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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #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 {Qt3DCore::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
++ \nativetype 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);
++
++ Qt3DCore::QGeometry *geometry = m_target->geometry();
++
++ // remove attributes from previous frame
++ if (m_currentBase && m_currentTarget &&
++ (base != m_currentBase || target != m_currentTarget)) {
++ const QList<Qt3DCore::QAttribute *> baseAttributes = m_currentBase->attributeList();
++ const QList<Qt3DCore::QAttribute *> targetAttributes = m_currentTarget->attributeList();
++ for (int i = 0; i < baseAttributes.size(); ++i) {
++ geometry->removeAttribute(baseAttributes.at(i));
++ geometry->removeAttribute(targetAttributes.at(i));
++ }
++ }
++
++ const QList<Qt3DCore::QAttribute *> baseAttributes = base->attributeList();
++ const QList<Qt3DCore::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);
++ }
++
++ QList<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 QList<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 QList<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.
++ */
++ QList<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
++
++ #include "moc_qvertexblendanimation.cpp"