| 1 | // Copyright (C) 2022 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dskin_p.h" |
| 5 | #include "qquick3dobject_p.h" |
| 6 | #include "qquick3dscenemanager_p.h" |
| 7 | |
| 8 | #include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h> |
| 9 | #include <QtQuick3DRuntimeRender/private/qssgrenderskin_p.h> |
| 10 | |
| 11 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
| 12 | |
| 13 | QT_BEGIN_NAMESPACE |
| 14 | |
| 15 | /*! |
| 16 | \qmltype Skin |
| 17 | \inherits Object3D |
| 18 | \inqmlmodule QtQuick3D |
| 19 | \brief Defines a skinning animation. |
| 20 | |
| 21 | A skin defines how a model can be animated using \l {Vertex Skinning} |
| 22 | {skeletal animation}. It contains a list of \l {Node}s and an optional list |
| 23 | of the Inverse Bind Pose Matrices. |
| 24 | Each \l {Node}'s transform becomes a transform of the bone with the |
| 25 | corresponding index in the list. |
| 26 | |
| 27 | \qml |
| 28 | Skin { |
| 29 | id: skin0 |
| 30 | joints: [ |
| 31 | node0, |
| 32 | node1, |
| 33 | node2 |
| 34 | ] |
| 35 | inverseBindPoses: [ |
| 36 | Qt.matrix4x4(...), |
| 37 | Qt.matrix4x4(...), |
| 38 | Qt.matrix4x4(...) |
| 39 | ] |
| 40 | } |
| 41 | \endqml |
| 42 | |
| 43 | \note \l {Skeleton} and \l {Joint} will be deprecated. |
| 44 | */ |
| 45 | |
| 46 | QQuick3DSkin::QQuick3DSkin(QQuick3DObject *parent) |
| 47 | : QQuick3DObject(*(new QQuick3DObjectPrivate(QQuick3DObjectPrivate::Type::Skin)), parent) |
| 48 | { |
| 49 | } |
| 50 | |
| 51 | QQuick3DSkin::~QQuick3DSkin() |
| 52 | { |
| 53 | for (const auto &conn : m_jointsConnections) { |
| 54 | disconnect(conn.first); |
| 55 | disconnect(conn.second); |
| 56 | } |
| 57 | } |
| 58 | |
| 59 | /*! |
| 60 | \qmlproperty List<QtQuick3D::Node> Skin::joints |
| 61 | |
| 62 | This property contains a list of nodes used for a hierarchy of joints. |
| 63 | The order in the list becomes the index of the joint, which is used in the |
| 64 | \c SkinSemantic \l {QQuick3DGeometry::addAttribute}{custom geometry attribute}. |
| 65 | |
| 66 | \note A value 'undefined' will be ignored and if a node which doesn't exist is |
| 67 | described, the result is unpredictable. |
| 68 | |
| 69 | \sa {QQuick3DGeometry::addAttribute}, {Qt Quick 3D - Simple Skinning Example} |
| 70 | */ |
| 71 | QQmlListProperty<QQuick3DNode> QQuick3DSkin::joints() |
| 72 | { |
| 73 | return QQmlListProperty<QQuick3DNode>(this, |
| 74 | nullptr, |
| 75 | QQuick3DSkin::qmlAppendJoint, |
| 76 | QQuick3DSkin::qmlJointsCount, |
| 77 | QQuick3DSkin::qmlJointAt, |
| 78 | QQuick3DSkin::qmlClearJoints); |
| 79 | } |
| 80 | |
| 81 | #define POS4BONETRANS(x) (sizeof(float) * 16 * (x) * 2) |
| 82 | #define POS4BONENORM(x) (sizeof(float) * 16 * ((x) * 2 + 1)) |
| 83 | |
| 84 | void QQuick3DSkin::qmlAppendJoint(QQmlListProperty<QQuick3DNode> *list, QQuick3DNode *joint) |
| 85 | { |
| 86 | if (joint == nullptr) |
| 87 | return; |
| 88 | QQuick3DSkin *self = static_cast<QQuick3DSkin *>(list->object); |
| 89 | if (!self->m_jointsConnections.contains(key: joint)) { |
| 90 | self->m_jointsConnections[joint] = |
| 91 | std::make_pair( |
| 92 | x: connect( |
| 93 | sender: joint, signal: &QQuick3DNode::sceneTransformChanged, |
| 94 | context: self, slot: [self, joint]() { |
| 95 | self->m_dirtyJoints.insert(value: joint); |
| 96 | self->update(); |
| 97 | }), |
| 98 | y: connect( |
| 99 | sender: joint, signal: &QQuick3DNode::destroyed, |
| 100 | context: self, slot: [self, joint]() { |
| 101 | self->m_dirtyJoints.remove(value: joint); |
| 102 | self->m_removedJoints.insert(value: joint); |
| 103 | self->update(); |
| 104 | }) |
| 105 | ); |
| 106 | } |
| 107 | |
| 108 | self->m_joints.push_back(t: joint); |
| 109 | self->m_dirtyJoints.insert(value: joint); |
| 110 | self->update(); |
| 111 | } |
| 112 | |
| 113 | QQuick3DNode *QQuick3DSkin::qmlJointAt(QQmlListProperty<QQuick3DNode> *list, qsizetype index) |
| 114 | { |
| 115 | QQuick3DSkin *self = static_cast<QQuick3DSkin *>(list->object); |
| 116 | return self->m_joints.at(i: index); |
| 117 | } |
| 118 | |
