/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_GLTFSKELETONLOADER_P_H #define QT3DRENDER_RENDER_GLTFSKELETONLOADER_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QJsonObject; namespace Qt3DRender { namespace Render { class GLTFSkeletonLoader { class BufferData { public: BufferData(); explicit BufferData(const QJsonObject &json); quint64 byteLength; QString path; QByteArray data; }; class BufferView { public: BufferView(); explicit BufferView(const QJsonObject &json); int bufferIndex; quint64 byteOffset; quint64 byteLength; int target; // Only for per vertex attributes }; class AccessorData { public: AccessorData(); explicit AccessorData(const QJsonObject &json); int bufferViewIndex; Qt3DCore::QAttribute::VertexBaseType type; uint dataSize; int count; int byteOffset; int byteStride; // Only for per vertex attributes // TODO: Extend to support sparse accessors }; class Skin { public: Skin(); explicit Skin(const QJsonObject &json); QString name; int inverseBindAccessorIndex; QVector jointNodeIndices; }; class Node { public: Node(); explicit Node(const QJsonObject &json); Qt3DCore::Sqt localTransform; QVector childNodeIndices; QString name; int parentNodeIndex; int cameraIndex; int meshIndex; int skinIndex; }; public: GLTFSkeletonLoader(); bool load(QIODevice *ioDev); SkeletonData createSkeleton(const QString &skeletonName); private: static Qt3DCore::QAttribute::VertexBaseType accessorTypeFromJSON(int componentType); static uint accessorTypeSize(Qt3DCore::QAttribute::VertexBaseType componentType); static uint accessorDataSizeFromJson(const QString &type); struct RawData { const char *data; quint64 byteLength; }; void setBasePath(const QString &path); bool setJSON(const QJsonDocument &json); bool parse(); bool parseGLTF2(); void cleanup(); bool processJSONBuffer(const QJsonObject &json); bool processJSONBufferView(const QJsonObject &json); bool processJSONAccessor(const QJsonObject &json); bool processJSONSkin(const QJsonObject &json); bool processJSONNode(const QJsonObject &json); void setupNodeParentLinks(); QByteArray resolveLocalData(const QString &path) const; SkeletonData createSkeletonFromSkin(Skin *skin) const; QMatrix4x4 inverseBindMatrix(Skin *skin, int jointIndex) const; RawData accessorData(int accessorIndex, int index) const; QJsonDocument m_json; QString m_basePath; QVector m_bufferDatas; QVector m_bufferViews; QVector m_accessors; QVector m_skins; QVector m_nodes; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_GLTFSKELETONLOADER_P_H