| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: http://www.qt-project.org/legal |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:LGPL3$ |
| 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 http://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free |
| 28 | ** Software Foundation and appearing in the file LICENSE.GPL included in |
| 29 | ** the packaging of this file. Please review the following information to |
| 30 | ** ensure the GNU General Public License version 2.0 requirements will be |
| 31 | ** met: http://www.gnu.org/licenses/gpl-2.0.html. |
| 32 | ** |
| 33 | ** $QT_END_LICENSE$ |
| 34 | ** |
| 35 | ****************************************************************************/ |
| 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 | |