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【qt】一个动画实现

时间:2024-10-14 21:24:57浏览次数:1  
标签:动画 15 qt 实现 bonePoints void Worm int double

基于https://www.bilibili.com/video/BV1Li421Y7EH/?spm_id_from=333.999.top_right_bar_window_history.content.click原理的一个qt实现

#pragma once

#include <QWidget>
#include "ui_Worm.h"
#include <QPointF> 
#include <QList>
#include <QPainter>
#include <QKeyEvent>
#include <cmath>
#include <QPropertyAnimation>
#include <algorithm>
#include <QPainterPath>
#include <thread>

//多节刚性杆模型
class Worm : public QWidget
{
	Q_OBJECT
	Q_PROPERTY(int curFrameIndex READ curFrameIndex WRITE setcurFrameIndex NOTIFY curFrameIndexChanged)

public:
	Worm(QWidget *parent = nullptr);
	~Worm();

	enum class Direction
	{
		Up=0,
		Down,
		Left,
		Right
	};

private:
	Ui::WormClass ui;

	int m_frameRatio = 60;		//帧率

	int m_curFrameIndex = -1;	//当前帧序号
	int curFrameIndex();	
	void setcurFrameIndex(int frameIndex);	

	const double m_step = 5.0;	//一帧前进的步长

	const int boneCount = 40;	//骨骼点数量
	
	QList<QPointF*> m_bonePoints;	//骨骼点坐标

	const double angleConstraint = M_PI_4/1;	//角度约束
	
	QList<qreal> m_constraintRadius;	//骨骼点约束半径

	//在骨骼点外绘制圆
	QList<qreal> m_bodyRadius
	{ 
		20, 25, 20, 15, 15, 
		15, 15, 15, 15, 15, 
		15, 15, 15, 15, 15, 
		15, 15, 15, 15, 15, 
		15, 15, 15, 15, 15, 
		15, 15, 15, 15, 15, 
		15, 15, 15, 15, 15, 
		15, 15, 15, 10, 10 
	};


	void init();

	float InvSqrt(float x);
	
	void calculate(QPointF* anchor, QPointF* target, float r);

	double calBonePointsAngle(int pointIndex);	//根据骨骼点坐标计算骨骼点角度

	static void createNBezierCurve(const QList<QPointF>& src, QList<QPointF>& dest, qreal precision)	//计算N次贝塞尔曲线
	{
		if (src.size() <= 0) return;
		QList<QPointF>().swap(dest);
		for (qreal t = 0; t < 1.0000; t += precision) {
			int size = src.size();
			QVector<qreal> coefficient(size, 0);
			coefficient[0] = 1.000;
			qreal u1 = 1.0 - t;
			for (int j = 1; j <= size - 1; j++) {
				qreal saved = 0.0;
				for (int k = 0; k < j; k++) {
					qreal temp = coefficient[k];
					coefficient[k] = saved + u1 * temp;
					saved = t * temp;
				}
				coefficient[j] = saved;
			}
			QPointF resultPoint;
			for (int i = 0; i < size; i++) {
				QPointF point = src.at(i);
				resultPoint = resultPoint + point * coefficient[i];
			}
			dest.append(resultPoint);
		}
	}


	//两两骨骼点连线绝对角度(骨骼点参数方程,假设angle0=angle1)
	QList<double> m_bonePointsAngle;
	
	//身体两侧轮廓点
	QList<QPointF> m_bodyPointsL;
	QList<QPointF> m_bodyPointsR;

	Direction m_direction = Direction::Right;
	Direction direction();
	void setDirection(Direction dirc);

	QPointF firstBonePos();
	void setFirstBonePos(QPointF firstPos);	//修改第一个骨骼点坐标,引起所有坐标更新

	void moveDirection(double distance);

	QPropertyAnimation* m_animation;

protected:
	void virtual paintEvent(QPaintEvent* e) override;
	void virtual keyPressEvent(QKeyEvent* e) override;

signals:
	void firstBonePosChanged(QPointF firstPos);
	void dirEctionChanged(Direction dirction);
	void curFrameIndexChanged(int frameIndex);
};

```cpp
#include "Worm.h"

Worm::Worm(QWidget* parent)
    : QWidget(parent)
{
    ui.setupUi(this);

    init();

    m_animation = new QPropertyAnimation(this, "curFrameIndex");
    m_animation->setDuration(1000);
    m_animation->setLoopCount(-1);
    m_animation->setStartValue(0);
    m_animation->setEndValue(m_frameRatio-1);
    m_animation->start();
}

Worm::~Worm()
{
    for (auto bonePoint : m_bonePoints)
    {
        delete bonePoint;
    }

    delete m_animation;
}

int Worm::curFrameIndex()
{
    return m_curFrameIndex;
}

void Worm::setcurFrameIndex(int frameIndex)
{
    if (m_curFrameIndex != frameIndex)
    {
        m_curFrameIndex = frameIndex;
        moveDirection(m_step);

        emit curFrameIndexChanged(frameIndex);
    }
}

void Worm::init()
{
    for (int i = 0; i < boneCount; i++)
    {
        m_bonePoints.append(new QPointF(200.0 - 20.0 * i, 100.0));
        m_constraintRadius.append(20);
    }

    for (int i = 0; i < boneCount; i++)
    {
        double angleBonePoint = calBonePointsAngle(i);
        m_bonePointsAngle.append(angleBonePoint);
    }
}

float Worm::InvSqrt(float x)
{
    //1/x^0.5
    float xhalf = 0.5f * x;
    int i = *(int*)&x;
    i = 0x5f3759df - (i >> 1);
    x = *(float*)&i;
    x = x * (1.5f - xhalf * x * x);
    return x;
}

void Worm::calculate(QPointF* anchor, QPointF* target, float r)
{
    float deltax = target->x() - anchor->x();
    float deltay = target->y() - anchor->y();
    float k = r * InvSqrt(deltax * deltax + deltay * deltay);

    float x_ = k * target->x() + (1.0 - k) * anchor->x();
    float y_ = k * target->y() + (1.0 - k) * anchor->y();
    target->setX(x_);
    target->setY(y_);
}

double Worm::calBonePointsAngle(int pointIndex)
{
    double angleBonePoint = 0.0;
    //计算骨骼点角度
    if (pointIndex < 2)
    {
        double deltay = m_bonePoints.at(1)->y() - m_bonePoints.at(0)->y();
        double deltax = m_bonePoints.at(1)->x() - m_bonePoints.at(0)->x();
        angleBonePoint = atan2(deltay, deltax);
    }
    else
    {
        double deltay = m_bonePoints.at(pointIndex)->y() - m_bonePoints.at(pointIndex - 1)->y();  //向量起点是i-1,终点是i
        double deltax = m_bonePoints.at(pointIndex)->x() - m_bonePoints.at(pointIndex - 1)->x();
        angleBonePoint = atan2(deltay, deltax);
    }

    return angleBonePoint;
}

Worm::Direction Worm::direction()
{
    return m_direction;
}

void Worm::setDirection(Direction dirc)
{
    if (m_direction != dirc)
    {
        m_direction = dirc;
        emit dirEctionChanged(dirc);
    }
}

QPointF Worm::firstBonePos()
{
    return *m_bonePoints.at(0);
}

void Worm::setFirstBonePos(QPointF firstPos)
{
    if (*m_bonePoints.at(0) != firstPos)
    {
        m_bonePoints[0]->setX(firstPos.x());
        m_bonePoints[0]->setY(firstPos.y());
        emit firstBonePosChanged(firstPos);

        //刷新骨骼点坐标前,清空所有坐标记录
        m_bonePointsAngle.clear();
        m_bodyPointsL.clear();
        m_bodyPointsR.clear();

        //刷新骨骼点坐标
        for (int i = 0; i < m_bonePoints.size() - 1; i++)
        {
            //半径约束:刷新所有骨骼点坐标
            calculate(m_bonePoints[i], m_bonePoints[i + 1], m_constraintRadius[i]);
        }

        //刷新骨骼点角度
