/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt 3D 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 "qquaternionanimation_p.h" #include QT_BEGIN_NAMESPACE /*! \qmltype QuaternionAnimation \inherits PropertyAnimation \inqmlmodule Qt3D.Core \since 5.6 \brief A PropertyAnimation for quaternions. A specialized \l{PropertyAnimation} that defines an animation between two \l{QQuaternion}{quaternions}. By default spherical linear interpolation is used. This can be changed to the faster but less accurate normalized linear interpolation by setting the \a type property. Instead of specifying quaternions directly in the \a from and \a to properties, it is also possible to provide euler angles in degrees in the \a fromXRotation, \a toXRotation, \a fromYRotation, \a toYRotation, \a fromZRotation, \a toZRotation properties. \note Avoid mixing the quaternion and euler angle-based properties. The from and to values are expected to be fully specified either via a quaternion or the three euler angles. \sa {Animation and Transitions in Qt Quick} QQuaternion QQuaternion::slerp() QQuaternion::nlerp() */ namespace Qt3DCore { namespace Quick { class QQuaternionAnimationPrivate : public QQuickPropertyAnimationPrivate { Q_DECLARE_PUBLIC(QQuaternionAnimation) public: QQuaternionAnimationPrivate() : type(QQuaternionAnimation::Slerp) { } QQuaternionAnimation::Type type; QVector3D anglesFrom; QVector3D anglesTo; }; QVariant q_quaternionInterpolator(const QQuaternion &from, const QQuaternion &to, qreal progress) { return QVariant::fromValue(QQuaternion::slerp(from, to, progress)); } QVariant q_quaternionNlerpInterpolator(const QQuaternion &from, const QQuaternion &to, qreal progress) { return QVariant::fromValue(QQuaternion::nlerp(from, to, progress)); } QQuaternionAnimation::QQuaternionAnimation(QObject *parent) : QQuickPropertyAnimation(*(new QQuaternionAnimationPrivate), parent) { Q_D(QQuaternionAnimation); d->interpolatorType = qMetaTypeId(); d->defaultToInterpolatorType = true; d->interpolator = QVariantAnimationPrivate::getInterpolator(d->interpolatorType); } QQuaternion QQuaternionAnimation::from() const { Q_D(const QQuaternionAnimation); return d->from.value(); } void QQuaternionAnimation::setFrom(const QQuaternion &f) { QQuickPropertyAnimation::setFrom(QVariant::fromValue(f)); } QQuaternion QQuaternionAnimation::to() const { Q_D(const QQuaternionAnimation); return d->to.value(); } void QQuaternionAnimation::setTo(const QQuaternion &t) { QQuickPropertyAnimation::setTo(QVariant::fromValue(t)); } QQuaternionAnimation::Type QQuaternionAnimation::type() const { Q_D(const QQuaternionAnimation); return d->type; } void QQuaternionAnimation::setType(Type type) { Q_D(QQuaternionAnimation); if (d->type == type) return; d->type = type; switch (type) { case Nlerp: d->interpolator = reinterpret_cast(&q_quaternionNlerpInterpolator); break; case Slerp: default: d->interpolator = QVariantAnimationPrivate::getInterpolator(d->interpolatorType); break; } emit typeChanged(type); } float QQuaternionAnimation::fromXRotation() const { Q_D(const QQuaternionAnimation); return d->anglesFrom.x(); } void QQuaternionAnimation::setFromXRotation(float f) { Q_D(QQuaternionAnimation); if (d->anglesFrom.x() == f) return; d->anglesFrom.setX(f); setFrom(QQuaternion::fromEulerAngles(d->anglesFrom)); emit fromXRotationChanged(f); } float QQuaternionAnimation::fromYRotation() const { Q_D(const QQuaternionAnimation); return d->anglesFrom.y(); } void QQuaternionAnimation::setFromYRotation(float f) { Q_D(QQuaternionAnimation); if (d->anglesFrom.y() == f) return; d->anglesFrom.setY(f); setFrom(QQuaternion::fromEulerAngles(d->anglesFrom)); emit fromYRotationChanged(f); } float QQuaternionAnimation::fromZRotation() const { Q_D(const QQuaternionAnimation); return d->anglesFrom.z(); } void QQuaternionAnimation::setFromZRotation(float f) { Q_D(QQuaternionAnimation); if (d->anglesFrom.z() == f) return; d->anglesFrom.setZ(f); setFrom(QQuaternion::fromEulerAngles(d->anglesFrom)); emit fromZRotationChanged(f); } float QQuaternionAnimation::toXRotation() const { Q_D(const QQuaternionAnimation); return d->anglesTo.x(); } void QQuaternionAnimation::setToXRotation(float f) { Q_D(QQuaternionAnimation); if (d->anglesTo.x() == f) return; d->anglesTo.setX(f); setTo(QQuaternion::fromEulerAngles(d->anglesTo)); emit toXRotationChanged(f); } float QQuaternionAnimation::toYRotation() const { Q_D(const QQuaternionAnimation); return d->anglesTo.y(); } void QQuaternionAnimation::setToYRotation(float f) { Q_D(QQuaternionAnimation); if (d->anglesTo.y() == f) return; d->anglesTo.setY(f); setTo(QQuaternion::fromEulerAngles(d->anglesTo)); emit toYRotationChanged(f); } float QQuaternionAnimation::toZRotation() const { Q_D(const QQuaternionAnimation); return d->anglesTo.z(); } void QQuaternionAnimation::setToZRotation(float f) { Q_D(QQuaternionAnimation); if (d->anglesTo.z() == f) return; d->anglesTo.setZ(f); setTo(QQuaternion::fromEulerAngles(d->anglesTo)); emit toZRotationChanged(f); } } // namespace Quick } // namespace Qt3DCore QT_END_NAMESPACE