/**************************************************************************** ** ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qblendedclipanimator.h" #include "qblendedclipanimator_p.h" #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DAnimation { QBlendedClipAnimatorPrivate::QBlendedClipAnimatorPrivate() : Qt3DAnimation::QAbstractClipAnimatorPrivate() , m_blendTreeRoot(nullptr) { } /*! \qmltype BlendedClipAnimator \instantiates Qt3DAnimation::QBlendedClipAnimator \inqmlmodule Qt3D.Animation \inherits AbstractClipAnimator \since 5.9 \brief BlendedClipAnimator is a component providing animation playback capabilities of a tree of blend nodes. An instance of BlendedClipAnimator can be aggregated by an Entity to add the ability to play back animation clips and to apply the calculated animation values to properties of QObjects. Whereas a ClipAnimator gets its animation data from a single animation clip, BlendedClipAnimator can blend together multiple clips. The animation data is obtained by evaluating a so called \e {blend tree}. A blend tree is a hierarchical tree structure where the leaf nodes are value nodes that encapsulate an animation clip (AbstractAnimationClip); and the internal nodes represent blending operations that operate on the nodes pointed to by their operand properties. To associate a blend tree with a BlendedClipAnimator, set the animator's blendTree property to point at the root node of your blend tree: \badcode BlendedClipAnimator { blendTree: AdditiveClipBlend { .... } } \endcode A blend tree can be constructed from the following node types: \note The blend node tree should only be edited when the animator is not running. \list \li Qt3D.Animation.ClipBlendValue \li Qt3D.Animation.LerpClipBlend \li Qt3D.Animation.AdditiveClipBlend \endlist Additional node types will be added over time. As an example consider the following blend tree: \badcode Clip0---- | Lerp Node---- | | Clip1---- Additive Node | Clip2---- \endcode This can be created and used as follows: \badcode BlendedClipAnimator { blendTree: AdditiveClipBlend { baseClip: LerpClipBlend { startClip: ClipBlendValue { clip: AnimationClipLoader { source: "walk.json" } } endClip: ClipBlendValue { clip: AnimationClipLoader { source: "run.json" } } } additiveClip: ClipBlendValue { clip: AnimationClipLoader { source: "wave-arm.json" } } } channelMapper: ChannelMapper {...} running: true } \endcode By authoring a set of animation clips and blending between them dynamically at runtime with a blend tree, we open up a huge set of possible resulting animations. As some simple examples of the above blend tree, where alpha is the additive factor and beta is the lerp blend factor we can get a 2D continuum of possible animations: \badcode (alpha = 0, beta = 1) Running, No arm waving --- (alpha = 1, beta = 1) Running, Arm waving | | | | | | (alpha = 0, beta = 0) Walking, No arm waving --- (alpha = 0, beta = 1) Running, No arm waving \endcode More complex blend trees offer even more flexibility for combining your animation clips. Note that the values used to control the blend tree (alpha and beta above) are simple properties on the blend nodes. This means, that these properties themselves can also be controlled by the animation framework. */ /*! \class Qt3DAnimation::QBlendedClipAnimator \inherits Qt3DAnimation::QAbstractClipAnimator \inmodule Qt3DAnimation \since 5.9 \brief QBlendedClipAnimator is a component providing animation playback capabilities of a tree of blend nodes. An instance of QBlendedClipAnimator can be aggregated by a QEntity to add the ability to play back animation clips and to apply the calculated animation values to properties of QObjects. Whereas a QClipAnimator gets its animation data from a single animation clip, QBlendedClipAnimator can blend together multiple clips. The animation data is obtained by evaluating a so called \e {blend tree}. A blend tree is a hierarchical tree structure where the leaf nodes are value nodes that encapsulate an animation clip (QAbstractAnimationClip); and the internal nodes represent blending operations that operate on the nodes pointed to by their operand properties. To associate a blend tree with a QBlendedClipAnimator, set the animator's blendTree property to point at the root node of your blend tree: \badcode auto blendTreeRoot = new