| 119 | qsizetype QQuick3DSkin::qmlJointsCount(QQmlListProperty<QQuick3DNode> *list) |
| 120 | { |
| 121 | QQuick3DSkin *self = static_cast<QQuick3DSkin *>(list->object); |
| 122 | return self->m_joints.size(); |
| 123 | } |
| 124 | |
| 125 | void QQuick3DSkin::qmlClearJoints(QQmlListProperty<QQuick3DNode> *list) |
| 126 | { |
| 127 | QQuick3DSkin *self = static_cast<QQuick3DSkin *>(list->object); |
| 128 | for (const auto &conn : self->m_jointsConnections) { |
| 129 | disconnect(conn.first); |
| 130 | disconnect(conn.second); |
| 131 | } |
| 132 | self->m_jointsConnections.clear(); |
| 133 | |
| 134 | self->m_joints.clear(); |
| 135 | self->m_boneData.clear(); |
| 136 | self->m_dirtyJoints.clear(); |
| 137 | self->m_removedJoints.clear(); |
| 138 | self->update(); |
| 139 | } |
| 140 | |
| 141 | |
| 142 | /*! |
| 143 | \qmlproperty List<matrix4x4> Skin::inverseBindPoses |
| 144 | |
| 145 | This property contains a list of Inverse Bind Pose matrixes used for the |
| 146 | skinning animation. Each inverseBindPose matrix means the inverse of the |
| 147 | global transform of the corresponding node in \l {Skin::joints}, |
| 148 | used initially. |
| 149 | |
| 150 | \note This property is an optional property. That is, if some or all of the |
| 151 | matrices are not set, identity values will be used. |
| 152 | */ |
| 153 | QList<QMatrix4x4> QQuick3DSkin::inverseBindPoses() const |
| 154 | { |
| 155 | return m_inverseBindPoses; |
| 156 | } |
| 157 | |
| 158 | void QQuick3DSkin::setInverseBindPoses(const QList<QMatrix4x4> &poses) |
| 159 | { |
| 160 | if (m_inverseBindPoses == poses) |
| 161 | return; |
| 162 | |
| 163 | m_updatedByNewInverseBindPoses = qMax(a: poses.size(), b: m_inverseBindPoses.size()); |
| 164 | m_inverseBindPoses = poses; |
| 165 | |
| 166 | emit inverseBindPosesChanged(); |
| 167 | update(); |
| 168 | } |
| 169 | |
| 170 | QSSGRenderGraphObject *QQuick3DSkin::updateSpatialNode(QSSGRenderGraphObject *node) |
| 171 | { |
| 172 | if (!node) { |
| 173 | markAllDirty(); |
| 174 | node = new QSSGRenderSkin(); |
| 175 | } |
| 176 | QQuick3DObject::updateSpatialNode(node); |
| 177 | auto skinNode = static_cast<QSSGRenderSkin *>(node); |
| 178 | |
| 179 | if (!m_removedJoints.empty()) { |
| 180 | for (int i = m_joints.size() - 1; i >= 0; --i) { |
| 181 | const auto &joint = m_joints.at(i); |
| 182 | if (m_removedJoints.contains(value: joint)) { |
| 183 | m_joints.removeAt(i); |
| 184 | m_boneData.remove(POS4BONETRANS(i), |
| 185 | len: sizeof(float) * 16 * 2); |
| 186 | } |
| 187 | } |
| 188 | m_removedJoints.clear(); |
| 189 | } |
| 190 | |
| 191 | if (skinNode->boneCount != quint32(m_joints.size())) { |
| 192 | skinNode->boneCount = quint32(m_joints.size()); |
| 193 | const int boneTexWidth = qCeil(v: qSqrt(v: skinNode->boneCount * 4 * 2)); |
| 194 | const int textureSizeInBytes = boneTexWidth * boneTexWidth * 16; //NB: Assumes RGBA32F set above (16 bytes per color) |
| 195 | m_boneData.resize(size: textureSizeInBytes); |
| 196 | skinNode->setSize(QSize(boneTexWidth, boneTexWidth)); |
| 197 | } |
| 198 | |
| 199 | if (m_updatedByNewInverseBindPoses > 0 || !m_dirtyJoints.empty()) { |
| 200 | for (int i = 0; i < m_joints.size(); ++i) { |
| 201 | const auto &joint = m_joints.at(i); |
| 202 | if (i < m_updatedByNewInverseBindPoses || m_dirtyJoints.contains(value: joint)) { |
| 203 | QMatrix4x4 jointGlobal = joint->sceneTransform(); |
| 204 | if (m_inverseBindPoses.size() > i) |
| 205 | jointGlobal *= m_inverseBindPoses.at(i); |
| 206 | memcpy(dest: m_boneData.data() + POS4BONETRANS(i), |
| 207 | src: reinterpret_cast<const void *>(jointGlobal.constData()), |
| 208 | n: sizeof(float) * 16); |
| 209 | memcpy(dest: m_boneData.data() + POS4BONENORM(i), |
| 210 | src: reinterpret_cast<const void *>(QMatrix4x4(jointGlobal.normalMatrix()).constData()), |
| 211 | n: sizeof(float) * 11); |
| 212 | } |
| 213 | } |
| 214 | m_dirtyJoints.clear(); |
| 215 | m_updatedByNewInverseBindPoses = 0; |
| 216 | } |
| 217 | |
| 218 | skinNode->setTextureData(m_boneData); |
| 219 | return node; |
| 220 | } |
| 221 | |
| 222 | QT_END_NAMESPACE |
| 223 | |