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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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Change-Id: I00c875b48d838170fddf0b92f0ac5592828c6f0f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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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>
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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>
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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>
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