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* Revert "Update commercial license headers"v5.15.3-lts-lgplTarja Sundqvist2021-03-231-20/+20
| | | | | | | | | | | 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>
* Update commercial license headersTarja Sundqvist2021-02-021-20/+20
| | | | | | | | | | | | | | | | 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>
* Fix Coverity warningsMike Krus2019-10-211-0/+2
| | | | | Change-Id: I00c875b48d838170fddf0b92f0ac5592828c6f0f Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Update the local poses of the skeleton in the animation aspectSean Harmer2017-10-031-0/+1
| | | | | | | | | | | | | | | | | | | At present it is still needlessly, and incorrectly, updating the transforms of joints for which we have no animation data by using a default value of 0 for each component. This causes the joints to be scaled to 0 which is not particularly useful. We should only update joints for which we have valid animation data and leave the other joints alone. For a skeleton this will be OK as we have the initial set of local poses available. For regular QNode properties, the animator/mapper will need to take a snapshot of the current property value when the animation is started so that we can fill in the missing values when generating property changes. This should also be fixed on the 5.9 branch. Change-Id: Ib8f28c55cdfbca3f335777028f72250641092fc9 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Send joint names and local poses from render to animation aspectSean Harmer2017-08-301-0/+16
| | | | | | | | | This will allow the animation aspect to easily update the local poses of all joints in a skeleton without needing to be able to address any frontend QJoint objects. Change-Id: Id2137f2533702387dc68296aba1dd8627b0599d6 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Update skinned mesh example to expose joints of objectSean Harmer2017-08-161-0/+90
To do this we add a helper Sqt struct that wraps up an affine transformation as a scale vector, rotation quaternion and a translation vector. This is the format in which the animation aspect will animate the joints later so it's easier to keep the transforms split like this. It's also less data to move around compared with a 4x4 matrix (10 vs 16 floats, 12 including the padding). Change-Id: Iaa30b5ef5d1635cc208ead918827140cf2765908 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>