| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU Lesser General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
| 19 | ** General Public License version 3 as published by the Free Software |
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| 21 | ** packaging of this file. Please review the following information to |
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements |
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| 24 | ** |
| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
| 29 | ** Qt Foundation. The licenses are as published by the Free Software |
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| 31 | ** included in the packaging of this file. Please review the following |
| 32 | ** information to ensure the GNU General Public License requirements will |
| 33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
| 35 | ** |
| 36 | ** $QT_END_LICENSE$ |
| 37 | ** |
| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "qarmature.h" |
| 41 | #include "qarmature_p.h" |
| 42 | #include <Qt3DCore/qabstractskeleton.h> |
| 43 | |
| 44 | QT_BEGIN_NAMESPACE |
| 45 | |
| 46 | namespace Qt3DCore { |
| 47 | |
| 48 | QArmaturePrivate::QArmaturePrivate() |
| 49 | : Qt3DCore::QComponentPrivate() |
| 50 | , m_skeleton(nullptr) |
| 51 | { |
| 52 | } |
| 53 | |
| 54 | /*! |
| 55 | \qmltype Armature |
| 56 | \inqmlmodule Qt3D.Core |
| 57 | \inherits Component3D |
| 58 | \instantiates Qt3DCore::QArmature |
| 59 | \since 5.10 |
| 60 | \brief Used to calculate skinning transform matrices and set them on shaders. |
| 61 | |
| 62 | The Armature component is aggregated by entities to give them the ability to |
| 63 | calculate the palette of skinning transform matrices needed to properly |
| 64 | render skinned meshes. |
| 65 | |
| 66 | Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a |
| 67 | skeleton. For each joint affecting a vertex the mesh also provides a weight |
| 68 | which determines the level of influence of the corresponding joint. The |
| 69 | skinning palette used for performing the transformation of skinned vertices |
| 70 | is provided by the Armature and is calculated from the joints contained in |
| 71 | the referenced skeleton. |
| 72 | |
| 73 | Updating the local transform of a joint results in the skinning matrices |
| 74 | being recalculated and the skinned mesh vertices bound to that joint moving |
| 75 | accordingly. |
| 76 | */ |
| 77 | |
| 78 | /*! |
| 79 | \qmlproperty AbstractSkeleton Armature::skeleton |
| 80 | |
| 81 | Holds the skeleton used to calculate the skinning transform matrix palette. |
| 82 | */ |
| 83 | |
| 84 | /*! |
| 85 | \class Qt3DCore::QArmature |
| 86 | \inmodule Qt3DCore |
| 87 | \inherits Qt3DCore::QComponent |
| 88 | \since 5.10 |
| 89 | \brief Used to calculate skinning transform matrices and set them on shaders. |
| 90 | |
| 91 | The Armature component is aggregated by entities to give them the ability to |
| 92 | calculate the palette of skinning transform matrices needed to properly |
| 93 | render skinned meshes. |
| 94 | |
| 95 | Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a |
| 96 | skeleton. For each joint affecting a vertex the mesh also provides a weight |
| 97 | which determines the level of influence of the corresponding joint. The |
| 98 | skinning palette used for performing the transformation of skinned vertices |
| 99 | is provided by the Armature and is calculated from the joints contained in |
| 100 | the referenced skeleton. |
| 101 | |
| 102 | Updating the local transform of a joint results in the skinning matrices |
| 103 | being recalculated and the skinned mesh vertices bound to that joint moving |
| 104 | accordingly. |
| 105 | */ |
| 106 | |
| 107 | /*! |
| 108 | Constructs a new QArmature with \a parent. |
| 109 | */ |
| 110 | QArmature::QArmature(Qt3DCore::QNode *parent) |
| 111 | : Qt3DCore::QComponent(*new QArmaturePrivate, parent) |
| 112 | { |
| 113 | } |
| 114 | |
| 115 | /*! \internal */ |
| 116 | QArmature::QArmature(QArmaturePrivate &dd, Qt3DCore::QNode *parent) |
| 117 | : Qt3DCore::QComponent(dd, parent) |
| 118 | { |
| 119 | } |
| 120 | |
| 121 | /*! \internal */ |
| 122 | QArmature::~QArmature() |
| 123 | { |
| 124 | } |
| 125 | |
| 126 | /*! |
| 127 | \property Qt3DCore::QArmature::skeleton |
| 128 | |
| 129 | Holds the skeleton used to calculate the skinning transform matrix palette. |
| 130 | */ |
| 131 | Qt3DCore::QAbstractSkeleton *QArmature::skeleton() const |
| 132 | { |
| 133 | Q_D(const QArmature); |
| 134 | return d->m_skeleton; |
| 135 | } |
| 136 | |
| 137 | void QArmature::setSkeleton(Qt3DCore::QAbstractSkeleton *skeleton) |
| 138 | { |
| 139 | Q_D(QArmature); |
| 140 | if (d->m_skeleton != skeleton) { |
| 141 | if (d->m_skeleton) |
| 142 | d->unregisterDestructionHelper(node: d->m_skeleton); |
| 143 | |
| 144 | // We need to add it as a child of the current node if it has been declared inline |
| 145 | // Or not previously added as a child of the current node so that |
| 146 | // 1) The backend gets notified about it's creation |
| 147 | // 2) When the current node is destroyed, it gets destroyed as well |
| 148 | if (skeleton && !skeleton->parent()) |
| 149 | skeleton->setParent(this); |
| 150 | d->m_skeleton = skeleton; |
| 151 | |
| 152 | // Ensures proper bookkeeping |
| 153 | if (d->m_skeleton) |
| 154 | d->registerDestructionHelper(node: d->m_skeleton, func: &QArmature::setSkeleton, d->m_skeleton); |
| 155 | |
| 156 | emit skeletonChanged(skeleton); |
| 157 | } |
| 158 | } |
| 159 | |
| 160 | /*! \internal */ |
| 161 | Qt3DCore::QNodeCreatedChangeBasePtr QArmature::createNodeCreationChange() const |
| 162 | { |
| 163 | auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QArmatureData>::create(arguments: this); |
| 164 | auto &data = creationChange->data; |
| 165 | Q_D(const QArmature); |
| 166 | data.skeletonId = qIdForNode(node: d->m_skeleton); |
| 167 | return creationChange; |
| 168 | } |
| 169 | |
| 170 | } // namespace Qt3DCore |
| 171 | |
| 172 | QT_END_NAMESPACE |
| 173 | |