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| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). | 
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| 35 | ****************************************************************************/ | 
| 36 |  | 
| 37 | #include "loadskeletonjob_p.h" | 
| 38 | #include <Qt3DCore/qjoint.h> | 
| 39 | #include <Qt3DCore/qabstractskeleton.h> | 
| 40 | #include <Qt3DCore/qskeletonloader.h> | 
| 41 | #include <Qt3DCore/private/qabstractskeleton_p.h> | 
| 42 | #include <Qt3DCore/private/qabstractnodefactory_p.h> | 
| 43 | #include <Qt3DCore/private/qaspectmanager_p.h> | 
| 44 | #include <Qt3DCore/private/qskeletonloader_p.h> | 
| 45 | #include <Qt3DRender/private/managers_p.h> | 
| 46 | #include <Qt3DRender/private/nodemanagers_p.h> | 
| 47 | #include <Qt3DRender/private/job_common_p.h> | 
| 48 | #include <Qt3DRender/private/qurlhelper_p.h> | 
| 49 | #include <Qt3DRender/private/gltfskeletonloader_p.h> | 
| 50 | #include <Qt3DRender/private/renderlogging_p.h> | 
| 51 | #include <QtCore/QCoreApplication> | 
| 52 | #include <QtCore/QFileInfo> | 
| 53 |  | 
| 54 | QT_BEGIN_NAMESPACE | 
| 55 |  | 
| 56 | namespace Qt3DRender { | 
| 57 | namespace Render { | 
| 58 |  | 
| 59 | class LoadSkeletonJobPrivate : public Qt3DCore::QAspectJobPrivate | 
| 60 | { | 
| 61 | public: | 
| 62 |     LoadSkeletonJobPrivate() : m_backendSkeleton(nullptr), m_loadedRootJoint(nullptr) { } | 
| 63 |     ~LoadSkeletonJobPrivate() override { } | 
| 64 |  | 
| 65 |     void postFrame(Qt3DCore::QAspectManager *manager) override; | 
| 66 |  | 
| 67 |     Skeleton *m_backendSkeleton; | 
| 68 |     Qt3DCore::QJoint* m_loadedRootJoint; | 
| 69 | }; | 
| 70 |  | 
| 71 | LoadSkeletonJob::LoadSkeletonJob(const HSkeleton &handle) | 
| 72 |     : QAspectJob(*new LoadSkeletonJobPrivate) | 
| 73 |     , m_handle(handle) | 
| 74 |     , m_nodeManagers(nullptr) | 
| 75 | { | 
| 76 |     SET_JOB_RUN_STAT_TYPE(this, JobTypes::LoadSkeleton, 0) | 
| 77 | } | 
| 78 |  | 
| 79 | void LoadSkeletonJob::run() | 
| 80 | { | 
| 81 |     Q_D(LoadSkeletonJob); | 
| 82 |     d->m_backendSkeleton = nullptr; | 
| 83 |  | 
| 84 |     Skeleton *skeleton = m_nodeManagers->skeletonManager()->data(handle: m_handle); | 
| 85 |     if (skeleton != nullptr) { | 
| 86 |         d->m_backendSkeleton = skeleton; | 
| 87 |         loadSkeleton(skeleton); | 
| 88 |     } | 
| 89 | } | 
| 90 |  | 
| 91 | void LoadSkeletonJob::loadSkeleton(Skeleton *skeleton) | 
| 92 | { | 
| 93 |     qCDebug(Jobs) << Q_FUNC_INFO << skeleton->source(); | 
| 94 |     skeleton->clearData(); | 
| 95 |  | 
| 96 |     // Load the data | 
| 97 |     switch (skeleton->dataType()) { | 
| 98 |     case Skeleton::File: | 
| 99 |         loadSkeletonFromUrl(skeleton); | 
| 100 |         break; | 
| 101 |  | 
| 102 |     case Skeleton::Data: | 
| 103 |         loadSkeletonFromData(skeleton); | 
| 104 |         break; | 
| 105 |  | 
| 106 |     default: | 
| 107 |         Q_UNREACHABLE(); | 
| 108 |     } | 
| 109 |  | 
| 110 |     // If using a loader inform the frontend of the status change. | 
| 111 |     // Don't bother if asked to create frontend joints though. When | 
| 112 |     // the backend gets notified of those joints we'll update the | 
| 113 |     // status at that point. | 
| 114 |     if (skeleton->dataType() == Skeleton::File && !skeleton->createJoints()) { | 
| 115 |         if (skeleton->jointCount() == 0) | 
| 116 |             skeleton->setStatus(Qt3DCore::QSkeletonLoader::Error); | 
| 117 |         else | 
| 118 |             skeleton->setStatus(Qt3DCore::QSkeletonLoader::Ready); | 
| 119 |     } | 
| 120 |  | 
| 121 |     qCDebug(Jobs) << "Loaded skeleton data:"  << *skeleton; | 
| 122 | } | 
| 123 |  | 
| 124 | void LoadSkeletonJob::loadSkeletonFromUrl(Skeleton *skeleton) | 
| 125 | { | 
| 126 |     Q_D(LoadSkeletonJob); | 
| 127 |  | 
| 128 |     using namespace Qt3DCore; | 
| 129 |  | 
| 130 |     // TODO: Handle remote files | 
| 131 |     QString filePath = Qt3DRender::QUrlHelper::urlToLocalFileOrQrc(url: skeleton->source()); | 
| 132 |     QFileInfo info(filePath); | 
| 133 |     if (!info.exists()) { | 
| 134 |         qWarning() << "Could not open skeleton file:"  << filePath; | 
| 135 |         skeleton->setStatus(Qt3DCore::QSkeletonLoader::Error); | 
| 136 |         return; | 
| 137 |     } | 
| 138 |  | 
| 139 |     QFile file(filePath); | 
| 140 |     if (!file.open(flags: QIODevice::ReadOnly)) { | 
| 141 |         qWarning() << "Could not open skeleton file:"  << filePath; | 
| 142 |         skeleton->setStatus(QSkeletonLoader::Error); | 
| 143 |         return; | 
| 144 |     } | 
| 145 |  | 
| 146 |     // TODO: Make plugin based for more file type support. For now gltf or native | 
| 147 |     const QString ext = info.suffix(); | 
| 148 |     SkeletonData skeletonData; | 
| 149 |     if (ext == QLatin1String("gltf" )) { | 
| 150 |         GLTFSkeletonLoader loader; | 
| 151 |         loader.load(ioDev: &file); | 
| 152 |         skeletonData = loader.createSkeleton(skeletonName: skeleton->name()); | 
| 153 |  | 
| 154 |         // If the user has requested it, create the frontend nodes for the joints | 
| 155 |         // and send them to the (soon to be owning) QSkeletonLoader. | 
| 156 |         if (skeleton->createJoints()) { | 
| 157 |             QJoint *rootJoint = createFrontendJoints(skeletonData); | 
| 158 |             if (!rootJoint) { | 
| 159 |                 qWarning() << "Failed to create frontend joints" ; | 
| 160 |                 skeleton->setStatus(QSkeletonLoader::Error); | 
| 161 |                 return; | 
| 162 |             } | 
| 163 |  | 
| 164 |             // Move the QJoint tree to the main thread and notify the | 
| 165 |             // corresponding QSkeletonLoader | 
| 166 |             const auto appThread = QCoreApplication::instance()->thread(); | 
| 167 |             rootJoint->moveToThread(thread: appThread); | 
| 168 |  | 
| 169 |             d->m_loadedRootJoint = rootJoint; | 
| 170 |  | 
| 171 |             // Clear the skeleton data. It will be recreated from the | 
| 172 |             // frontend joints. A little bit inefficient but ensures | 
| 173 |             // that joints created this way and via QSkeleton go through | 
| 174 |             // the same code path. | 
| 175 |             skeletonData = SkeletonData(); | 
| 176 |         } | 
| 177 |     } else if (ext == QLatin1String("json" )) { | 
| 178 |         // TODO: Support native skeleton type | 
| 179 |     } else { | 
| 180 |         qWarning() << "Unknown skeleton file type:"  << ext; | 
| 181 |         skeleton->setStatus(QSkeletonLoader::Error); | 
| 182 |         return; | 
| 183 |     } | 
| 184 |  | 
| 185 |     skeleton->setSkeletonData(skeletonData); | 
| 186 | } | 
| 187 |  | 
| 188 | void LoadSkeletonJob::loadSkeletonFromData(Skeleton *skeleton) | 
| 189 | { | 
| 190 |     // Recurse down through the joint hierarchy and process it into | 
| 191 |     // the vector of joints used within SkeletonData. The recursion | 
| 192 |     // ensures that a parent always appears before its children in | 
| 193 |     // the vector of JointInfo objects. | 
| 194 |     // | 
| 195 |     // In addition, we set up a mapping from the joint ids to the | 
| 196 |     // index of the corresponding JointInfo object in the vector. | 
| 197 |     // This will allow us to easily update entries in the vector of | 
| 198 |     // JointInfos when a Joint node marks itself as dirty. | 
| 199 |     const int rootParentIndex = -1; | 
| 200 |     auto skeletonData = skeleton->skeletonData(); | 
| 201 |     processJointHierarchy(jointId: skeleton->rootJointId(), parentJointIndex: rootParentIndex, skeletonData); | 
| 202 |     skeleton->setSkeletonData(skeletonData); | 
| 203 | } | 
| 204 |  | 
| 205 | Qt3DCore::QJoint *LoadSkeletonJob::createFrontendJoints(const SkeletonData &skeletonData) const | 
| 206 | { | 
| 207 |     if (skeletonData.joints.isEmpty()) | 
| 208 |         return nullptr; | 
| 209 |  | 
| 210 |     // Create frontend joints from the joint info objects | 
| 211 |     QVector<Qt3DCore::QJoint *> frontendJoints; | 
| 212 |     const int jointCount = skeletonData.joints.size(); | 
| 213 |     frontendJoints.reserve(asize: jointCount); | 
| 214 |     for (int i = 0; i < jointCount; ++i) { | 
| 215 |         const QMatrix4x4 &inverseBindMatrix = skeletonData.joints[i].inverseBindPose; | 
| 216 |         const QString &jointName = skeletonData.jointNames[i]; | 
| 217 |         const Qt3DCore::Sqt &localPose = skeletonData.localPoses[i]; | 
| 218 |         frontendJoints.push_back(t: createFrontendJoint(jointName, localPose, inverseBindMatrix)); | 
| 219 |     } | 
| 220 |  | 
| 221 |     // Now go through and resolve the parent for each joint | 
| 222 |     for (int i = 0; i < frontendJoints.size(); ++i) { | 
| 223 |         const auto parentIndex = skeletonData.joints[i].parentIndex; | 
| 224 |         if (parentIndex == -1) | 
| 225 |             continue; | 
| 226 |  | 
| 227 |         // It's not enough to just set up the QObject parent-child relationship. | 
| 228 |         // We need to explicitly add the child to the parent's list of joints so | 
| 229 |         // that information is then propagated to the backend. | 
| 230 |         frontendJoints[parentIndex]->addChildJoint(joint: frontendJoints[i]); | 
| 231 |     } | 
| 232 |  | 
| 233 |     return frontendJoints[0]; | 
| 234 | } | 
| 235 |  | 
| 236 | Qt3DCore::QJoint *LoadSkeletonJob::createFrontendJoint(const QString &jointName, | 
| 237 |                                                        const Qt3DCore::Sqt &localPose, | 
| 238 |                                                        const QMatrix4x4 &inverseBindMatrix) const | 
| 239 | { | 