        for (int i = 0; i < m_bonePoints.size(); i++)
        {
            double currentAngle = calBonePointsAngle(i);
            double prevAngle = calBonePointsAngle(i - 1);

            //角度约束:矫正骨骼点坐标和角度
            if (i >= 2 && i < m_bonePoints.size()/1)
            {
                double deltaAngle = 0.0;
                deltaAngle = currentAngle - m_bonePointsAngle.at(i - 1);
                deltaAngle = fmod(currentAngle - prevAngle + M_PI, 2 * M_PI) - M_PI;    //?
                //deltaAngle = currentAngle - prevAngle;

                if (fabs(deltaAngle) > angleConstraint)
                {
                    if (deltaAngle > 0)
                    {
                        currentAngle = prevAngle + angleConstraint;
                    }
                    else
                    {
                        currentAngle = prevAngle - angleConstraint;
                    }

                    double newX = m_bonePoints.at(i - 1)->x() + m_constraintRadius.at(i - 1) * cos(currentAngle);
                    double newY = m_bonePoints.at(i - 1)->y() + m_constraintRadius.at(i - 1) * sin(currentAngle);
                    m_bonePoints[i]->setX(newX);
                    m_bonePoints[i]->setY(newY);
                }
            }
            m_bonePointsAngle.append(currentAngle);


            //记录轮廓点
            if (i == 0)
            {
                //头部前端3个点
                double angleHead = m_bonePointsAngle.at(i) + M_PI;
                double angleHead1 = m_bonePointsAngle.at(i) + 3 * M_PI_4;
                double angleHead2 = m_bonePointsAngle.at(i) - 3 * M_PI_4;
                QPointF bodyPointHead(m_bonePoints.at(i)->x() + m_bodyRadius.at(i) * cos(angleHead), m_bonePoints.at(i)->y() + m_bodyRadius.at(i) * sin(angleHead));
                QPointF bodyPointHead1(m_bonePoints.at(i)->x() + m_bodyRadius.at(i) * cos(angleHead1), m_bonePoints.at(i)->y() + m_bodyRadius.at(i) * sin(angleHead1));
                QPointF bodyPointHead2(m_bonePoints.at(i)->x() + m_bodyRadius.at(i) * cos(angleHead2), m_bonePoints.at(i)->y() + m_bodyRadius.at(i) * sin(angleHead2));
                m_bodyPointsL.append(bodyPointHead);
                m_bodyPointsL.append(bodyPointHead1);
                m_bodyPointsR.append(bodyPointHead2);
            }

            double angleLeft = m_bonePointsAngle.at(i) + M_PI_2;
            double angleRight = m_bonePointsAngle.at(i) - M_PI_2;
            QPointF bodyPointLeft(m_bonePoints.at(i)->x() + m_bodyRadius.at(i) * cos(angleLeft), m_bonePoints.at(i)->y() + m_bodyRadius.at(i) * sin(angleLeft));
            QPointF bodyPointRight(m_bonePoints.at(i)->x() + m_bodyRadius.at(i) * cos(angleRight), m_bonePoints.at(i)->y() + m_bodyRadius.at(i) * sin(angleRight));
            m_bodyPointsL.append(bodyPointLeft);
            m_bodyPointsR.append(bodyPointRight);

            if (i == m_bonePoints.size() - 1)
            {
                //尾部前端3个点
                double angleTail = m_bonePointsAngle.at(i);
                QPointF bodyPointTail(m_bonePoints.at(i)->x() + m_bodyRadius.at(i) * cos(angleTail), m_bonePoints.at(i)->y() + m_bodyRadius.at(i) * sin(angleTail));
                m_bodyPointsL.append(bodyPointTail);
            }
            /* painter.drawEllipse(bodyPointLeft, 2, 2);
             painter.drawEllipse(bodyPointRight, 2, 2);*/
        }

        //重绘
        update();
    }
}

void Worm::moveDirection(double distance)
{
    QPointF posFirstBoneNew;
    switch (m_direction)
