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| |
| #include "qarmature.h" |
| #include "qarmature_p.h" |
| #include <Qt3DCore/qabstractskeleton.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DCore { |
| |
| QArmaturePrivate::QArmaturePrivate() |
| : Qt3DCore::QComponentPrivate() |
| , m_skeleton(nullptr) |
| { |
| } |
| |
| /*! |
| \qmltype Armature |
| \inqmlmodule Qt3D.Core |
| \inherits Component3D |
| \instantiates Qt3DCore::QArmature |
| \since 5.10 |
| \brief Used to calculate skinning transform matrices and set them on shaders. |
| |
| The Armature component is aggregated by entities to give them the ability to |
| calculate the palette of skinning transform matrices needed to properly |
| render skinned meshes. |
| |
| Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a |
| skeleton. For each joint affecting a vertex the mesh also provides a weight |
| which determines the level of influence of the corresponding joint. The |
| skinning palette used for performing the transformation of skinned vertices |
| is provided by the Armature and is calculated from the joints contained in |
| the referenced skeleton. |
| |
| Updating the local transform of a joint results in the skinning matrices |
| being recalculated and the skinned mesh vertices bound to that joint moving |
| accordingly. |
| */ |
| |
| /*! |
| \qmlproperty AbstractSkeleton Armature::skeleton |
| |
| Holds the skeleton used to calculate the skinning transform matrix palette. |
| */ |
| |
| /*! |
| \class Qt3DCore::QArmature |
| \inmodule Qt3DCore |
| \inherits Qt3DCore::QComponent |
| \since 5.10 |
| \brief Used to calculate skinning transform matrices and set them on shaders. |
| |
| The Armature component is aggregated by entities to give them the ability to |
| calculate the palette of skinning transform matrices needed to properly |
| render skinned meshes. |
| |
| Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a |
| skeleton. For each joint affecting a vertex the mesh also provides a weight |
| which determines the level of influence of the corresponding joint. The |
| skinning palette used for performing the transformation of skinned vertices |
| is provided by the Armature and is calculated from the joints contained in |
| the referenced skeleton. |
| |
| Updating the local transform of a joint results in the skinning matrices |
| being recalculated and the skinned mesh vertices bound to that joint moving |
| accordingly. |
| */ |
| |
| /*! |
| Constructs a new QArmature with \a parent. |
| */ |
| QArmature::QArmature(Qt3DCore::QNode *parent) |
| : Qt3DCore::QComponent(*new QArmaturePrivate, parent) |
| { |
| } |
| |
| /*! \internal */ |
| QArmature::QArmature(QArmaturePrivate &dd, Qt3DCore::QNode *parent) |
| : Qt3DCore::QComponent(dd, parent) |
| { |
| } |
| |
| /*! \internal */ |
| QArmature::~QArmature() |
| { |
| } |
| |
| /*! |
| \property Qt3DCore::QArmature::skeleton |
| |
| Holds the skeleton used to calculate the skinning transform matrix palette. |
| */ |
| Qt3DCore::QAbstractSkeleton *QArmature::skeleton() const |
| { |
| Q_D(const QArmature); |
| return d->m_skeleton; |
| } |
| |
| void QArmature::setSkeleton(Qt3DCore::QAbstractSkeleton *skeleton) |
| { |
| Q_D(QArmature); |
| if (d->m_skeleton != skeleton) { |
| if (d->m_skeleton) |
| d->unregisterDestructionHelper(d->m_skeleton); |
| |
| // We need to add it as a child of the current node if it has been declared inline |
| // Or not previously added as a child of the current node so that |
| // 1) The backend gets notified about it's creation |
| // 2) When the current node is destroyed, it gets destroyed as well |
| if (skeleton && !skeleton->parent()) |
| skeleton->setParent(this); |
| d->m_skeleton = skeleton; |
| |
| // Ensures proper bookkeeping |
| if (d->m_skeleton) |
| d->registerDestructionHelper(d->m_skeleton, &QArmature::setSkeleton, d->m_skeleton); |
| |
| emit skeletonChanged(skeleton); |
| } |
| } |
| |
| /*! \internal */ |
| Qt3DCore::QNodeCreatedChangeBasePtr QArmature::createNodeCreationChange() const |
| { |
| auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QArmatureData>::create(this); |
| auto &data = creationChange->data; |
| Q_D(const QArmature); |
| data.skeletonId = qIdForNode(d->m_skeleton); |
| return creationChange; |
| } |
| |
| } // namespace Qt3DCore |
| |
| QT_END_NAMESPACE |