
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{
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for (int i = 0; i < (int)m_bones.size(); i++)
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if (m_bones[i]->getColumnIndex() == columnIndex)
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return m_bones[i];
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return 0;
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}
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//-----------------------------------------------------------------------------
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bool Skeleton::isIKEnabled() const
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{
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return m_rootBone && m_rootBone->getStageObject()->getStatus() == TStageObject::IK;
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}
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//-----------------------------------------------------------------------------
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bool Skeleton::hasPinnedRanges() const
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{
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for (int i = 0; i < getBoneCount(); i++) {
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TStageObject *obj = getBone(i)->getStageObject();
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if (obj->getPinnedRangeSet()->getRangeCount() > 0)
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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void Skeleton::clearAllPinnedRanges()
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{
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for (int i = 0; i < getBoneCount(); i++) {
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TStageObject *obj = getBone(i)->getStageObject();
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obj->getPinnedRangeSet()->removeAllRanges();
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obj->invalidate();
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}
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}
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