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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qvertexblendanimation.h"
+
+#include <private/qvertexblendanimation_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DAnimation {
+
+/*!
+ \class Qt3DAnimation::QVertexBlendAnimation
+ \brief A class implementing vertex-blend morphing animation
+ \inmodule Qt3DAnimation
+ \since 5.9
+ \inherits Qt3DAnimation::QAbstractAnimation
+
+ A Qt3DAnimation::QVertexBlendAnimation class implements vertex-blend morphing animation
+ to a target \l {Qt3DRender::QGeometryRenderer}{QGeometryRenderer}. The QVertexBlendAnimation
+ sets the correct \l {Qt3DRender::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. Unlike with QMorphingAnimation, where the blending is
+ controller with blend weights, the blending occurs between sequential morph targets.
+ 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 VertexBlendAnimation
+ \brief A type implementing vertex-blend morphing animation
+ \inqmlmodule Qt3D.Animation
+ \since 5.9
+ \inherits AbstractAnimation
+ \instantiates Qt3DAnimation::QVertexBlendAnimation
+
+ A VertexBlendAnimation type implements vertex-blend morphing animation
+ to a target \l GeometryRenderer. The VertexBlendAnimation 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. Unlike with MorphingAnimation, where the blending is
+ controller with blend weights, the blending occurs between sequential morph targets.
+ 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::QVertexBlendAnimation::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::QVertexBlendAnimation::interpolator
+ Holds the interpolator between base and target attributes.
+ \readonly
+*/
+/*!
+ \property Qt3DAnimation::QVertexBlendAnimation::target
+ Holds the target QGeometryRenderer the morphing animation is applied to.
+*/
+/*!
+ \property Qt3DAnimation::QVertexBlendAnimation::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.
+*/
+
+/*!
+ \qmlproperty list<real> VertexBlendAnimation::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 VertexBlendAnimation::interpolator
+ Holds the interpolator between base and target attributes.
+ \readonly
+*/
+/*!
+ \qmlproperty GeometryRenderer VertexBlendAnimation::target
+ Holds the target GeometryRenderer the morphing animation is applied to.
+*/
+/*!
+ \qmlproperty string VertexBlendAnimation::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 list<MorphTarget> VertexBlendAnimation::morphTargets
+ Holds the list of \l {MorphTarget}{morph targets} added to the animation.
+*/
+
+QVertexBlendAnimationPrivate::QVertexBlendAnimationPrivate()
+ : QAbstractAnimationPrivate(QAbstractAnimation::VertexBlendAnimation)
+ , m_interpolator(0.0f)
+ , m_target(nullptr)
+ , m_currentBase(nullptr)
+ , m_currentTarget(nullptr)
+{
+
+}
+
+void QVertexBlendAnimationPrivate::getAttributesInPosition(float position, int *target0,
+ int *target1, float *interpolator)
+{
+ if (position < m_targetPositions.first()) {
+ *target0 = 0;
+ *target1 = qMin(1, m_targetPositions.size());
+ *interpolator = 0.0f;
+ } else if (position > m_targetPositions.last()) {
+ *target0 = qMax(m_targetPositions.size() - 2, 0);
+ *target1 = qMax(m_targetPositions.size() - 1, 0);
+ *interpolator = 1.0f;
+ } else {
+ for (int i = 0; i < m_targetPositions.size() - 1; i++) {
+ if (position >= m_targetPositions[i] && position < m_targetPositions[i + 1]) {
+ *target0 = i;
+ *target1 = i + 1;
+ float a = (position - m_targetPositions[i])
+ / (m_targetPositions[i + 1] - m_targetPositions[i]);
+ *interpolator = a;
+ }
+ }
+ }
+}
+
+void QVertexBlendAnimationPrivate::updateAnimation(float position)
+{
+ Q_Q(QVertexBlendAnimation);
+ if (!m_target || !m_target->geometry())
+ return;
+
+ Qt3DAnimation::QMorphTarget *base;
+ Qt3DAnimation::QMorphTarget *target;
+ int target0, target1;
+ float interpolator;
+ getAttributesInPosition(position, &target0, &target1, &interpolator);
+
+ base = m_morphTargets.at(target0);
+ target = m_morphTargets.at(target1);
+
+ Qt3DRender::QGeometry *geometry = m_target->geometry();
+
+ // remove attributes from previous frame
+ if ((m_currentBase && (base != m_currentBase))
+ || (m_currentTarget && (target != m_currentTarget))) {
+ const QVector<Qt3DRender::QAttribute *> baseAttributes = m_currentBase->attributeList();
+ const QVector<Qt3DRender::QAttribute *> targetAttributes = m_currentTarget->attributeList();
+ for (int i = 0; i < baseAttributes.size(); ++i) {
+ geometry->removeAttribute(baseAttributes.at(i));
+ geometry->removeAttribute(targetAttributes.at(i));
+ }
+ }
+
+ const QVector<Qt3DRender::QAttribute *> baseAttributes = base->attributeList();
+ const QVector<Qt3DRender::QAttribute *> targetAttributes = target->attributeList();
+ const QStringList attributeNames = base->attributeNames();
+
+ // add attributes from current frame to the geometry
+ if (base != m_currentBase || target != m_currentTarget) {
+ for (int i = 0; i < baseAttributes.size(); ++i) {
+ const QString baseName = attributeNames.at(i);
+ QString targetName = baseName;
+ targetName.append(QLatin1String("Target"));
+
+ baseAttributes[i]->setName(baseName);
+ geometry->addAttribute(baseAttributes.at(i));
+ targetAttributes[i]->setName(targetName);
+ geometry->addAttribute(targetAttributes.at(i));
+ }
+ }
+ m_currentBase = base;
+ m_currentTarget = target;
+
+ if (!qFuzzyCompare(interpolator, m_interpolator)) {
+ m_interpolator = interpolator;
+ emit q->interpolatorChanged(interpolator);
+ }
+}
+
+/*!
