/**************************************************************************** ** ** 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 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::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) { const Qt3DCore::QJoint *joint = qobject_cast(frontEnd); if (!joint) return; bool jointDirty = firstTime; if (m_localPose.scale != joint->scale()) { m_localPose.scale = joint->scale(); jointDirty = true; } if (m_localPose.rotation != joint->rotation()) { m_localPose.rotation = joint->rotation(); jointDirty = true; } if (m_localPose.translation != joint->translation()) { m_localPose.translation = joint->translation(); jointDirty = true; } if (m_inverseBindMatrix != joint->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 = joint->inverseBindMatrix(); m_skeletonManager->addDirtySkeleton(SkeletonManager::SkeletonDataDirty, m_owningSkeleton); } if (m_name != joint->name()) { // Joint name doesn't affect anything in the render aspect so no need // to mark anything as dirty. m_name = joint->name(); // TODO: Notify other aspects (animation) about the name change. } Qt3DCore::QNodeIdVector childIds = qIdsForNodes(joint->childJoints()); std::sort(std::begin(childIds), std::end(childIds)); if (m_childJointIds != childIds) m_childJointIds = childIds; if (jointDirty) { markDirty(AbstractRenderer::JointDirty); m_jointManager->addDirtyJoint(peerId()); } BackendNode::syncFromFrontEnd(frontEnd, firstTime); } JointFunctor::JointFunctor(AbstractRenderer *renderer, JointManager *jointManager, SkeletonManager *skeletonManager) : m_renderer(renderer) , m_jointManager(jointManager) , m_skeletonManager(skeletonManager) { } Qt3DCore::QBackendNode *JointFunctor::create(Qt3DCore::QNodeId id) const { Joint *backend = m_jointManager->getOrCreateResource(id); 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