// 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 "qarmature.h" #include "qarmature_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3DCore { QArmaturePrivate::QArmaturePrivate() : Qt3DCore::QComponentPrivate() , m_skeleton(nullptr) { } /*! \qmltype Armature \inqmlmodule Qt3D.Core \inherits Component3D \nativetype 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); } } } // namespace Qt3DCore QT_END_NAMESPACE #include "moc_qarmature.cpp"