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| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
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| 26 | ** Alternatively, this file may be used under the terms of the GNU |
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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 | |