| 240 |     auto joint = Qt3DCore::QAbstractNodeFactory::createNode<Qt3DCore::QJoint>(type: "QJoint" ); | 
| 241 |     joint->setTranslation(localPose.translation); | 
| 242 |     joint->setRotation(localPose.rotation); | 
| 243 |     joint->setScale(localPose.scale); | 
| 244 |     joint->setInverseBindMatrix(inverseBindMatrix); | 
| 245 |     joint->setName(jointName); | 
| 246 |     return joint; | 
| 247 | } | 
| 248 |  | 
| 249 | void LoadSkeletonJob::processJointHierarchy(Qt3DCore::QNodeId jointId, | 
| 250 |                                             int parentJointIndex, | 
| 251 |                                             SkeletonData &skeletonData) | 
| 252 | { | 
| 253 |     // Lookup the joint, create a JointInfo, and add an entry to the index map | 
| 254 |     Joint *joint = m_nodeManagers->jointManager()->lookupResource(id: jointId); | 
| 255 |     Q_ASSERT(joint); | 
| 256 |     joint->setOwningSkeleton(m_handle); | 
| 257 |     const JointInfo jointInfo(joint, parentJointIndex); | 
| 258 |     skeletonData.joints.push_back(t: jointInfo); | 
| 259 |     skeletonData.localPoses.push_back(t: joint->localPose()); | 
| 260 |     skeletonData.jointNames.push_back(t: joint->name()); | 
| 261 |  | 
| 262 |     const int jointIndex = skeletonData.joints.size() - 1; | 
| 263 |     const HJoint jointHandle = m_nodeManagers->jointManager()->lookupHandle(id: jointId); | 
| 264 |     skeletonData.jointIndices.insert(akey: jointHandle, avalue: jointIndex); | 
| 265 |  | 
| 266 |     // Recurse to the children | 
| 267 |     const auto childIds = joint->childJointIds(); | 
| 268 |     for (const auto &childJointId : childIds) | 
| 269 |         processJointHierarchy(jointId: childJointId, parentJointIndex: jointIndex, skeletonData); | 
| 270 | } | 
| 271 |  | 
| 272 | void LoadSkeletonJobPrivate::postFrame(Qt3DCore::QAspectManager *manager) | 
| 273 | { | 
| 274 |     if (!m_backendSkeleton) | 
| 275 |         return; | 
| 276 |  | 
| 277 |     using namespace Qt3DCore; | 
| 278 |     QAbstractSkeleton *node = qobject_cast<QAbstractSkeleton *>(object: manager->lookupNode(id: m_backendSkeleton->peerId())); | 
| 279 |     if (!node) | 
| 280 |         return; | 
| 281 |  | 
| 282 |     QAbstractSkeletonPrivate *dnode = QAbstractSkeletonPrivate::get(q: node); | 
| 283 |     dnode->m_jointCount = m_backendSkeleton->jointCount(); | 
| 284 |     dnode->m_jointNames = m_backendSkeleton->jointNames(); | 
| 285 |     dnode->m_localPoses = m_backendSkeleton->localPoses(); | 
| 286 |     dnode->update(); | 
| 287 |  | 
| 288 |     QSkeletonLoader *loaderNode = qobject_cast<QSkeletonLoader *>(object: node); | 
| 289 |     if (loaderNode) { | 
| 290 |         QSkeletonLoaderPrivate *dloaderNode = static_cast<QSkeletonLoaderPrivate *>(QSkeletonLoaderPrivate::get(q: loaderNode)); | 
| 291 |         dloaderNode->setStatus(m_backendSkeleton->status()); | 
| 292 |  | 
| 293 |         if (m_loadedRootJoint) { | 
| 294 |             dloaderNode->setRootJoint(m_loadedRootJoint); | 
| 295 |             m_loadedRootJoint = nullptr; | 
| 296 |         } | 
| 297 |     } | 
| 298 | } | 
| 299 |  | 
| 300 | } // namespace Render | 
| 301 | } // namespace Qt3DRender | 
| 302 |  | 
| 303 | QT_END_NAMESPACE | 
| 304 |  |