Revision control
++ // 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 "joint_p.h"
++ #include <Qt3DRender/private/managers_p.h>
++ #include <Qt3DCore/QJoint>
++ #include <Qt3DCore/private/qjoint_p.h>
++
++ #include <algorithm>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DRender {
++ namespace Render {
++
++ using namespace Qt3DCore;
++
++ 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(Qt3DCore::QNodeId id) const
++ {
++ Joint *backend = m_jointManager->getOrCreateResource(id);
++ 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