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39 | |
40 | #include "joint_p.h" |
41 | #include <Qt3DRender/private/managers_p.h> |
42 | #include <Qt3DCore/QJoint> |
43 | #include <Qt3DCore/private/qjoint_p.h> |
44 | |
45 | #include <algorithm> |
46 | |
47 | QT_BEGIN_NAMESPACE |
48 | |
49 | using namespace Qt3DCore; |
50 | |
51 | namespace Qt3DRender { |
52 | namespace Render { |
53 | |
54 | Joint::Joint() |
55 | : BackendNode(Qt3DCore::QBackendNode::ReadOnly) |
56 | , m_localPose() |
57 | , m_jointManager(nullptr) |
58 | , m_skeletonManager(nullptr) |
59 | { |
60 | } |
61 | |
62 | void Joint::cleanup() |
63 | { |
64 | m_inverseBindMatrix.setToIdentity(); |
65 | m_localPose = Sqt(); |
66 | m_childJointIds.clear(); |
67 | m_name.clear(); |
68 | m_owningSkeleton = HSkeleton(); |
69 | setEnabled(false); |
70 | } |
71 | |
72 | void Joint::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) |
73 | { |
74 | const Qt3DCore::QJoint *joint = qobject_cast<const Qt3DCore::QJoint *>(object: frontEnd); |
75 | if (!joint) |
76 | return; |
77 | |
78 | bool jointDirty = firstTime; |
79 | if (m_localPose.scale != joint->scale()) { |
80 | m_localPose.scale = joint->scale(); |
81 | jointDirty = true; |
82 | } |
83 | if (m_localPose.rotation != joint->rotation()) { |
84 | m_localPose.rotation = joint->rotation(); |
85 | jointDirty = true; |
86 | } |
87 | if (m_localPose.translation != joint->translation()) { |
88 | m_localPose.translation = joint->translation(); |
89 | jointDirty = true; |
90 | } |
91 | if (m_inverseBindMatrix != joint->inverseBindMatrix()) { |
92 | // Setting the inverse bind matrix should be a rare operation. Usually it is |
93 | // set once and then remains constant for the duration of the skeleton. So just |
94 | // trigger a rebuild of the skeleton's SkeletonData which will include obtaining |
95 | // the inverse bind matrix. |
96 | m_inverseBindMatrix = joint->inverseBindMatrix(); |
97 | m_skeletonManager->addDirtySkeleton(dirtyFlag: SkeletonManager::SkeletonDataDirty, skeletonHandle: m_owningSkeleton); |
98 | } |
99 | if (m_name != joint->name()) { |
100 | // Joint name doesn't affect anything in the render aspect so no need |
101 | // to mark anything as dirty. |
102 | m_name = joint->name(); |
103 | |
104 | // TODO: Notify other aspects (animation) about the name change. |
105 | } |
106 | |
107 | Qt3DCore::QNodeIdVector childIds = qIdsForNodes(nodes: joint->childJoints()); |
108 | std::sort(first: std::begin(cont&: childIds), last: std::end(cont&: childIds)); |
109 | if (m_childJointIds != childIds) |
110 | m_childJointIds = childIds; |
111 | |
112 | if (jointDirty) { |
113 | markDirty(changes: AbstractRenderer::JointDirty); |
114 | m_jointManager->addDirtyJoint(jointId: peerId()); |
115 | } |
116 | |
117 | BackendNode::syncFromFrontEnd(frontEnd, firstTime); |
118 | } |
119 | |
120 | |
121 | JointFunctor::JointFunctor(AbstractRenderer *renderer, |
122 | JointManager *jointManager, |
123 | SkeletonManager *skeletonManager) |
124 | : m_renderer(renderer) |
125 | , m_jointManager(jointManager) |
126 | , m_skeletonManager(skeletonManager) |
127 | { |
128 | } |
129 | |
130 | Qt3DCore::QBackendNode *JointFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const |
131 | { |
132 | Joint *backend = m_jointManager->getOrCreateResource(id: change->subjectId()); |
133 | backend->setRenderer(m_renderer); |
134 | backend->setJointManager(m_jointManager); |
135 | backend->setSkeletonManager(m_skeletonManager); |
136 | return backend; |
137 | } |
138 | |
139 | Qt3DCore::QBackendNode *JointFunctor::get(Qt3DCore::QNodeId id) const |
140 | { |
141 | return m_jointManager->lookupResource(id); |
142 | } |
143 | |
144 | void JointFunctor::destroy(Qt3DCore::QNodeId id) const |
145 | { |
146 | m_jointManager->removeDirtyJoint(jointId: id); |
147 | m_jointManager->releaseResource(id); |
148 | } |
149 | |
150 | } // namespace Render |
151 | } // namespace Qt3DRender |
152 | |
153 | QT_END_NAMESPACE |
154 | |