/**************************************************************************** ** ** Copyright (C) 2017 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 "qarmature.h" #include "qarmature_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3DCore { QArmaturePrivate::QArmaturePrivate() : Qt3DCore::QComponentPrivate() , m_skeleton(nullptr) { } /*! \qmltype Armature \inqmlmodule Qt3D.Core \inherits Component3D \instantiates Qt3DCore::QArmature \since 5.10 \brief Used to calculate skinning transform matrices and set them on shaders. The Armature component is aggregated by entities to give them the ability to calculate the palette of skinning transform matrices needed to properly render skinned meshes. Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a skeleton. For each joint affecting a vertex the mesh also provides a weight which determines the level of influence of the corresponding joint. The skinning palette used for performing the transformation of skinned vertices is provided by the Armature and is calculated from the joints contained in the referenced skeleton. Updating the local transform of a joint results in the skinning matrices being recalculated and the skinned mesh vertices bound to that joint moving accordingly. */ /*! \qmlproperty AbstractSkeleton Armature::skeleton Holds the skeleton used to calculate the skinning transform matrix palette. */ /*! \class Qt3DCore::QArmature \inmodule Qt3DCore \inherits Qt3DCore::QComponent \since 5.10 \brief Used to calculate skinning transform matrices and set them on shaders. The Armature component is aggregated by entities to give them the ability to calculate the palette of skinning transform matrices needed to properly render skinned meshes. Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a skeleton. For each joint affecting a vertex the mesh also provides a weight which determines the level of influence of the corresponding joint. The skinning palette used for performing the transformation of skinned vertices is provided by the Armature and is calculated from the joints contained in the referenced skeleton. Updating the local transform of a joint results in the skinning matrices being recalculated and the skinned mesh vertices bound to that joint moving accordingly. */ /*! Constructs a new QArmature with \a parent. */ QArmature::QArmature(Qt3DCore::QNode *parent) : Qt3DCore::QComponent(*new QArmaturePrivate, parent) { } /*! \internal */ QArmature::QArmature(QArmaturePrivate &dd, Qt3DCore::QNode *parent) : Qt3DCore::QComponent(dd, parent) { } /*! \internal */ QArmature::~QArmature() { } /*! \property Qt3DCore::QArmature::skeleton Holds the skeleton used to calculate the skinning transform matrix palette. */ Qt3DCore::QAbstractSkeleton *QArmature::skeleton() const { Q_D(const QArmature); return d->m_skeleton; } void QArmature::setSkeleton(Qt3DCore::QAbstractSkeleton *skeleton) { Q_D(QArmature); if (d->m_skeleton != skeleton) { if (d->m_skeleton) d->unregisterDestructionHelper(d->m_skeleton); // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (skeleton && !skeleton->parent()) skeleton->setParent(this); d->m_skeleton = skeleton; // Ensures proper bookkeeping if (d->m_skeleton) d->registerDestructionHelper(d->m_skeleton, &QArmature::setSkeleton, d->m_skeleton); emit skeletonChanged(skeleton); } } /*! \internal */ Qt3DCore::QNodeCreatedChangeBasePtr QArmature::createNodeCreationChange() const { auto creationChange = Qt3DCore::QNodeCreatedChangePtr::create(this); auto &data = creationChange->data; Q_D(const QArmature); data.skeletonId = qIdForNode(d->m_skeleton); return creationChange; } } // namespace Qt3DCore QT_END_NAMESPACE