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path: root/src/animation/backend/buildblendtreesjob.cpp
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/****************************************************************************
**
** 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 "buildblendtreesjob_p.h"
#include <Qt3DAnimation/private/handler_p.h>
#include <Qt3DAnimation/private/managers_p.h>
#include <Qt3DAnimation/private/clipblendnodevisitor_p.h>
#include <Qt3DAnimation/private/clipblendnode_p.h>
#include <Qt3DAnimation/private/clipblendvalue_p.h>
#include <Qt3DAnimation/private/lerpclipblend_p.h>
#include <Qt3DAnimation/private/job_common_p.h>

QT_BEGIN_NAMESPACE

namespace Qt3DAnimation {
namespace Animation {

BuildBlendTreesJob::BuildBlendTreesJob()
    : Qt3DCore::QAspectJob()
{
    SET_JOB_RUN_STAT_TYPE(this, JobTypes::BuildBlendTree, 0);
}

void BuildBlendTreesJob::setBlendedClipAnimators(const QVector<HBlendedClipAnimator> &blendedClipAnimatorHandles)
{
    m_blendedClipAnimatorHandles = blendedClipAnimatorHandles;
}

// Note this job is run once for all stopped blended animators that have been marked dirty
// We assume that the structure of blend node tree does not change once a BlendClipAnimator has been set to running
void BuildBlendTreesJob::run()
{
    for (const HBlendedClipAnimator blendedClipAnimatorHandle : qAsConst(m_blendedClipAnimatorHandles)) {
        // Retrieve BlendTree node
        BlendedClipAnimator *blendClipAnimator = m_handler->blendedClipAnimatorManager()->data(blendedClipAnimatorHandle);
        Q_ASSERT(blendClipAnimator);

        const bool canRun = blendClipAnimator->canRun();
        m_handler->setBlendedClipAnimatorRunning(blendedClipAnimatorHandle, canRun);

        if (!canRun)
            continue;

        // Build the format for clip results that should be used by nodes in the blend
        // tree when used with this animator
        const ChannelMapper *mapper = m_handler->channelMapperManager()->lookupResource(blendClipAnimator->mapperId());
        Q_ASSERT(mapper);
        QVector<ChannelNameAndType> channelNamesAndTypes
                = buildRequiredChannelsAndTypes(m_handler, mapper);
        QVector<ComponentIndices> channelComponentIndices
                = assignChannelComponentIndices(channelNamesAndTypes);

        // Find the leaf value nodes of the blend tree and for each of them
        // create a set of format indices that can later be used to map the
        // raw ClipResults resulting from evaluating an animation clip to the
        // layout used by the blend tree for this animator
        const QVector<Qt3DCore::QNodeId> valueNodeIds
                = gatherValueNodesToEvaluate(m_handler, blendClipAnimator->blendTreeRootId());
        for (const auto valueNodeId : valueNodeIds) {
            ClipBlendValue *valueNode
                    = static_cast<ClipBlendValue *>(m_handler->clipBlendNodeManager()->lookupNode(valueNodeId));
            Q_ASSERT(valueNode);

            const Qt3DCore::QNodeId clipId = valueNode->clipId();
            const AnimationClip *clip = m_handler->animationClipLoaderManager()->lookupResource(clipId);
            Q_ASSERT(clip);

            const ComponentIndices formatIndices
                    = generateClipFormatIndices(channelNamesAndTypes,
                                                channelComponentIndices,
                                                clip);
            valueNode->setFormatIndices(blendClipAnimator->peerId(), formatIndices);
        }

        // Finally, build the mapping data vector for this blended clip animator. This
        // gets used during the final stage of evaluation when sending the property changes
        // out to the targets of the animation. We do the costly work once up front.
        const QVector<Qt3DCore::QNodeId> channelMappingIds = mapper->mappingIds();
        QVector<ChannelMapping *> channelMappings;
        channelMappings.reserve(channelMappingIds.size());
        for (const auto mappingId : channelMappingIds) {
            ChannelMapping *mapping = m_handler->channelMappingManager()->lookupResource(mappingId);
            Q_ASSERT(mapping);
            channelMappings.push_back(mapping);
        }
        const QVector<MappingData> mappingDataVec
                = buildPropertyMappings(channelMappings,
                                        channelNamesAndTypes,
                                        channelComponentIndices);
        blendClipAnimator->setMappingData(mappingDataVec);
    }
}

} // Animation
} // Qt3DAnimation

QT_END_NAMESPACE