+ Construct a new QVertexBlendAnimation with \a parent.
+ */
+QVertexBlendAnimation::QVertexBlendAnimation(QObject *parent)
+ : QAbstractAnimation(*new QVertexBlendAnimationPrivate, parent)
+{
+ Q_D(QVertexBlendAnimation);
+ d->m_positionConnection = QObject::connect(this, &QAbstractAnimation::positionChanged,
+ this, &QVertexBlendAnimation::updateAnimation);
+}
+
+QVector<float> QVertexBlendAnimation::targetPositions() const
+{
+ Q_D(const QVertexBlendAnimation);
+ return d->m_targetPositions;
+}
+
+float QVertexBlendAnimation::interpolator() const
+{
+ Q_D(const QVertexBlendAnimation);
+ return d->m_interpolator;
+}
+
+Qt3DRender::QGeometryRenderer *QVertexBlendAnimation::target() const
+{
+ Q_D(const QVertexBlendAnimation);
+ return d->m_target;
+}
+
+QString QVertexBlendAnimation::targetName() const
+{
+ Q_D(const QVertexBlendAnimation);
+ return d->m_targetName;
+}
+
+/*!
+ Set morph \a targets to animation. Old targets are cleared.
+*/
+void QVertexBlendAnimation::setMorphTargets(const QVector<Qt3DAnimation::QMorphTarget *> &targets)
+{
+ Q_D(QVertexBlendAnimation);
+ d->m_morphTargets = targets;
+}
+
+/*!
+ Add new morph \a target at the end of the animation.
+*/
+void QVertexBlendAnimation::addMorphTarget(Qt3DAnimation::QMorphTarget *target)
+{
+ Q_D(QVertexBlendAnimation);
+ if (!d->m_morphTargets.contains(target))
+ d->m_morphTargets.push_back(target);
+}
+
+/*!
+ Remove morph \a target from the animation.
+*/
+void QVertexBlendAnimation::removeMorphTarget(Qt3DAnimation::QMorphTarget *target)
+{
+ Q_D(QVertexBlendAnimation);
+ d->m_morphTargets.removeAll(target);
+}
+
+void QVertexBlendAnimation::setTargetPositions(const QVector<float> &targetPositions)
+{
+ Q_D(QVertexBlendAnimation);
+ if (d->m_targetPositions == targetPositions)
+ return;
+ d->m_targetPositions = targetPositions;
+ emit targetPositionsChanged(targetPositions);
+ setDuration(d->m_targetPositions.last());
+}
+
+void QVertexBlendAnimation::setTarget(Qt3DRender::QGeometryRenderer *target)
+{
+ Q_D(QVertexBlendAnimation);
+ if (d->m_target != target) {
+ d->m_target = target;
+ emit targetChanged(target);
+ }
+}
+
+/*!
+ Return morph target list.
+*/
+QVector<Qt3DAnimation::QMorphTarget *> QVertexBlendAnimation::morphTargetList()
+{
+ Q_D(QVertexBlendAnimation);
+ return d->m_morphTargets;
+}
+
+void QVertexBlendAnimation::setTargetName(const QString name)
+{
+ Q_D(QVertexBlendAnimation);
+ if (d->m_targetName != name) {
+ d->m_targetName = name;
+ emit targetNameChanged(name);
+ }
+}
+
+void QVertexBlendAnimation::updateAnimation(float position)
+{
+ Q_D(QVertexBlendAnimation);
+ d->updateAnimation(position);
+}
+
+} // Qt3DAnimation
+
+QT_END_NAMESPACE