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#include "qvertexblendanimation.h"
#include <private/qvertexblendanimation_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DAnimation {
/*!
\class Qt3DAnimation::QVertexBlendAnimation
\brief A class implementing vertex-blend morphing animation.
\inmodule Qt3DAnimation
\since 5.9
\inherits Qt3DAnimation::QAbstractAnimation
A Qt3DAnimation::QVertexBlendAnimation class implements vertex-blend morphing animation
to a target \l {Qt3DRender::QGeometryRenderer}{QGeometryRenderer}. The QVertexBlendAnimation
sets the correct \l {Qt3DRender::QAttribute}{QAttributes} from the
\l {Qt3DAnimation::QMorphTarget}{morph targets} to the target
\l {Qt3DRender::QGeometryRenderer::geometry} {QGeometryRenderer::geometry} and calculates
interpolator for the current position. Unlike with QMorphingAnimation, where the blending is
controller with blend weights, the blending occurs between sequential morph targets.
The actual blending between the attributes must be implemented in the material.
Qt3DAnimation::QMorphPhongMaterial implements material with morphing support for phong
lighting model. The blending happens between 2 attributes - 'base' and 'target'.
The names for the base and target attributes are taken from the morph target names,
where the base attribute retains the name it already has and the target attribute name
gets 'Target' appended to the name. The interpolator can be set as
a \l {Qt3DRender::QParameter}{QParameter} to the used material.
All morph targets in the animation should contain the attributes with same names as those
in the base geometry.
*/
/*!
\qmltype VertexBlendAnimation
\brief A type implementing vertex-blend morphing animation.
\inqmlmodule Qt3D.Animation
\since 5.9
\inherits AbstractAnimation
\instantiates Qt3DAnimation::QVertexBlendAnimation
A VertexBlendAnimation type implements vertex-blend morphing animation
to a target \l GeometryRenderer. The VertexBlendAnimation sets the correct
\l {Attribute}{Attributes} from the morph targets to the target
\l {Qt3D.Render::GeometryRenderer::geometry}{GeometryRenderer::geometry} and calculates
interpolator for the current position. Unlike with MorphingAnimation, where the blending is
controller with blend weights, the blending occurs between sequential morph targets.
The actual blending between the attributes must be implemented in the material.
MorphPhongMaterial implements material with morphing support for phong lighting model.
The blending happens between 2 attributes - 'base' and 'target'. The names for the base
and target attributes are taken from the morph target names, where the base attribute
retains the name it already has and the target attribute name gets 'Target' appended to
the name. All morph targets in the animation should contain the attributes with same names
as those in the base geometry.
*/
/*!
\property Qt3DAnimation::QVertexBlendAnimation::targetPositions
Holds the position values of the morph target. Each position in the list specifies the position
of the corresponding morph target with the same index. The values must be in an ascending order.
Values can be positive or negative and do not have any predefined unit.
*/
/*!
\property Qt3DAnimation::QVertexBlendAnimation::interpolator
Holds the interpolator between base and target attributes.
\readonly
*/
/*!
\property Qt3DAnimation::QVertexBlendAnimation::target
Holds the target QGeometryRenderer the morphing animation is applied to.
*/
/*!
\property Qt3DAnimation::QVertexBlendAnimation::targetName
Holds the name of the target geometry. This is a convenience property making it
easier to match the target geometry to the morphing animation. The name
is usually same as the name of the parent entity of the target QGeometryRenderer, but
does not have to be.
*/
/*!
\qmlproperty list<real> VertexBlendAnimation::targetPositions
Holds the position values of the morph target. Each position in the list specifies the position
of the corresponding morph target with the same index. The values must be in an ascending order.
Values can be positive or negative and do not have any predefined unit.
*/
/*!
\qmlproperty real VertexBlendAnimation::interpolator
Holds the interpolator between base and target attributes.
\readonly
*/
/*!
\qmlproperty GeometryRenderer VertexBlendAnimation::target
Holds the target GeometryRenderer the morphing animation is applied to.
*/
/*!
\qmlproperty string VertexBlendAnimation::targetName
Holds the name of the target geometry. This is a convenience property making it
easier to match the target geometry to the morphing animation. The name
is usually same as the name of the parent entity of the target GeometryRenderer, but
does not have to be.
*/
/*!
\qmlproperty list<MorphTarget> VertexBlendAnimation::morphTargets
Holds the list of \l {MorphTarget}{morph targets} added to the animation.
*/
QVertexBlendAnimationPrivate::QVertexBlendAnimationPrivate()
: QAbstractAnimationPrivate(QAbstractAnimation::VertexBlendAnimation)
, m_interpolator(0.0f)
, m_target(nullptr)
, m_currentBase(nullptr)
, m_currentTarget(nullptr)
{
}
void QVertexBlendAnimationPrivate::getAttributesInPosition(float position, int *target0,
int *target1, float *interpolator)
{
if (position < m_targetPositions.first()) {
*target0 = 0;
*target1 = qMin(1, m_targetPositions.size());
*interpolator = 0.0f;
} else if (position > m_targetPositions.last()) {
*target0 = qMax(m_targetPositions.size() - 2, 0);
*target1 = qMax(m_targetPositions.size() - 1, 0);
*interpolator = 1.0f;
} else {
for (int i = 0; i < m_targetPositions.size() - 1; i++) {
if (position >= m_targetPositions[i] && position < m_targetPositions[i + 1]) {
*target0 = i;
*target1 = i + 1;
float a = (position - m_targetPositions[i])
/ (m_targetPositions[i + 1] - m_targetPositions[i]);
*interpolator = a;
}
}
}
}
void QVertexBlendAnimationPrivate::updateAnimation(float position)
{
Q_Q(QVertexBlendAnimation);
if (!m_target || !m_target->geometry())
return;
Qt3DAnimation::QMorphTarget *base;
Qt3DAnimation::QMorphTarget *target;
int target0, target1;
float interpolator;
getAttributesInPosition(position, &target0, &target1, &interpolator);
base = m_morphTargets.at(target0);
target = m_morphTargets.at(target1);
Qt3DRender::QGeometry *geometry = m_target->geometry();
// remove attributes from previous frame
if (m_currentBase && m_currentTarget &&
(base != m_currentBase || target != m_currentTarget)) {
const QVector<Qt3DRender::QAttribute *> baseAttributes = m_currentBase->attributeList();
const QVector<Qt3DRender::QAttribute *> targetAttributes = m_currentTarget->attributeList();
for (int i = 0; i < baseAttributes.size(); ++i) {
geometry->removeAttribute(baseAttributes.at(i));
geometry->removeAttribute(targetAttributes.at(i));
}
}
const QVector<Qt3DRender::QAttribute *> baseAttributes = base->attributeList();
const QVector<Qt3DRender::QAttribute *> targetAttributes = target->attributeList();
const QStringList attributeNames = base->attributeNames();
// add attributes from current frame to the geometry
if (base != m_currentBase || target != m_currentTarget) {
for (int i = 0; i < baseAttributes.size(); ++i) {
const QString baseName = attributeNames.at(i);
QString targetName = baseName;
targetName.append(QLatin1String("Target"));
baseAttributes[i]->setName(baseName);
geometry->addAttribute(baseAttributes.at(i));
targetAttributes[i]->setName(targetName);
geometry->addAttribute(targetAttributes.at(i));
}
}
m_currentBase = base;
m_currentTarget = target;
if (!qFuzzyCompare(interpolator, m_interpolator)) {
m_interpolator = interpolator;
emit q->interpolatorChanged(interpolator);
}
}
/*!
Construct a new QVertexBlendAnimation with \a parent.
*/
QVertexBlendAnimation::QVertexBlendAnimation(QObject *parent)
: QAbstractAnimation(*new QVertexBlendAnimationPrivate, parent)
{
Q_D(QVertexBlendAnimation);
d->m_positionConnection = QObject::connect(this, &QAbstractAnimation::positionChanged,
this, &QVertexBlendAnimation::updateAnimation);
}
QVector<float> QVertexBlendAnimation::targetPositions() const
{
Q_D(const QVertexBlendAnimation);
return d->m_targetPositions;
}
float QVertexBlendAnimation::interpolator() const
{
Q_D(const QVertexBlendAnimation);
return d->m_interpolator;
}
Qt3DRender::QGeometryRenderer *QVertexBlendAnimation::target() const
{
Q_D(const QVertexBlendAnimation);
return d->m_target;
}
QString QVertexBlendAnimation::targetName() const
{
Q_D(const QVertexBlendAnimation);
return d->m_targetName;
}
/*!
Set morph \a targets to animation. Old targets are cleared.
*/
void QVertexBlendAnimation::setMorphTargets(const QVector<Qt3DAnimation::QMorphTarget *> &targets)
{
Q_D(QVertexBlendAnimation);
d->m_morphTargets = targets;
}
/*!
Add new morph \a target at the end of the animation.
*/
void QVertexBlendAnimation::addMorphTarget(Qt3DAnimation::QMorphTarget *target)
{
Q_D(QVertexBlendAnimation);
if (!d->m_morphTargets.contains(target))
d->m_morphTargets.push_back(target);
}
/*!
Remove morph \a target from the animation.
*/
void QVertexBlendAnimation::removeMorphTarget(Qt3DAnimation::QMorphTarget *target)
{
Q_D(QVertexBlendAnimation);
d->m_morphTargets.removeAll(target);
}
void QVertexBlendAnimation::setTargetPositions(const QVector<float> &targetPositions)
{
Q_D(QVertexBlendAnimation);
if (d->m_targetPositions == targetPositions)
return;
d->m_targetPositions = targetPositions;
emit targetPositionsChanged(targetPositions);
setDuration(d->m_targetPositions.last());
}
void QVertexBlendAnimation::setTarget(Qt3DRender::QGeometryRenderer *target)
{
Q_D(QVertexBlendAnimation);
if (d->m_target != target) {
d->m_target = target;
emit targetChanged(target);
}
}
/*!
Return morph target list.
*/
QVector<Qt3DAnimation::QMorphTarget *> QVertexBlendAnimation::morphTargetList()
{
Q_D(QVertexBlendAnimation);
return d->m_morphTargets;
}
void QVertexBlendAnimation::setTargetName(const QString name)
{
Q_D(QVertexBlendAnimation);
if (d->m_targetName != name) {
d->m_targetName = name;
emit targetNameChanged(name);
}
}
void QVertexBlendAnimation::updateAnimation(float position)
{
Q_D(QVertexBlendAnimation);
d->updateAnimation(position);
}
} // Qt3DAnimation
QT_END_NAMESPACE