QAdditiveClipBlend(); ... auto animator = new QBlendedClipAnimator(); animator->setBlendTree(blendTreeRoot); \endcode A blend tree can be constructed from the following node types: \note The blend node tree should only be edited when the animator is not running. \list \li Qt3DAnimation::QClipBlendValue \li Qt3DAnimation::QLerpClipBlend \li Qt3DAnimation::QAdditiveClipBlend \endlist Additional node types will be added over time. As an example consider the following blend tree: \badcode Clip0---- | Lerp Node---- | | Clip1---- Additive Node | Clip2---- \endcode This can be created and used as follows: \code // Create leaf nodes of blend tree auto clip0 = new QClipBlendValue( new QAnimationClipLoader(QUrl::fromLocalFile("walk.json"))); auto clip1 = new QClipBlendValue( new QAnimationClipLoader(QUrl::fromLocalFile("run.json"))); auto clip2 = new QClipBlendValue( new QAnimationClipLoader(QUrl::fromLocalFile("wave-arm.json"))); // Create blend tree inner nodes auto lerpNode = new QLerpClipBlend(); lerpNode->setStartClip(clip0); lerpNode->setEndClip(clip1); lerpNode->setBlendFactor(0.5f); // Half-walk, half-run auto additiveNode = new QAdditiveClipBlend(); additiveNode->setBaseClip(lerpNode); // Comes from lerp sub-tree additiveNode->setAdditiveClip(clip2); additiveNode->setAdditiveFactor(1.0f); // Wave arm fully // Run the animator auto animator = new QBlendedClipAnimator(); animator->setBlendTree(additiveNode); animator->setChannelMapper(...); animator->setRunning(true); \endcode By authoring a set of animation clips and blending between them dynamically at runtime with a blend tree, we open up a huge set of possible resulting animations. As some simple examples of the above blend tree, where alpha is the additive factor and beta is the lerp blend factor we can get a 2D continuum of possible animations: \badcode (alpha = 0, beta = 1) Running, No arm waving --- (alpha = 1, beta = 1) Running, Arm waving | | | | | | (alpha = 0, beta = 0) Walking, No arm waving --- (alpha = 0, beta = 1) Running, No arm waving \endcode More complex blend trees offer even more flexibility for combining your animation clips. Note that the values used to control the blend tree (alpha and beta above) are simple properties on the blend nodes. This means, that these properties themselves can also be controlled by the animation framework. */ QBlendedClipAnimator::QBlendedClipAnimator(Qt3DCore::QNode *parent) : Qt3DAnimation::QAbstractClipAnimator(*new QBlendedClipAnimatorPrivate, parent) { } /*! \internal */ QBlendedClipAnimator::QBlendedClipAnimator(QBlendedClipAnimatorPrivate &dd, Qt3DCore::QNode *parent) : Qt3DAnimation::QAbstractClipAnimator(dd, parent) { } QBlendedClipAnimator::~QBlendedClipAnimator() { } /*! \qmlproperty AbstractClipBlendNode Qt3D.Animation::BlendedClipAnimator::blendTree This property holds the root of the animation blend tree that will be evaluated before being interpolated by the animator. */ /*! \property QBlendedClipAnimator::blendTree This property holds the root of the animation blend tree that will be evaluated before being interpolated by the animator. */ QAbstractClipBlendNode *QBlendedClipAnimator::blendTree() const { Q_D(const QBlendedClipAnimator); return d->m_blendTreeRoot; } void QBlendedClipAnimator::setBlendTree(QAbstractClipBlendNode *blendTree) { Q_D(QBlendedClipAnimator); if (d->m_blendTreeRoot == blendTree) return; if (d->m_blendTreeRoot) d->unregisterDestructionHelper(d->m_blendTreeRoot); if (blendTree != nullptr && blendTree->parent() == nullptr) blendTree->setParent(this); d->m_blendTreeRoot = blendTree; if (d->m_blendTreeRoot) d->registerDestructionHelper(d->m_blendTreeRoot, &QBlendedClipAnimator::setBlendTree, d->m_blendTreeRoot); emit blendTreeChanged(blendTree); } /*! \internal */ Qt3DCore::QNodeCreatedChangeBasePtr QBlendedClipAnimator::createNodeCreationChange() const { auto creationChange = Qt3DCore::QNodeCreatedChangePtr::create(this); QBlendedClipAnimatorData &data = creationChange->data; Q_D(const QBlendedClipAnimator); data.blendTreeRootId = Qt3DCore::qIdForNode(d->m_blendTreeRoot); data.mapperId = Qt3DCore::qIdForNode(d->m_mapper); data.clockId = Qt3DCore::qIdForNode(d->m_clock); data.running = d->m_running; data.loops = d->m_loops; data.normalizedTime = d->m_normalizedTime; return creationChange; } } // namespace Qt3DAnimation QT_END_NAMESPACE