/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "updateskinningpalettejob_p.h" #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { UpdateSkinningPaletteJob::UpdateSkinningPaletteJob() : Qt3DCore::QAspectJob() , m_nodeManagers(nullptr) , m_root() { SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateSkinningPalette, 0); } UpdateSkinningPaletteJob::~UpdateSkinningPaletteJob() { } void UpdateSkinningPaletteJob::run() { auto armatureManager = m_nodeManagers->armatureManager(); if (armatureManager->count() == 0) return; // TODO: Decompose this job across several jobs, say one per skeleton so // that it can be done in parallel // Update the local pose transforms of JointInfo's in Skeletons from // the set of dirty joints. for (const auto &jointHandle : qAsConst(m_dirtyJoints)) { Joint *joint = m_nodeManagers->jointManager()->data(jointHandle); Q_ASSERT(joint); Skeleton *skeleton = m_nodeManagers->skeletonManager()->data(joint->owningSkeleton()); Q_ASSERT(skeleton); if (skeleton->isEnabled() && joint->isEnabled()) skeleton->setLocalPose(jointHandle, joint->localPose()); } // Find all the armature components and update their skinning palettes QVector dirtyArmatures; m_root->traverse([&dirtyArmatures](Entity *entity) { const auto armatureHandle = entity->componentHandle(); if (!armatureHandle.isNull() && !dirtyArmatures.contains(armatureHandle)) dirtyArmatures.push_back(armatureHandle); }); // Update the skeleton for each dirty armature auto skeletonManager = m_nodeManagers->skeletonManager(); for (const auto &armatureHandle : qAsConst(dirtyArmatures)) { auto armature = armatureManager->data(armatureHandle); Q_ASSERT(armature); auto skeletonId = armature->skeletonId(); auto skeleton = skeletonManager->lookupResource(skeletonId); Q_ASSERT(skeleton); const QVector skinningPalette = skeleton->calculateSkinningMatrixPalette(); armature->skinningPaletteUniform().setData(skinningPalette); } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE