/**************************************************************************** ** ** Copyright (C) 2014 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 "transform_p.h" #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { Transform::Transform() : BackendNode(ReadWrite) , m_rotation() , m_scale(1.0f, 1.0f, 1.0f) , m_translation() { } void Transform::cleanup() { m_rotation = QQuaternion(); m_scale = QVector3D(); m_translation = QVector3D(); m_transformMatrix = Matrix4x4(); QBackendNode::setEnabled(false); } Matrix4x4 Transform::transformMatrix() const { return m_transformMatrix; } QVector3D Transform::scale() const { return m_scale; } QQuaternion Transform::rotation() const { return m_rotation; } QVector3D Transform::translation() const { return m_translation; } void Transform::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) { const Qt3DCore::QTransform *transform = qobject_cast(frontEnd); if (!transform) return; bool dirty = m_rotation != transform->rotation(); m_rotation = transform->rotation(); dirty |= m_scale != transform->scale3D(); m_scale = transform->scale3D(); dirty |= m_translation != transform->translation(); m_translation = transform->translation(); if (dirty || firstTime) { updateMatrix(); markDirty(AbstractRenderer::TransformDirty); } BackendNode::syncFromFrontEnd(frontEnd, firstTime); } void Transform::updateMatrix() { QMatrix4x4 m; m.translate(m_translation); m.rotate(m_rotation); m.scale(m_scale); m_transformMatrix = Matrix4x4(m); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE