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#include "joint_p.h"
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DCore/QJoint>
#include <Qt3DCore/private/qjoint_p.h>
#include <algorithm>
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<const Qt3DCore::QJoint *>(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(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const
{
Joint *backend = m_jointManager->getOrCreateResource(change->subjectId());
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