diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2017-06-28 14:22:33 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2017-08-08 09:12:16 +0000 |
commit | 80cde984ff8d8eb180bf94a64176da4e9d727a30 (patch) | |
tree | c1aab72addc2147807531efd4b8c664420d69ae5 /src/core/transforms/qarmature.cpp | |
parent | c402164bd09f4ab06db6173f490a036b60f83084 (diff) |
Add QArmature component
This will be used by the renderer to perform skinning of the mesh
passed to QGeometryRenderer when coupled with a suitable vertex
shader via QMaterial.
Change-Id: I54f414313ba04aea5f2f1777244cb93cd1bfd688
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/core/transforms/qarmature.cpp')
-rw-r--r-- | src/core/transforms/qarmature.cpp | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/src/core/transforms/qarmature.cpp b/src/core/transforms/qarmature.cpp new file mode 100644 index 000000000..65a13b262 --- /dev/null +++ b/src/core/transforms/qarmature.cpp @@ -0,0 +1,172 @@ +/**************************************************************************** +** +** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qarmature.h" +#include "qarmature_p.h" +#include <Qt3DCore/qabstractskeleton.h> + +QT_BEGIN_NAMESPACE + +namespace Qt3DCore { + +QArmaturePrivate::QArmaturePrivate() + : Qt3DCore::QComponentPrivate() + , m_skeleton(nullptr) +{ +} + +/*! + \qmltype Armature + \inqmlmodule Qt3D.Core + \inherits Component3D + \instantiates Qt3DCore::QArmature + \since 5.10 + \brief Used to calculate skinning transform matrices and set them on shaders + + The Armature component is aggregated by entities to give them the ability to + calculate the palette of skinning transform matrices needed to properly + render skinned meshes. + + Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a + skeleton. For each joint affecting a vertex the mesh also provides a weight + which determines the level of influence of the corresponding joint. The + skinning palette used for performing the transformation of skinned vertices + is provided by the Armature and is calculated from the joints contained in + the referenced skeleton. + + Updating the local transform of a joint results in the skinning matrices + being recalculated and the skinned mesh vertices bound to that joint moving + accordingly. +*/ + +/*! + \qmlproperty AbstractSkeleton Armature::skeleton + + Holds the skeleton used to calculate the skinning transform matrix palette. +*/ + +/*! + \class Qt3DCore::QArmature + \inmodule Qt3DCore + \inherits Qt3DCore::QComponent + \since 5.10 + \brief Used to calculate skinning transform matrices and set them on shaders + + The Armature component is aggregated by entities to give them the ability to + calculate the palette of skinning transform matrices needed to properly + render skinned meshes. + + Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a + skeleton. For each joint affecting a vertex the mesh also provides a weight + which determines the level of influence of the corresponding joint. The + skinning palette used for performing the transformation of skinned vertices + is provided by the Armature and is calculated from the joints contained in + the referenced skeleton. + + Updating the local transform of a joint results in the skinning matrices + being recalculated and the skinned mesh vertices bound to that joint moving + accordingly. +*/ + +/*! + Constructs a new QArmature with \a parent. +*/ +QArmature::QArmature(Qt3DCore::QNode *parent) + : Qt3DCore::QComponent(*new QArmaturePrivate, parent) +{ +} + +/*! \internal */ +QArmature::QArmature(QArmaturePrivate &dd, Qt3DCore::QNode *parent) + : Qt3DCore::QComponent(dd, parent) +{ +} + +/*! \internal */ +QArmature::~QArmature() +{ +} + +/*! + \property Qt3DCore::QArmature::skeleton + + Holds the skeleton used to calculate the skinning transform matrix palette. +*/ +Qt3DCore::QAbstractSkeleton *QArmature::skeleton() const +{ + Q_D(const QArmature); + return d->m_skeleton; +} + +void QArmature::setSkeleton(Qt3DCore::QAbstractSkeleton *skeleton) +{ + Q_D(QArmature); + if (d->m_skeleton != skeleton) { + if (d->m_skeleton) + d->unregisterDestructionHelper(d->m_skeleton); + + // We need to add it as a child of the current node if it has been declared inline + // Or not previously added as a child of the current node so that + // 1) The backend gets notified about it's creation + // 2) When the current node is destroyed, it gets destroyed as well + if (skeleton && !skeleton->parent()) + skeleton->setParent(this); + d->m_skeleton = skeleton; + + // Ensures proper bookkeeping + if (d->m_skeleton) + d->registerDestructionHelper(d->m_skeleton, &QArmature::setSkeleton, d->m_skeleton); + + emit skeletonChanged(skeleton); + } +} + +/*! \internal */ +Qt3DCore::QNodeCreatedChangeBasePtr QArmature::createNodeCreationChange() const +{ + auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QArmatureData>::create(this); + auto &data = creationChange->data; + Q_D(const QArmature); + data.skeletonId = qIdForNode(d->m_skeleton); + return creationChange; +} + +} // namespace Qt3DCore + +QT_END_NAMESPACE |