    {
    case Worm::Direction::Up:
        posFirstBoneNew.setX(m_bonePoints.at(0)->x());
        posFirstBoneNew.setY(m_bonePoints.at(0)->y() - distance);
        break;
    case Worm::Direction::Down:
        posFirstBoneNew.setX(m_bonePoints.at(0)->x());
        posFirstBoneNew.setY(m_bonePoints.at(0)->y() + distance);
        break;
    case Worm::Direction::Left:
        posFirstBoneNew.setX(m_bonePoints.at(0)->x() - distance);
        posFirstBoneNew.setY(m_bonePoints.at(0)->y());
        break;
    case Worm::Direction::Right:
        posFirstBoneNew.setX(m_bonePoints.at(0)->x() + distance);
        posFirstBoneNew.setY(m_bonePoints.at(0)->y());
        break;
    default:
        break;
    }
    setFirstBonePos(posFirstBoneNew);;
}

void Worm::paintEvent(QPaintEvent* e)
{
    QPainter painter(this);
    painter.setRenderHints(QPainter::Antialiasing);
    

    //绘制骨架
    for (int i=0;i< m_bonePoints.size();i++)
    {
        painter.setBrush(QColor("lightblue"));
        QPen pen(QColor("lightblue")); 
        pen.setWidth(5);
        painter.setPen(pen);
        //painter.drawEllipse(*m_bonePoints.at(i), m_bodyRadius.at(i), m_bodyRadius.at(i));
        painter.drawEllipse(*m_bonePoints.at(i), 2, 2);
    }
    for (int i = 0; i < m_bonePoints.size() - 1; i++)
    {
        painter.drawLine(*m_bonePoints.at(i), *m_bonePoints.at(i + 1));
    }


    //绘制轮廓
    /*QPen pen(QColor("red"));
    painter.setPen(pen);*/
    std::reverse(m_bodyPointsR.begin(), m_bodyPointsR.end());
    QList<QPointF> bodyPointsTmp = m_bodyPointsL + m_bodyPointsR;
    
    //直线
    painter.drawPolygon(bodyPointsTmp);  

    //N次贝塞尔曲线
    //QList<QPointF> bodyPoints;
    //createNBezierCurve(bodyPointsTmp, bodyPoints, 0.01);  
    //QPainterPath path;
    //for (int i = 0;i < bodyPoints.size()-2;i++)
    //{
    //    if(i == 0)    path.moveTo(bodyPoints.at(0)); // 设置起始点
    //    path.cubicTo(bodyPoints.at(i), bodyPoints.at(i+1), bodyPoints.at(i+2)); // 3次贝塞尔曲线
    //    if(i == bodyPoints.size() - 3)  path.cubicTo(bodyPoints.at(i+1), bodyPoints.at(i + 2), bodyPoints.at(0));
    //}
    //painter.drawPath(path);


    //绘制眼睛
    painter.setPen(QColor("green"));
    painter.setBrush(QColor("green"));
    double eye0Angle = m_bonePointsAngle.at(0) + M_PI_2;
    double eye1Angle = m_bonePointsAngle.at(0) - M_PI_2;
    double eyeRadius = m_bodyRadius.at(0) - 5; //眼睛所在圆半径小一点
    QPointF eye0(m_bonePoints.at(0)->x() + eyeRadius * cos(eye0Angle), m_bonePoints.at(0)->y() + eyeRadius * sin(eye0Angle));
    QPointF eye1(m_bonePoints.at(0)->x() + eyeRadius * cos(eye1Angle), m_bonePoints.at(0)->y() + eyeRadius * sin(eye1Angle));
    painter.drawEllipse(eye0, 2, 2);
    painter.drawEllipse(eye1, 2, 2);

}

void Worm::keyPressEvent(QKeyEvent* e)
{
    switch (e->key())
    {
    case Qt::Key_W:
        setDirection(Direction::Up);
        break;
    case Qt::Key_S:
        setDirection(Direction::Down);
        break;
    case Qt::Key_A:
        setDirection(Direction::Left);
        break;
    case Qt::Key_D:
        setDirection(Direction::Right);
        break;
    case Qt::Key_Up:
        if (m_animation->state() == QAbstractAnimation::Running) m_animation->stop();
        break;
    case Qt::Key_Down:
        if (m_animation->state() == QAbstractAnimation::Stopped) m_animation->start();
        break;
    default:
        break;
    }
}

标签:动画,15,qt,实现,bonePoints,void,Worm,int,double
From: https://www.cnblogs.com/wk2522466153/p/18466162