summaryrefslogtreecommitdiffstats
path: root/src/animation/frontend/qlerpclipblend.cpp
blob: 30a30c39404374499b75b736c2b856f55a3b9a2e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only

#include "qlerpclipblend.h"
#include "qlerpclipblend_p.h"

QT_BEGIN_NAMESPACE

namespace Qt3DAnimation {

/*!
    \qmltype LerpClipBlend
    \instantiates Qt3DAnimation::QLerpClipBlend
    \inqmlmodule Qt3D.Animation

    \brief Performs a linear interpolation of two animation clips based on a
    normalized factor.

    \since 5.9

    LerpClipBlend can be useful to create advanced animation effects based on
    individual animation clips. For instance, given a player character,, lerp
    blending could be used to combine a walking animation clip with an injured
    animation clip based on a blend factor that increases the more the player
    gets injured. This would then allow with blend factor == 0 to have a non
    injured walking player, with blend factor == 1 a fully injured player, with
    blend factor == 0.5 a partially walking and injured player.

    \sa BlendedClipAnimator
*/

/*!
    \class Qt3DAnimation::QLerpClipBlend
    \inmodule Qt3DAnimation
    \inherits Qt3DAnimation::QAbstractClipBlendNode

    \brief Performs a linear interpolation of two animation clips based on a
    normalized factor.

    \since 5.9

    QLerpClipBlend can be useful to create advanced animation effects based on
    individual animation clips. For instance, given a player character, lerp
    blending could be used to combine a walking animation clip with an injured
    animation clip based on a blend factor that increases the more the player
    gets injured. This would then allow with blend factor == 0 to have a non
    injured walking player, with blend factor == 1 a fully injured player, with
    blend factor == 0.5 a partially walking and injured player.

    \sa QBlendedClipAnimator
*/

QLerpClipBlendPrivate::QLerpClipBlendPrivate()
    : QAbstractClipBlendNodePrivate()
    , m_startClip(nullptr)
    , m_endClip(nullptr)
    , m_blendFactor(0.0f)
{
}

QLerpClipBlend::QLerpClipBlend(Qt3DCore::QNode *parent)
    : QAbstractClipBlendNode(*new QLerpClipBlendPrivate(), parent)
{
}

QLerpClipBlend::QLerpClipBlend(QLerpClipBlendPrivate &dd, Qt3DCore::QNode *parent)
    : QAbstractClipBlendNode(dd, parent)
{
}

QLerpClipBlend::~QLerpClipBlend()
{
}

/*!
    \qmlproperty real LerpClipBlend::blendFactor

    Specifies the blending factor between 0 and 1 to control the blending of
    two animation clips.
*/
/*!
    \property QLerpClipBlend::blendFactor

    Specifies the blending factor between 0 and 1 to control the blending of
    two animation clips.
 */
float QLerpClipBlend::blendFactor() const
{
    Q_D(const QLerpClipBlend);
    return d->m_blendFactor;
}

/*!
    \qmlproperty AbstractClipBlendNode LerpClipBlend::startClip

    Holds the sub-tree that should be used as the start clip for this
    lerp blend node. That is, the clip returned by this blend node when
    the blendFactor is set to a value of 0.
*/
/*!
    \property QLerpClipBlend::startClip

    Holds the sub-tree that should be used as the start clip for this
    lerp blend node. That is, the clip returned by this blend node when
    the blendFactor is set to a value of 0.
*/
Qt3DAnimation::QAbstractClipBlendNode *QLerpClipBlend::startClip() const
{
    Q_D(const QLerpClipBlend);
    return d->m_startClip;
}

/*!
    \qmlproperty AbstractClipBlendNode LerpClipBlend::endClip

    Holds the sub-tree that should be used as the end clip for this
    lerp blend node. That is, the clip returned by this blend node when
    the blendFactor is set to a value of 1.
*/
/*!
    \property QLerpClipBlend::endClip

    Holds the sub-tree that should be used as the start clip for this
    lerp blend node. That is, the clip returned by this blend node when
    the blendFactor is set to a value of 1.
*/
Qt3DAnimation::QAbstractClipBlendNode *QLerpClipBlend::endClip() const
{
    Q_D(const QLerpClipBlend);
    return d->m_endClip;
}

void QLerpClipBlend::setBlendFactor(float blendFactor)
{
    Q_D(QLerpClipBlend);

    if (d->m_blendFactor == blendFactor)
        return;

    d->m_blendFactor = blendFactor;
    emit blendFactorChanged(blendFactor);
}

void QLerpClipBlend::setStartClip(Qt3DAnimation::QAbstractClipBlendNode *startClip)
{
    Q_D(QLerpClipBlend);
    if (d->m_startClip == startClip)
        return;

    if (d->m_startClip)
        d->unregisterDestructionHelper(d->m_startClip);

    if (startClip && !startClip->parent())
        startClip->setParent(this);
    d->m_startClip = startClip;

    // Ensures proper bookkeeping
    if (d->m_startClip)
        d->registerDestructionHelper(d->m_startClip, &QLerpClipBlend::setStartClip, d->m_startClip);
    emit startClipChanged(startClip);
}

void QLerpClipBlend::setEndClip(Qt3DAnimation::QAbstractClipBlendNode *endClip)
{
    Q_D(QLerpClipBlend);
    if (d->m_endClip == endClip)
        return;

    if (d->m_endClip)
        d->unregisterDestructionHelper(d->m_endClip);

    if (endClip && !endClip->parent())
        endClip->setParent(this);
    d->m_endClip = endClip;

    // Ensures proper bookkeeping
    if (d->m_endClip)
        d->registerDestructionHelper(d->m_endClip, &QLerpClipBlend::setEndClip, d->m_endClip);
    emit endClipChanged(endClip);
}

} // Qt3DAnimation

QT_END_NAMESPACE

#include "moc_qlerpclipblend.cpp"