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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "qquick3djoint_p.h"
#include "qquick3dskeleton_p.h"
#include "qquick3dobject_p.h"
#include "qquick3dscenemanager_p.h"
#include "qquick3dnode_p_p.h"
#include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderjoint_p.h>
QT_BEGIN_NAMESPACE
/*!
\qmltype Joint
\inherits Node
\inqmlmodule QtQuick3D
\brief Defines a node in a skeletal animation hierarchy.
A joint is a transformable node inside a \l {Skeleton}, used for \l {Vertex Skinning}
{skeletal animation}. It is called a "joint" because it can be seen as a joint between the bones
of a skeleton.
All the joints must be contained inside a Skeleton, and each joint must have a \l skeletonRoot
pointing back to that skeleton.
\qml
Skeleton {
id: qmlskeleton
Joint {
id: joint0
index: 0
skeletonRoot: qmlskeleton
Joint {
id: joint1
index: 1
skeletonRoot: qmlskeleton
}
}
}
\endqml
*/
QQuick3DJoint::QQuick3DJoint(QQuick3DNode *parent)
: QQuick3DNode(*(new QQuick3DNodePrivate(QQuick3DNodePrivate::Type::Joint)), parent)
{
}
QQuick3DJoint::~QQuick3DJoint()
{
disconnect(m_skeletonConnection);
}
/*!
\qmlproperty int Joint::index
Specifies the index of this joint. This index value is used in the \c JointSemantic
\l {QQuick3DGeometry::addAttribute}{custom geometry attribute}.
\note Index values must be unique within the same \l {Skeleton}.
\note Negative values cannot be assigned.
\sa {QQuick3DGeometry::addAttribute}, {Qt Quick 3D - Simple Skinning Example}
*/
qint32 QQuick3DJoint::index() const
{
return m_index;
}
/*!
\qmlproperty Skeleton Joint::skeletonRoot
Specifies the \l {Skeleton} that contains this joint.
\note All the \l {Joint}s in the \l {Skeleton} must have the same skeletonRoot.
If not, the animation will be broken.
\sa {Skeleton}
*/
QQuick3DSkeleton *QQuick3DJoint::skeletonRoot() const
{
return m_skeletonRoot;
}
void QQuick3DJoint::setIndex(qint32 index)
{
if (m_index == index)
return;
if (index < 0)
return;
m_index = index;
m_indexDirty = true;
emit indexChanged();
}
void QQuick3DJoint::setSkeletonRoot(QQuick3DSkeleton *skeleton)
{
if (skeleton == m_skeletonRoot)
return;
QQuick3DObjectPrivate::attachWatcher(this, &QQuick3DJoint::setSkeletonRoot, skeleton, m_skeletonRoot);
if (m_skeletonRoot)
QObject::disconnect(m_skeletonConnection);
m_skeletonRoot = skeleton;
if (m_skeletonRoot) {
m_skeletonConnection = connect(this, &QQuick3DJoint::sceneTransformChanged,
skeleton, [skeleton]() {
auto skeletonNode = static_cast<QSSGRenderSkeleton *>(QQuick3DNodePrivate::get(skeleton)->spatialNode);
if (skeletonNode)
skeletonNode->skinningDirty = true;
});
}
m_skeletonRootDirty = true;
emit skeletonRootChanged();
}
void QQuick3DJoint::markAllDirty()
{
m_indexDirty = true;
m_skeletonRootDirty = true;
QQuick3DNode::markAllDirty();
}
QSSGRenderGraphObject *QQuick3DJoint::updateSpatialNode(QSSGRenderGraphObject *node)
{
if (!m_skeletonRoot)
return node;
if (!node) {
markAllDirty();
node = new QSSGRenderJoint();
}
QQuick3DNode::updateSpatialNode(node);
auto jointNode = static_cast<QSSGRenderJoint *>(node);
QQuick3DObjectPrivate *skeletonPriv = QQuick3DObjectPrivate::get(m_skeletonRoot);
if (m_skeletonRootDirty) {
if (skeletonPriv && skeletonPriv->spatialNode)
jointNode->skeletonRoot = static_cast<QSSGRenderSkeleton *>(skeletonPriv->spatialNode);
}
if (m_indexDirty) {
jointNode->index = m_index;
m_indexDirty = false;
if (jointNode->skeletonRoot) {
Q_ASSERT(m_skeletonRoot);
m_skeletonRoot->skeletonNodeDirty();
if (jointNode->skeletonRoot->maxIndex < m_index) {
jointNode->skeletonRoot->maxIndex = m_index;
}
}
}
return node;
}
QT_END_NAMESPACE
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