| 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 "updateskinningpalettejob_p.h" |
| 5 | #include <Qt3DRender/private/nodemanagers_p.h> |
| 6 | #include <Qt3DRender/private/managers_p.h> |
| 7 | #include <Qt3DRender/private/handle_types_p.h> |
| 8 | #include <Qt3DRender/private/job_common_p.h> |
| 9 | |
| 10 | QT_BEGIN_NAMESPACE |
| 11 | |
| 12 | namespace Qt3DRender { |
| 13 | namespace Render { |
| 14 | |
| 15 | UpdateSkinningPaletteJob::UpdateSkinningPaletteJob() |
| 16 | : Qt3DCore::QAspectJob() |
| 17 | , m_nodeManagers(nullptr) |
| 18 | , m_root() |
| 19 | { |
| 20 | SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateSkinningPalette, 0) |
| 21 | } |
| 22 | |
| 23 | UpdateSkinningPaletteJob::~UpdateSkinningPaletteJob() |
| 24 | { |
| 25 | } |
| 26 | |
| 27 | void UpdateSkinningPaletteJob::run() |
| 28 | { |
| 29 | auto armatureManager = m_nodeManagers->armatureManager(); |
| 30 | if (armatureManager->count() == 0) |
| 31 | return; |
| 32 | |
| 33 | // TODO: Decompose this job across several jobs, say one per skeleton so |
| 34 | // that it can be done in parallel |
| 35 | |
| 36 | // Update the local pose transforms of JointInfo's in Skeletons from |
| 37 | // the set of dirty joints. |
| 38 | for (const auto &jointHandle : std::as_const(t&: m_dirtyJoints)) { |
| 39 | Joint *joint = m_nodeManagers->jointManager()->data(handle: jointHandle); |
| 40 | Q_ASSERT(joint); |
| 41 | Skeleton *skeleton = m_nodeManagers->skeletonManager()->data(handle: joint->owningSkeleton()); |
| 42 | Q_ASSERT(skeleton); |
| 43 | if (skeleton->isEnabled() && joint->isEnabled()) |
| 44 | skeleton->setLocalPose(jointHandle, localPose: joint->localPose()); |
| 45 | } |
| 46 | |
| 47 | // Find all the armature components and update their skinning palettes |
| 48 | QList<HArmature> dirtyArmatures; |
| 49 | m_root->traverse(operation: [&dirtyArmatures](Entity *entity) { |
| 50 | const auto armatureHandle = entity->componentHandle<Armature>(); |
| 51 | if (!armatureHandle.isNull() && !dirtyArmatures.contains(t: armatureHandle)) |
| 52 | dirtyArmatures.push_back(t: armatureHandle); |
| 53 | }); |
| 54 | |
| 55 | // Update the skeleton for each dirty armature |
| 56 | auto skeletonManager = m_nodeManagers->skeletonManager(); |
| 57 | for (const auto &armatureHandle : std::as_const(t&: dirtyArmatures)) { |
| 58 | auto armature = armatureManager->data(handle: armatureHandle); |
| 59 | Q_ASSERT(armature); |
| 60 | |
| 61 | auto skeletonId = armature->skeletonId(); |
| 62 | auto skeleton = skeletonManager->lookupResource(id: skeletonId); |
| 63 | Q_ASSERT(skeleton); |
| 64 | |
| 65 | const QVector<QMatrix4x4> &skinningPalette = skeleton->calculateSkinningMatrixPalette(); |
| 66 | armature->skinningPaletteUniform().setData(skinningPalette); |
| 67 | } |
| 68 | } |
| 69 | |
| 70 | } // namespace Render |
| 71 | } // namespace Qt3DRender |
| 72 | |
| 73 | QT_END_NAMESPACE |
| 74 |
