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Change-Id: Id669d5c1aab29965eac0dabd1cb497e908dac23e
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Q_3DCORE_PRIVATE_EXPORT for operator* were removed by commit:
fa6799f63f3211300705b814b97716ca689d4bfa
for Vector3D_SSE and Matrix4x4_SSE.
Unfortunately they weren't removed for Matrix4x4_AVX2 which lead to
different linkage compile errors.
Change-Id: I854fb0cb4409aea1d130e935091533d4e72d6d6e
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Nothing clears the state yet, will be up to the core aspect to do that.
Change-Id: Ia3a5297a4b837b1d67545bd29ddce56666c520f3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Mostly old messaging API
Change-Id: I17eb2206b2ede56d2f7d36375d5e711d6149019f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Fix MinGW-warings
src/core/transforms/matrix4x4_sse_p.h:485:50: warning: inline function 'Vector3D Qt3DCore::operator*(const Qt3DCore::Matrix4x4_SSE&, const Vector3D&)' declared as dllimport: attribute ignored [-Wattributes]
Q_3DCORE_PRIVATE_EXPORT Q_ALWAYS_INLINE Vector3D operator*(const Matrix4x4_SSE &matrix, const Vector3D &vector)
Change-Id: Ib8b39c613ce05b6dc3848c1251a88eea53903212
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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By default the QRenderAspect will try to load this plugin
Change-Id: Ie55e207fb8e6d0b64f717bbb99699eb669eaa3f2
Task-number: QTBUG-61151
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I8f3fe9475749f10f33c8eb750befa8845ccc37d6
(cherry picked from commit 58db7d01e0d424fdf46baa70e2e41b8009429c78)
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
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Set the nodes created on the backend properly (assigning parent) so
that the backend nodes get created before the second round of updates.
Change-Id: Ia8ac9aacfc6bdb8938d07dbf714d471b5ddc4999
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Removal breaks BC
Change-Id: I8c324253c3a39c8fd74bf4cc14462f76cd2e4f5e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Not BIC compatible so they must stay until Qt6. Added TODO above them
to make it easier to track for Qt6.
Change-Id: Ia1adba25be5d55d3fa836727877c7c1f7346b668
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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And matching unit tests
Change-Id: Iff0b13b2ad9ff07d08c767f4b20de2a1685a5570
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic91a4f168172d6f34d858488e6fc170e8ed875f9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I00c875b48d838170fddf0b92f0ac5592828c6f0f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ib09024017a2d213e50b3acc89d7c411728eb1869
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5622f9784628b7217f6e37c700ac314b7264f439
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Animation data is now stored in the job which propagates
them to the frontend at the end of the frame.
Animated properties are passed using Qt's property system.
Animated poses are passed via the frontend skeleton node.
Syncing on new frame will take care of propagating both for use in
other aspects.
Callbacks are called by the job directly or stored and invoked on
the main thread depending on the callback setting.
Change-Id: I78675715799300bc1b27f854f1a445c00a2ac734
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ibf24099223bd35948f50a492e0d754f6f680a3db
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Remove include statements for classes that are no longer used. Makes
it easier to find remaining use cases that need addressed before
complete removal in Qt 6.
Change-Id: I60529ba1929ad64b162d3847d5df47cde2a60dad
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifc8b172414e01cebcaf42c30773376c43aaae9a9
Task-number: QTBUG-77859
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I2b86f182a61c18cb6608f2f89938ab342160c924
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4e73060c1941773efcc568f010f5b073ebb10d4a
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Change-Id: I7d7274866129a3c8a3ed3788680a46368120d20d
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Change-Id: I4584d2c879a72eccbaf273d0e84b3b6f6bb55295
Task-number: QTBUG-77675
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Will make it more convenient to retrieve the world transform of a given
QEntity as well as monitor it for changes without having to traverse the
parent hierarchy of QEntity/QTransform
[ChangeLog] Add worldMatrix property on QTransform
Change-Id: Ie9ffb70c03b365850ed08693df2746701ca9a1fb
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Qt expects the export macros to have Q_ prefixes, otherwise the symbol
versioning script won't find them and mark them.
Also remove non-exising QT3DLOGIC_PRIVATE_EXPORT macro from
src/doc/qt3d.qdocconf
Task-number: QTBUG-74752
Change-Id: I71b9e85ff09c002fb283824aa51a5a8f50e937f4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Found by ICC.
