/**************************************************************************** ** ** 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 "joint_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { Joint::Joint() : BackendNode(Qt3DCore::QBackendNode::ReadOnly) , m_localPose() , m_jointManager(nullptr) , m_skeletonManager(nullptr) { } void Joint::cleanup() { m_inverseBindMatrix.setToIdentity(); m_localPose = Sqt(); m_childJointIds.clear(); m_name.clear(); m_owningSkeleton = HSkeleton(); setEnabled(false); } void Joint::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { Q_ASSERT(m_jointManager); const auto typedChange = qSharedPointerCast>(change); const auto &data = typedChange->data; m_inverseBindMatrix = data.inverseBindMatrix; m_localPose.rotation = data.rotation; m_localPose.scale = data.scale; m_localPose.translation = data.translation; m_childJointIds = data.childJointIds; m_name = data.name; markDirty(AbstractRenderer::JointDirty); m_jointManager->addDirtyJoint(peerId()); } void Joint::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { if (e->type() == PropertyUpdated) { const QPropertyUpdatedChangePtr &propertyChange = qSharedPointerCast(e); if (propertyChange->propertyName() == QByteArrayLiteral("scale")) { m_localPose.scale = propertyChange->value().value(); markDirty(AbstractRenderer::JointDirty); m_jointManager->addDirtyJoint(peerId()); } else if (propertyChange->propertyName() == QByteArrayLiteral("rotation")) { m_localPose.rotation = propertyChange->value().value(); markDirty(AbstractRenderer::JointDirty); m_jointManager->addDirtyJoint(peerId()); } else if (propertyChange->propertyName() == QByteArrayLiteral("translation")) { m_localPose.translation = propertyChange->value().value(); markDirty(AbstractRenderer::JointDirty); m_jointManager->addDirtyJoint(peerId()); } else if (propertyChange->propertyName() == QByteArrayLiteral("inverseBindMatrix")) { // Setting the inverse bind matrix should be a rare operation. Usually it is // set once and then remains constant for the duration of the skeleton. So just // trigger a rebuild of the skeleton's SkeletonData which will include obtaining // the inverse bind matrix. m_inverseBindMatrix = propertyChange->value().value(); m_skeletonManager->addDirtySkeleton(SkeletonManager::SkeletonDataDirty, m_owningSkeleton); } else if (propertyChange->propertyName() == QByteArrayLiteral("name")) { // Joint name doesn't affect anything in the render aspect so no need // to mark anything as dirty. m_name = propertyChange->value().toString(); // TODO: Notify other aspects (animation) about the name change. } } else if (e->type() == PropertyValueAdded) { const auto addedChange = qSharedPointerCast(e); if (addedChange->propertyName() == QByteArrayLiteral("childJoint")) m_childJointIds.push_back(addedChange->addedNodeId()); } else if (e->type() == PropertyValueRemoved) { const auto removedChange = qSharedPointerCast(e); if (removedChange->propertyName() == QByteArrayLiteral("childJoint")) m_childJointIds.removeOne(removedChange->removedNodeId()); } BackendNode::sceneChangeEvent(e); } JointFunctor::JointFunctor(AbstractRenderer *renderer, JointManager *jointManager, SkeletonManager *skeletonManager) : m_renderer(renderer) , m_jointManager(jointManager) , m_skeletonManager(skeletonManager) { } Qt3DCore::QBackendNode *JointFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const { Joint *backend = m_jointManager->getOrCreateResource(change->subjectId()); backend->setRenderer(m_renderer); backend->setJointManager(m_jointManager); backend->setSkeletonManager(m_skeletonManager); return backend; } Qt3DCore::QBackendNode *JointFunctor::get(Qt3DCore::QNodeId id) const { return m_jointManager->lookupResource(id); } void JointFunctor::destroy(Qt3DCore::QNodeId id) const { m_jointManager->removeDirtyJoint(id); m_jointManager->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE