| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 03e5f60e585701608c1181365faee484d7a1f14c.
Revert of commercial license headers is required for
Qt 5.15.3 opensource release.
Task-number: QTBUG-91108
Change-Id: I359e89ed77b1b2750607617d138ebb6c316f0296
Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
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Updated header.COMM to the files in tqtc-qt3d. Examples,
documentation files or tests are not updated.
The commercial license header may contain some
additional lines so that its line count equals
with the earlier license header. Reason for this
is that some autotests use hard coded line numbers
and a change in the line count causes failures in
tests.
Task-number: QTQAINFRA-4155
Change-Id: I139c8ad72c042b0900239decc36cfed4bc1c4951
Reviewed-by: Jukka Jokiniva <jukka.jokiniva@qt.io>
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Conflicts:
.qmake.conf
src/animation/backend/handle_types_p.h
src/extras/defaults/qtexturematerial.h
src/render/backend/entity_p.h
src/render/backend/handle_types_p.h
src/render/backend/renderview.cpp
src/render/io/scenemanager.cpp
Change-Id: Ic145062cc98360e9067fd60f0992c7a6b51e41bb
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It's not required anymore, as the resource manager can
grow as needed.
Change-Id: If509de7f2ef90e1af9729d8fc60d7ecb08ede687
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id6a3d4ec579a2f2a2e559c22a2293d0e184f0bdf
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We always use the same policy anyway.
Change-Id: I3349b8c19ce0e6239b140dfac7ba66f8dda1b9be
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The animation aspect can already animate any property of a QNode
subclass. However, the render aspect allows to render a skinned mesh
utilising a QSkeletonLoader that does not create the corresponding
frontend QJoint objects (subclasses of QNode). Some skeletons can be
large (10's or 100's of joints) so this is a good memory conserving
optimization.
The consequence of not creating the frontend joints however, is that
without the QNodes to address, we cannot animate their local poses. To
combat this without giving up on the above optimization we add a
backend node for QAbstractSkeleton to the animation aspect. This node
contains a vector of local poses for the joints in the same order as
the render aspect creates and flattens the joint hierarchy in (see the
vector of JointInfo in the SkeletonData in the render aspect). The
animation aspect can then use this special knowledge to efficiently
animate the joints of a skeleton and each frame, inform the render
aspect backend of the new set of local pose transformations, prior to
the render aspect calculating the skinning matrix palette and supplying
that to the armature component for rendering.
This will require the animation aspect to be able to map channels in
an animation onto the joint indices of the skeleton backend nodes. By
default, they will be applied to matching indices in the vector of local
poses. However, an optional name property will be allowed in the
animation clip channels to permit re-mapping of animation clips to
similar skeletons (i.e. allow animations to be reused between different
skeletons where they share some joint names). This will be done in
follow up commits.
Change-Id: I81ad258f59bb0ddd6a49456840c860783f6fb340
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Introduces "clock" property to QAbstractClipAnimator and updates
associated tests. Updated backend animator nodes and associated
evaluation jobs.
Change-Id: Id18cabdd710b9b7253772642f21f63043d316a42
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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It handles both loadign from file and from data constructed using the
public API.
Change-Id: Ic9e71dc60c36869548323312f7129df6c9edd763
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Introduced an abstract base class for types of animation clip. Also
renamed QAnimationClip to QAnimationClipLoader since it loads data
from files.
Also renamed corresponding backend type and fixed up unit tests
accordingly.
Task-number: QTBUG-58898
Change-Id: I01a96e108cbbcd12e01913693e96610598965018
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
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Too much to fix up for 5.9 so remove and defer for 5.10.
Task-number: QTBUG-58905
Change-Id: Ie5b4f172e57beac12933fa0db5f102b4dc9346fc
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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Also adds a ClipBlendNode manager in the backend to have polymorphism and a
proper tree structure
Change-Id: I64e03d4d31acece6d924e15ec8b3b7565e14168c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I98aecf101eb052979f7a2e98c8bfcf899f27fb02
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Three levels of animation playback are available at present for
keyframe animation:
1) Direct playback of a clip via QClipAnimator
2) Playback of a blend tree of clips via QBlendedClipAnimator
3) Playback of a set of blend trees controlled with a state machine
via QConductedClipAnimator
This commit adds the frontend and backend nodes for all 3
components and registers them. The blended and conducted animator
components are just empty skeletons for now.
Change-Id: If2f0a912c003f3d20f830a8f6174946eea6b47e6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I7bbfb9e282f1a59cbb7f211dd5cebff8e30f3779
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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