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| 39 | #include "qblendedclipanimator.h" |
| 40 | #include "qblendedclipanimator_p.h" |
| 41 | #include <Qt3DAnimation/qabstractclipblendnode.h> |
| 42 | #include <Qt3DAnimation/qchannelmapper.h> |
| 43 | #include <Qt3DAnimation/qclock.h> |
| 44 | |
| 45 | QT_BEGIN_NAMESPACE |
| 46 | |
| 47 | namespace Qt3DAnimation { |
| 48 | |
| 49 | QBlendedClipAnimatorPrivate::QBlendedClipAnimatorPrivate() |
| 50 | : Qt3DAnimation::QAbstractClipAnimatorPrivate() |
| 51 | , m_blendTreeRoot(nullptr) |
| 52 | { |
| 53 | } |
| 54 | |
| 55 | /*! |
| 56 | \qmltype BlendedClipAnimator |
| 57 | \instantiates Qt3DAnimation::QBlendedClipAnimator |
| 58 | \inqmlmodule Qt3D.Animation |
| 59 | \inherits AbstractClipAnimator |
| 60 | \since 5.9 |
| 61 | |
| 62 | \brief BlendedClipAnimator is a component providing animation playback capabilities of a tree |
| 63 | of blend nodes. |
| 64 | |
| 65 | An instance of BlendedClipAnimator can be aggregated by an Entity to add the ability to play |
| 66 | back animation clips and to apply the calculated animation values to properties of QObjects. |
| 67 | |
| 68 | Whereas a ClipAnimator gets its animation data from a single animation clip, |
| 69 | BlendedClipAnimator can blend together multiple clips. The animation data is obtained by |
| 70 | evaluating a so called \e {blend tree}. A blend tree is a hierarchical tree structure where the |
| 71 | leaf nodes are value nodes that encapsulate an animation clip (AbstractAnimationClip); and the |
| 72 | internal nodes represent blending operations that operate on the nodes pointed to by their |
| 73 | operand properties. |
| 74 | |
| 75 | To associate a blend tree with a BlendedClipAnimator, set the animator's blendTree property to |
| 76 | point at the root node of your blend tree: |
| 77 | |
| 78 | \badcode |
| 79 | BlendedClipAnimator { |
| 80 | blendTree: AdditiveClipBlend { |
| 81 | .... |
| 82 | } |
| 83 | } |
| 84 | \endcode |
| 85 | |
| 86 | A blend tree can be constructed from the following node types: |
| 87 | |
| 88 | \note The blend node tree should only be edited when the animator is not running. |
| 89 | |
| 90 | \list |
| 91 | \li Qt3D.Animation.ClipBlendValue |
| 92 | \li Qt3D.Animation.LerpClipBlend |
| 93 | \li Qt3D.Animation.AdditiveClipBlend |
| 94 | \endlist |
| 95 | |
| 96 | Additional node types will be added over time. |
| 97 | |
| 98 | As an example consider the following blend tree: |
| 99 | |
| 100 | \badcode |
| 101 | Clip0---- |
| 102 | | |
| 103 | Lerp Node---- |
| 104 | | | |
| 105 | Clip1---- Additive Node |
| 106 | | |
| 107 | Clip2---- |
| 108 | \endcode |
| 109 | |
| 110 | This can be created and used as follows: |
| 111 | |
| 112 | \badcode |
| 113 | BlendedClipAnimator { |
| 114 | blendTree: AdditiveClipBlend { |
| 115 | baseClip: LerpClipBlend { |
| 116 | startClip: ClipBlendValue { |
| 117 | clip: AnimationClipLoader { source: "walk.json" } |
| 118 | } |
| 119 | |
| 120 | endClip: ClipBlendValue { |
| 121 | clip: AnimationClipLoader { source: "run.json" } |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | additiveClip: ClipBlendValue { |
| 126 | clip: AnimationClipLoader { source: "wave-arm.json" } |
| 127 | } |
| 128 | } |
| 129 | |
| 130 | channelMapper: ChannelMapper {...} |
| 131 | running: true |
| 132 | } |
| 133 | \endcode |
| 134 | |
| 135 | By authoring a set of animation clips and blending between them dynamically at runtime with a |
| 136 | blend tree, we open up a huge set of possible resulting animations. As some simple examples of |
| 137 | the above blend tree, where alpha is the additive factor and beta is the lerp blend factor we |
| 138 | can get a 2D continuum of possible animations: |
| 139 | |
| 140 | \badcode |
| 141 | (alpha = 0, beta = 1) Running, No arm waving --- (alpha = 1, beta = 1) Running, Arm waving |
| 142 | | | |
| 143 | | | |
| 144 | | | |
| 145 | (alpha = 0, beta = 0) Walking, No arm waving --- (alpha = 0, beta = 1) Running, No arm waving |
| 146 | \endcode |
| 147 | |
| 148 | More complex blend trees offer even more flexibility for combining your animation clips. Note |
| 149 | that the values used to control the blend tree (alpha and beta above) are simple properties on |
| 150 | the blend nodes. This means, that these properties themselves can also be controlled by |
| 151 | the animation framework. |
| 152 | */ |
| 153 | |
| 154 | /*! |
| 155 | \class Qt3DAnimation::QBlendedClipAnimator |
| 156 | \inherits Qt3DAnimation::QAbstractClipAnimator |
| 157 | |
| 158 | \inmodule Qt3DAnimation |
| 159 | \since 5.9 |
| 160 | |
| 161 | \brief QBlendedClipAnimator is a component providing animation playback capabilities of a tree |
| 162 | of blend nodes. |
| 163 | |
| 164 | An instance of QBlendedClipAnimator can be aggregated by a QEntity to add the ability to play |
| 165 | back animation clips and to apply the calculated animation values to properties of QObjects. |
| 166 | |
| 167 | Whereas a QClipAnimator gets its animation data from a single animation clip, |
| 168 | QBlendedClipAnimator can blend together multiple clips. The animation data is obtained by |
| 169 | evaluating a so called \e {blend tree}. A blend tree is a hierarchical tree structure where the |
| 170 | leaf nodes are value nodes that encapsulate an animation clip (QAbstractAnimationClip); and the |
| 171 | internal nodes represent blending operations that operate on the nodes pointed to by their |
| 172 | operand properties. |
| 173 | |
| 174 | To associate a blend tree with a QBlendedClipAnimator, set the animator's blendTree property to |
| 175 | point at the root node of your blend tree: |
| 176 | |
| 177 | \badcode |
| 178 | auto blendTreeRoot = new QAdditiveClipBlend(); |
| 179 | ... |
| 180 | auto animator = new QBlendedClipAnimator(); |
| 181 | animator->setBlendTree(blendTreeRoot); |
| 182 | \endcode |
| 183 | |
| 184 | A blend tree can be constructed from the following node types: |
| 185 | |
| 186 | \note The blend node tree should only be edited when the animator is not running. |
| 187 | |
| 188 | \list |
| 189 | \li Qt3DAnimation::QClipBlendValue |
| 190 | \li Qt3DAnimation::QLerpClipBlend |
| 191 | \li Qt3DAnimation::QAdditiveClipBlend |
| 192 | \endlist |
| 193 | |
| 194 | Additional node types will be added over time. |
| 195 | |
| 196 | As an example consider the following blend tree: |
| 197 | |
| 198 | \badcode |
| 199 | Clip0---- |
| 200 | | |
| 201 | Lerp Node---- |
| 202 | | | |
| 203 | Clip1---- Additive Node |
| 204 | | |
| 205 | Clip2---- |
| 206 | \endcode |
| 207 | |
| 208 | This can be created and used as follows: |
| 209 | |
| 210 | \code |
| 211 | // Create leaf nodes of blend tree |
| 212 | auto clip0 = new QClipBlendValue( |
| 213 | new QAnimationClipLoader(QUrl::fromLocalFile("walk.json"))); |
| 214 | auto clip1 = new QClipBlendValue( |
| 215 | new QAnimationClipLoader(QUrl::fromLocalFile("run.json"))); |
| 216 | auto clip2 = new QClipBlendValue( |
| 217 | new QAnimationClipLoader(QUrl::fromLocalFile("wave-arm.json"))); |
| 218 | |
| 219 | // Create blend tree inner nodes |
| 220 | auto lerpNode = new QLerpClipBlend(); |
| 221 | lerpNode->setStartClip(clip0); |
| 222 | lerpNode->setEndClip(clip1); |
| 223 | lerpNode->setBlendFactor(0.5f); // Half-walk, half-run |
| 224 | |
| 225 | auto additiveNode = new QAdditiveClipBlend(); |
| 226 | additiveNode->setBaseClip(lerpNode); // Comes from lerp sub-tree |
| 227 | additiveNode->setAdditiveClip(clip2); |
| 228 | additiveNode->setAdditiveFactor(1.0f); // Wave arm fully |
| 229 | |
| 230 | // Run the animator |
| 231 | auto animator = new QBlendedClipAnimator(); |
| 232 | animator->setBlendTree(additiveNode); |
| 233 | animator->setChannelMapper(...); |
| 234 | animator->setRunning(true); |
