// Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qmorphinganimation.h" #include QT_BEGIN_NAMESPACE namespace Qt3DAnimation { /*! \class Qt3DAnimation::QMorphingAnimation \brief A class implementing blend-shape morphing animation. \inmodule Qt3DAnimation \since 5.9 \inherits Qt3DAnimation::QAbstractAnimation A Qt3DAnimation::QMorphingAnimation class implements blend-shape morphing animation to a target \l {Qt3DRender::QGeometryRenderer}{QGeometryRenderer}. The QMorphingAnimation sets the correct \l {Qt3DCore::QAttribute}{QAttributes} from the \l {Qt3DAnimation::QMorphTarget}{morph targets} to the target \l {Qt3DRender::QGeometryRenderer::geometry} {QGeometryRenderer::geometry} and calculates interpolator for the current position. The actual blending between the attributes must be implemented in the material. Qt3DAnimation::QMorphPhongMaterial implements material with morphing support for phong lighting model. The blending happens between 2 attributes - 'base' and 'target'. The names for the base and target attributes are taken from the morph target names, where the base attribute retains the name it already has and the target attribute name gets 'Target' appended to the name. The interpolator can be set as a \l {Qt3DRender::QParameter}{QParameter} to the used material. All morph targets in the animation should contain the attributes with same names as those in the base geometry. */ /*! \qmltype MorphingAnimation \brief A type implementing blend-shape morphing animation. \inqmlmodule Qt3D.Animation \since 5.9 \inherits AbstractAnimation \instantiates Qt3DAnimation::QMorphingAnimation A MorphingAnimation type implements blend-shape morphing animation to a target \l GeometryRenderer. The MorphingAnimation sets the correct \l {Attribute}{Attributes} from the morph targets to the target \l {Qt3D.Render::GeometryRenderer::geometry}{GeometryRenderer::geometry} and calculates interpolator for the current position. The actual blending between the attributes must be implemented in the material. MorphPhongMaterial implements material with morphing support for phong lighting model. The blending happens between 2 attributes - 'base' and 'target'. The names for the base and target attributes are taken from the morph target names, where the base attribute retains the name it already has and the target attribute name gets 'Target' appended to the name. All morph targets in the animation should contain the attributes with same names as those in the base geometry. */ /*! \property Qt3DAnimation::QMorphingAnimation::targetPositions Holds the position values of the morph target. Each position in the list specifies the position of the corresponding morph target with the same index. The values must be in an ascending order. Values can be positive or negative and do not have any predefined unit. */ /*! \property Qt3DAnimation::QMorphingAnimation::interpolator Holds the interpolator between base and target attributes. \readonly */ /*! \property Qt3DAnimation::QMorphingAnimation::target Holds the target QGeometryRenderer the morphing animation is applied to. */ /*! \property Qt3DAnimation::QMorphingAnimation::targetName Holds the name of the target geometry. This is a convenience property making it easier to match the target geometry to the morphing animation. The name is usually same as the name of the parent entity of the target QGeometryRenderer, but does not have to be. */ /*! \property Qt3DAnimation::QMorphingAnimation::method Holds the morphing method. The default is Relative. */ /*! \property Qt3DAnimation::QMorphingAnimation::easing Holds the easing curve of the interpolator between morph targets. */ /*! \enum Qt3DAnimation::QMorphingAnimation::Method This enumeration specifies the morphing method. \value Normalized The blending should use the normalized formula; V' = Vbase * (1.0 - sum(Wi)) + sum[Vi * Wi] \value Relative The blending should use the relative formula; V' = Vbase + sum[Vi * Wi] */ /*! \qmlproperty list MorphingAnimation::targetPositions Holds the position values of the morph target. Each position in the list specifies the position of the corresponding morph target with the same index. The values must be in an ascending order. Values can be positive or negative and do not have any predefined unit. */ /*! \qmlproperty real MorphingAnimation::interpolator Holds the interpolator between base and target attributes. \readonly */ /*! \qmlproperty GeometryRenderer MorphingAnimation::target Holds the target GeometryRenderer the morphing animation is applied to. */ /*! \qmlproperty string MorphingAnimation::targetName Holds the name of the target geometry. This is a convenience property making it easier to match the target geometry to the morphing animation. The name is usually same as the name of the parent entity of the target GeometryRenderer, but does not have to be. */ /*! \qmlproperty enumeration MorphingAnimation::method Holds the morphing method. The default is Relative. \list \li Normalized \li Relative \endlist */ /*! \qmlproperty EasingCurve MorphingAnimation::easing Holds the easing curve of the interpolator between morph targets. */ /*! \qmlproperty list MorphingAnimation::morphTargets Holds the list of morph targets in the morphing animation. */ QMorphingAnimationPrivate::QMorphingAnimationPrivate() : QAbstractAnimationPrivate(QAbstractAnimation::MorphingAnimation) , m_minposition(0.0f) , m_maxposition(0.0f) , m_flattened(nullptr) , m_method(QMorphingAnimation::Relative) , m_interpolator(0.0f) , m_target(nullptr) , m_currentTarget(nullptr) { } QMorphingAnimationPrivate::~QMorphingAnimationPrivate() { for (QVector *weights : std::as_const(m_weights)) delete weights; } void QMorphingAnimationPrivate::updateAnimation(float position) { Q_Q(QMorphingAnimation); if (!m_target || !m_target->geometry()) return; QVector relevantValues; float sum = 0.0f; float interpolator = 0.0f; m_morphKey.resize(m_morphTargets.size()); // calculate morph key if (position < m_minposition) { m_morphKey = *m_weights.first(); } else if (position >= m_maxposition) { m_morphKey = *m_weights.last(); } else { for (int i = 0; i < m_targetPositions.size() - 1; ++i) { if (position >= m_targetPositions.at(i) && position < m_targetPositions.at(i + 1)) { interpolator = (position - m_targetPositions.at(i)) / (m_targetPositions.at(i + 1) - m_targetPositions.at(i)); interpolator = m_easing.valueForProgress(interpolator); float iip = 1.0f - interpolator; for (int j = 0; j < m_morphTargets.size(); ++j) { m_morphKey[j] = interpolator * m_weights.at(i + 1)->at(j) + iip * m_weights.at(i)->at(j); } } } } // check relevant values for (int j = 0; j < m_morphKey.size(); ++j) { sum += m_morphKey[j]; if (!qFuzzyIsNull(m_morphKey[j])) relevantValues.push_back(j); } if (relevantValues.size() == 0 || qFuzzyIsNull(sum)) { // only base is used interpolator = 0.0f; } else if (relevantValues.size() == 1) { // one morph target has non-zero weight setTargetInterpolated(relevantValues[0]); interpolator = sum; } else { // more than one morph target has non-zero weight // flatten morph targets to one qWarning() << Q_FUNC_INFO << "Flattening required"; } // Relative method uses negative interpolator, normalized uses positive if (m_method == QMorphingAnimation::Relative) interpolator = -interpolator; if (!qFuzzyCompare(interpolator, m_interpolator)) { m_interpolator = interpolator; emit q->interpolatorChanged(m_interpolator); } } void QMorphingAnimationPrivate::setTargetInterpolated(int morphTarget) { QMorphTarget *target = m_morphTargets[morphTarget]; Qt3DCore::QGeometry *geometry = m_target->geometry(); // remove attributes from previous frame if (m_currentTarget && (target != m_currentTarget)) { const QList targetAttributes = m_currentTarget->attributeList(); for (int i = 0; i < targetAttributes.size(); ++i) geometry->removeAttribute(targetAttributes.at(i)); } const QList targetAttributes = target->attributeList(); // add attributes from current frame to the geometry if (target != m_currentTarget) { for (int i = 0; i < m_attributeNames.size(); ++i) { QString targetName = m_attributeNames.at(i); targetName.append(QLatin1String("Target")); targetAttributes[i]->setName(targetName); geometry->addAttribute(targetAttributes.at(i)); } } m_currentTarget = target; } /*! Construct a new QMorphingAnimation with \a parent. */ QMorphingAnimation::QMorphingAnimation(QObject *parent) : QAbstractAnimation(*new QMorphingAnimationPrivate, parent) { Q_D(QMorphingAnimation); d->m_positionConnection = QObject::connect(this, &QAbstractAnimation::positionChanged, this, &QMorphingAnimation::updateAnimation); } QVector QMorphingAnimation::targetPositions() const { Q_D(const QMorphingAnimation); return d->m_targetPositions; } float QMorphingAnimation::interpolator() const { Q_D(const QMorphingAnimation); return d->m_interpolator; } Qt3DRender::QGeometryRenderer *QMorphingAnimation::target() const { Q_D(const QMorphingAnimation); return d->m_target; } QString QMorphingAnimation::targetName() const { Q_D(const QMorphingAnimation); return d->m_targetName; } QMorphingAnimation::Method QMorphingAnimation::method() const { Q_D(const QMorphingAnimation); return d->m_method; } QEasingCurve QMorphingAnimation::easing() const { Q_D(const QMorphingAnimation); return d->m_easing; } /*! Set morph \a targets to animation. Old targets are cleared. */ void QMorphingAnimation::setMorphTargets(const QVector &targets) { Q_D(QMorphingAnimation); d->m_morphTargets = targets; d->m_attributeNames = targets[0]->attributeNames(); d->m_position = -1.0f; } /*! Add new morph \a target at the end of the animation. */ void QMorphingAnimation::addMorphTarget(Qt3DAnimation::QMorphTarget *target) { Q_D(QMorphingAnimation); if (!d->m_morphTargets.contains(target)) { d->m_morphTargets.push_back(target); d->m_position = -1.0f; if (d->m_attributeNames.empty()) d->m_attributeNames = target->attributeNames(); } } /*! Remove morph \a target from the animation. */ void QMorphingAnimation::removeMorphTarget(Qt3DAnimation::QMorphTarget *target) { Q_D(QMorphingAnimation); d->m_morphTargets.removeAll(target); d->m_position = -1.0f; } void QMorphingAnimation::setTargetPositions(const QVector &targetPositions) { Q_D(QMorphingAnimation); d->m_targetPositions = targetPositions; emit targetPositionsChanged(targetPositions); d->m_minposition = targetPositions.first(); d->m_maxposition = targetPositions.last(); setDuration(d->m_targetPositions.last()); if (d->m_weights.size() < targetPositions.size()) { d->m_weights.resize(targetPositions.size()); for (int i = 0; i < d->m_weights.size(); ++i) { if (d->m_weights[i] == nullptr) d->m_weights[i] = new QVector(); } } d->m_position = -1.0f; } void QMorphingAnimation::setTarget(Qt3DRender::QGeometryRenderer *target) { Q_D(QMorphingAnimation); if (d->m_target != target) { d->m_position = -1.0f; d->m_target = target; emit targetChanged(target); } } /*! Sets morph \a weights at \a positionIndex. */ void QMorphingAnimation::setWeights(int positionIndex, const QVector &weights) { Q_D(QMorphingAnimation); if (d->m_weights.size() < positionIndex) d->m_weights.resize(positionIndex + 1); if (d->m_weights[positionIndex] == nullptr) d->m_weights[positionIndex] = new QVector(); *d->m_weights[positionIndex] = weights; d->m_position = -1.0f; } /*! Return morph weights at \a positionIndex. */ QVector QMorphingAnimation::getWeights(int positionIndex) { Q_D(QMorphingAnimation); return *d->m_weights[positionIndex]; } /*! Return morph target list. */ QVector QMorphingAnimation::morphTargetList() { Q_D(QMorphingAnimation); return d->m_morphTargets; } void QMorphingAnimation::setTargetName(const QString name) { Q_D(QMorphingAnimation); if (d->m_targetName != name) { d->m_targetName = name; emit targetNameChanged(name); } } void QMorphingAnimation::setMethod(QMorphingAnimation::Method method) { Q_D(QMorphingAnimation); if (d->m_method != method) { d->m_method = method; d->m_position = -1.0f; emit methodChanged(method); } } void QMorphingAnimation::setEasing(const QEasingCurve &easing) { Q_D(QMorphingAnimation); if (d->m_easing != easing) { d->m_easing = easing; d->m_position = -1.0f; emit easingChanged(easing); } } void QMorphingAnimation::updateAnimation(float position) { Q_D(QMorphingAnimation); d->updateAnimation(position); } } // Qt3DAnimation QT_END_NAMESPACE #include "moc_qmorphinganimation.cpp"