| 1 | // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qarmature.h" |
| 5 | #include "qarmature_p.h" |
| 6 | #include <Qt3DCore/qabstractskeleton.h> |
| 7 | |
| 8 | QT_BEGIN_NAMESPACE |
| 9 | |
| 10 | namespace Qt3DCore { |
| 11 | |
| 12 | QArmaturePrivate::QArmaturePrivate() |
| 13 | : Qt3DCore::QComponentPrivate() |
| 14 | , m_skeleton(nullptr) |
| 15 | { |
| 16 | } |
| 17 | |
| 18 | /*! |
| 19 | \qmltype Armature |
| 20 | \inqmlmodule Qt3D.Core |
| 21 | \inherits Component3D |
| 22 | \nativetype Qt3DCore::QArmature |
| 23 | \since 5.10 |
| 24 | \brief Used to calculate skinning transform matrices and set them on shaders. |
| 25 | |
| 26 | The Armature component is aggregated by entities to give them the ability to |
| 27 | calculate the palette of skinning transform matrices needed to properly |
| 28 | render skinned meshes. |
| 29 | |
| 30 | Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a |
| 31 | skeleton. For each joint affecting a vertex the mesh also provides a weight |
| 32 | which determines the level of influence of the corresponding joint. The |
| 33 | skinning palette used for performing the transformation of skinned vertices |
| 34 | is provided by the Armature and is calculated from the joints contained in |
| 35 | the referenced skeleton. |
| 36 | |
| 37 | Updating the local transform of a joint results in the skinning matrices |
| 38 | being recalculated and the skinned mesh vertices bound to that joint moving |
| 39 | accordingly. |
| 40 | */ |
| 41 | |
| 42 | /*! |
| 43 | \qmlproperty AbstractSkeleton Armature::skeleton |
| 44 | |
| 45 | Holds the skeleton used to calculate the skinning transform matrix palette. |
| 46 | */ |
| 47 | |
| 48 | /*! |
| 49 | \class Qt3DCore::QArmature |
| 50 | \inmodule Qt3DCore |
| 51 | \inherits Qt3DCore::QComponent |
| 52 | \since 5.10 |
| 53 | \brief Used to calculate skinning transform matrices and set them on shaders. |
| 54 | |
| 55 | The Armature component is aggregated by entities to give them the ability to |
| 56 | calculate the palette of skinning transform matrices needed to properly |
| 57 | render skinned meshes. |
| 58 | |
| 59 | Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a |
| 60 | skeleton. For each joint affecting a vertex the mesh also provides a weight |
| 61 | which determines the level of influence of the corresponding joint. The |
| 62 | skinning palette used for performing the transformation of skinned vertices |
| 63 | is provided by the Armature and is calculated from the joints contained in |
| 64 | the referenced skeleton. |
| 65 | |
| 66 | Updating the local transform of a joint results in the skinning matrices |
| 67 | being recalculated and the skinned mesh vertices bound to that joint moving |
| 68 | accordingly. |
| 69 | */ |
| 70 | |
| 71 | /*! |
| 72 | Constructs a new QArmature with \a parent. |
| 73 | */ |
| 74 | QArmature::QArmature(Qt3DCore::QNode *parent) |
| 75 | : Qt3DCore::QComponent(*new QArmaturePrivate, parent) |
| 76 | { |
| 77 | } |
| 78 | |
| 79 | /*! \internal */ |
| 80 | QArmature::QArmature(QArmaturePrivate &dd, Qt3DCore::QNode *parent) |
| 81 | : Qt3DCore::QComponent(dd, parent) |
| 82 | { |
| 83 | } |
| 84 | |
| 85 | /*! \internal */ |
| 86 | QArmature::~QArmature() |
| 87 | { |
| 88 | } |
| 89 | |
| 90 | /*! |
| 91 | \property Qt3DCore::QArmature::skeleton |
| 92 | |
| 93 | Holds the skeleton used to calculate the skinning transform matrix palette. |
| 94 | */ |
| 95 | Qt3DCore::QAbstractSkeleton *QArmature::skeleton() const |
| 96 | { |
| 97 | Q_D(const QArmature); |
| 98 | return d->m_skeleton; |
| 99 | } |
| 100 | |
| 101 | void QArmature::setSkeleton(Qt3DCore::QAbstractSkeleton *skeleton) |
| 102 | { |
| 103 | Q_D(QArmature); |
| 104 | if (d->m_skeleton != skeleton) { |
| 105 | if (d->m_skeleton) |
| 106 | d->unregisterDestructionHelper(node: d->m_skeleton); |
| 107 | |
| 108 | // We need to add it as a child of the current node if it has been declared inline |
| 109 | // Or not previously added as a child of the current node so that |
| 110 | // 1) The backend gets notified about it's creation |
| 111 | // 2) When the current node is destroyed, it gets destroyed as well |
| 112 | if (skeleton && !skeleton->parent()) |
| 113 | skeleton->setParent(this); |
| 114 | d->m_skeleton = skeleton; |
| 115 | |
| 116 | // Ensures proper bookkeeping |
| 117 | if (d->m_skeleton) |
| 118 | d->registerDestructionHelper(node: d->m_skeleton, func: &QArmature::setSkeleton, d->m_skeleton); |
| 119 | |
| 120 | emit skeletonChanged(skeleton); |
| 121 | } |
| 122 | } |
| 123 | |
| 124 | } // namespace Qt3DCore |
| 125 | |
| 126 | QT_END_NAMESPACE |
| 127 | |
| 128 | #include "moc_qarmature.cpp" |
| 129 | |