| 235 | \endcode |
| 236 | |
| 237 | By authoring a set of animation clips and blending between them dynamically at runtime with a |
| 238 | blend tree, we open up a huge set of possible resulting animations. As some simple examples of |
| 239 | the above blend tree, where alpha is the additive factor and beta is the lerp blend factor we |
| 240 | can get a 2D continuum of possible animations: |
| 241 | |
| 242 | \badcode |
| 243 | (alpha = 0, beta = 1) Running, No arm waving --- (alpha = 1, beta = 1) Running, Arm waving |
| 244 | | | |
| 245 | | | |
| 246 | | | |
| 247 | (alpha = 0, beta = 0) Walking, No arm waving --- (alpha = 0, beta = 1) Running, No arm waving |
| 248 | \endcode |
| 249 | |
| 250 | More complex blend trees offer even more flexibility for combining your animation clips. Note |
| 251 | that the values used to control the blend tree (alpha and beta above) are simple properties on |
| 252 | the blend nodes. This means, that these properties themselves can also be controlled by |
| 253 | the animation framework. |
| 254 | |
| 255 | */ |
| 256 | QBlendedClipAnimator::QBlendedClipAnimator(Qt3DCore::QNode *parent) |
| 257 | : Qt3DAnimation::QAbstractClipAnimator(*new QBlendedClipAnimatorPrivate, parent) |
| 258 | { |
| 259 | } |
| 260 | |
| 261 | /*! \internal */ |
| 262 | QBlendedClipAnimator::QBlendedClipAnimator(QBlendedClipAnimatorPrivate &dd, Qt3DCore::QNode *parent) |
| 263 | : Qt3DAnimation::QAbstractClipAnimator(dd, parent) |
| 264 | { |
| 265 | } |
| 266 | |
| 267 | QBlendedClipAnimator::~QBlendedClipAnimator() |
| 268 | { |
| 269 | } |
| 270 | |
| 271 | /*! |
| 272 | \qmlproperty AbstractClipBlendNode Qt3D.Animation::BlendedClipAnimator::blendTree |
| 273 | |
| 274 | This property holds the root of the animation blend tree that will |
| 275 | be evaluated before being interpolated by the animator. |
| 276 | */ |
| 277 | /*! |
| 278 | \property QBlendedClipAnimator::blendTree |
| 279 | |
| 280 | This property holds the root of the animation blend tree that will be evaluated before being |
| 281 | interpolated by the animator. |
| 282 | */ |
| 283 | QAbstractClipBlendNode *QBlendedClipAnimator::blendTree() const |
| 284 | { |
| 285 | Q_D(const QBlendedClipAnimator); |
| 286 | return d->m_blendTreeRoot; |
| 287 | } |
| 288 | |
| 289 | void QBlendedClipAnimator::setBlendTree(QAbstractClipBlendNode *blendTree) |
| 290 | { |
| 291 | Q_D(QBlendedClipAnimator); |
| 292 | if (d->m_blendTreeRoot == blendTree) |
| 293 | return; |
| 294 | |
| 295 | if (d->m_blendTreeRoot) |
| 296 | d->unregisterDestructionHelper(node: d->m_blendTreeRoot); |
| 297 | |
| 298 | if (blendTree != nullptr && blendTree->parent() == nullptr) |
| 299 | blendTree->setParent(this); |
| 300 | |
| 301 | d->m_blendTreeRoot = blendTree; |
| 302 | |
| 303 | if (d->m_blendTreeRoot) |
| 304 | d->registerDestructionHelper(node: d->m_blendTreeRoot, func: &QBlendedClipAnimator::setBlendTree, d->m_blendTreeRoot); |
| 305 | |
| 306 | emit blendTreeChanged(blendTree); |
| 307 | } |
| 308 | |
| 309 | /*! \internal */ |
| 310 | Qt3DCore::QNodeCreatedChangeBasePtr QBlendedClipAnimator::createNodeCreationChange() const |
| 311 | { |
| 312 | auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QBlendedClipAnimatorData>::create(arguments: this); |
| 313 | QBlendedClipAnimatorData &data = creationChange->data; |
| 314 | Q_D(const QBlendedClipAnimator); |
| 315 | data.blendTreeRootId = Qt3DCore::qIdForNode(node: d->m_blendTreeRoot); |
| 316 | data.mapperId = Qt3DCore::qIdForNode(node: d->m_mapper); |
| 317 | data.clockId = Qt3DCore::qIdForNode(node: d->m_clock); |
| 318 | data.running = d->m_running; |
| 319 | data.loops = d->m_loops; |
| 320 | data.normalizedTime = d->m_normalizedTime; |
| 321 | return creationChange; |
| 322 | } |
| 323 | |
| 324 | } // namespace Qt3DAnimation |
| 325 | |
| 326 | QT_END_NAMESPACE |
| 327 | |