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36 | |
37 | #include "updateskinningpalettejob_p.h" |
38 | #include <Qt3DRender/private/nodemanagers_p.h> |
39 | #include <Qt3DRender/private/managers_p.h> |
40 | #include <Qt3DRender/private/handle_types_p.h> |
41 | #include <Qt3DRender/private/job_common_p.h> |
42 | |
43 | QT_BEGIN_NAMESPACE |
44 | |
45 | namespace Qt3DRender { |
46 | namespace Render { |
47 | |
48 | UpdateSkinningPaletteJob::UpdateSkinningPaletteJob() |
49 | : Qt3DCore::QAspectJob() |
50 | , m_nodeManagers(nullptr) |
51 | , m_root() |
52 | { |
53 | SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateSkinningPalette, 0) |
54 | } |
55 | |
56 | UpdateSkinningPaletteJob::~UpdateSkinningPaletteJob() |
57 | { |
58 | } |
59 | |
60 | void UpdateSkinningPaletteJob::run() |
61 | { |
62 | auto armatureManager = m_nodeManagers->armatureManager(); |
63 | if (armatureManager->count() == 0) |
64 | return; |
65 | |
66 | // TODO: Decompose this job across several jobs, say one per skeleton so |
67 | // that it can be done in parallel |
68 | |
69 | // Update the local pose transforms of JointInfo's in Skeletons from |
70 | // the set of dirty joints. |
71 | for (const auto &jointHandle : qAsConst(t&: m_dirtyJoints)) { |
72 | Joint *joint = m_nodeManagers->jointManager()->data(handle: jointHandle); |
73 | Q_ASSERT(joint); |
74 | Skeleton *skeleton = m_nodeManagers->skeletonManager()->data(handle: joint->owningSkeleton()); |
75 | Q_ASSERT(skeleton); |
76 | if (skeleton->isEnabled() && joint->isEnabled()) |
77 | skeleton->setLocalPose(jointHandle, localPose: joint->localPose()); |
78 | } |
79 | |
80 | // Find all the armature components and update their skinning palettes |
81 | QVector<HArmature> dirtyArmatures; |
82 | m_root->traverse(operation: [&dirtyArmatures](Entity *entity) { |
83 | const auto armatureHandle = entity->componentHandle<Armature>(); |
84 | if (!armatureHandle.isNull() && !dirtyArmatures.contains(t: armatureHandle)) |
85 | dirtyArmatures.push_back(t: armatureHandle); |
86 | }); |
87 | |
88 | // Update the skeleton for each dirty armature |
89 | auto skeletonManager = m_nodeManagers->skeletonManager(); |
90 | for (const auto &armatureHandle : qAsConst(t&: dirtyArmatures)) { |
91 | auto armature = armatureManager->data(handle: armatureHandle); |
92 | Q_ASSERT(armature); |
93 | |
94 | auto skeletonId = armature->skeletonId(); |
95 | auto skeleton = skeletonManager->lookupResource(id: skeletonId); |
96 | Q_ASSERT(skeleton); |
97 | |
98 | const QVector<QMatrix4x4> skinningPalette = skeleton->calculateSkinningMatrixPalette(); |
99 | armature->skinningPaletteUniform().setData(skinningPalette); |
100 | } |
101 | } |
102 | |
103 | } // namespace Render |
104 | } // namespace Qt3DRender |
105 | |
106 | QT_END_NAMESPACE |
107 | |