Change-Id: I4ac1156702324f0fb814fffd156f815f33110f71
Reviewed-by: Paul Wicking <paul.wicking@qt.io>
Reviewed-by: Jędrzej Nowacki <jedrzej.nowacki@qt.io>
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- qcomponent.cpp
- qbackendnode.cpp
- qjoint.cpp
- qskeletonloader.cpp
- qframeaction.cpp
- qscene2d.h
- qrenderaspect.cpp
Change-Id: I25881dee19d2d01f948bfaf4a156a97f6caaea73
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QTBUG-68933
Change-Id: I4226b8b9d70548b6921948c5ea47520f40f5df98
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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Change-Id: Ia7d08551de0b10e3e859da5301ea8e2be501c722
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8fd88461874367bcaa9f4b27a9b4fc660cd2a030
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This change fixes multiple QDoc warnings for Qt 3D Core that are
related to how Clang parses the source code and the \fn QDoc
commands.
We still have a number of 'No documentation for ...' warnings left -
those are not addressed in this change.
Change-Id: Ia6394f453d7bd959bc4d4cc9347ac0039b80f661
Reviewed-by: Martin Smith <martin.smith@qt.io>
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Conflicts:
src/animation/doc/src/qt3danimation-module.qdoc
src/render/backend/abstractrenderer_p.h
src/render/backend/buffervisitor_p.h
src/render/backend/renderer.cpp
src/render/backend/renderer_p.h
src/render/backend/triangleboundingvolume_p.h
src/render/backend/trianglesextractor_p.h
src/render/frontend/sphere_p.h
src/render/jobs/calcboundingvolumejob.cpp
src/render/jobs/job_common_p.h
src/render/jobs/pickboundingvolumejob.cpp
src/render/jobs/pickboundingvolumejob_p.h
src/render/jobs/pickboundingvolumeutils.cpp
src/render/jobs/renderviewjobutils_p.h
tests/auto/render/boundingsphere/tst_boundingsphere.cpp
tests/auto/render/commons/testrenderer.h
tests/auto/render/raycasting/tst_raycasting.cpp
tests/auto/render/render.pro
tests/auto/render/renderer/tst_renderer.cpp
Change-Id: I76633bc5a5a065e5f9ea62cc16563377e5c693a3
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Change-Id: I19b3b2f8fcb06eb2bc600ebe370465dd15a8eabc
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4728b29c349a16867951a781c9417054c798e04a
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Relying on the SSE2 or AVX2 defines results in some SSE/AVX classes being
included even though the options were disabled, resulting in compile
failures.
Change-Id: Ie1e3ce2f093eeb3f749ef215835fa0846fbb5019
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Make it a lot easier to create a QQuaternion or a Rotation matrix for 3 axes.
This will greatly simplify implementing custom camera nodes from Transform and
CameraLens.
Change-Id: Ifed9e3c7442d451ffa4346223afecc0eafff0ed5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I2d373d538df3a65ac2d41238e5c6a214a151be68
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Same as in QTransform.
Change-Id: Ia1dca19c8faf996629ecbf8832e5625e7b22532c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Conflicts:
src/animation/backend/channelmapper_p.h
Change-Id: I4e0f59c6648925ba45d30ccc2405524a9e901a0e
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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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Change-Id: I92c955068e233c50043ad7d06a32300dd386c24d
Reviewed-by: Sean Harmer <sean.harmer@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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And set it from the backend when creating frontend joints.
Change-Id: I26d37c7f516944eb353af38716aab4c55bd2f79f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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As we did for QTransform. These are frontend only properties.
Change-Id: Ic2fb1080ff68e26437c7e35632bdfcc00e51c017
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This can be done either by using a QSkeleton on the frontend or
with a QSkeletonLoader that has the createJointsEnabled property
set to true. In the latter case, the loader creates the joint
node hierarchy on the backend then moves them to the main thread
in a similar way to QGeometryRenderer handles Geoemtry. Once the
joint hierarchy is set on the frontend QSkeletonLoader, it
notifies the backend and from there it follows the same code path
as for QSkeleton.
Change-Id: I5f673e154bb3a3e677b80b8ee984f4168403c288
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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Change-Id: I8a4d8542a12a9ec6631f76515c0da41cd1c679fe
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Needed to compute skinning palette of matrices.
Change-Id: Ifec41c2bb18855bbb2c332cf80d37642d34f75cf
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Seems to be the norm for joints.
Change-Id: I98d786b64153b09e2cd06e9d525f6c80f6372316
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I9a454a3b3be3ad1878eaf09cf2ff77aa2bfbe208
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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