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// 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 "qadditiveclipblend.h"
#include "qadditiveclipblend_p.h"
QT_BEGIN_NAMESPACE
namespace Qt3DAnimation {
/*!
\qmltype AdditiveClipBlend
\nativetype Qt3DAnimation::QAdditiveClipBlend
\inqmlmodule Qt3D.Animation
\since 5.9
\brief Performs an additive blend of two animation clips based on an additive factor.
QAdditiveClipBlend can be useful to create advanced animation effects based on
individual animation clips. For example, if you:
\list
\li set the baseClip property to a normal walk cycle animation clip and
\li set the additiveClip property to a shaking head difference clip,
\endlist
then adjusting the additiveFactor property will control how much of the additiveClip gets added
on to the baseClip. This has he effect that with an additiveFactor of zero, this blend node will
yield the original walk cycle clip. With an additiveFactor of 1, it will yield the walk cycle
including a shaking head animation.
The blending operation implemented by this class is:
\badcode
resultClip = baseClip + additiveFactor * additiveClip
\endcode
There is nothing stopping you from using values for the additiveFacor property outside the 0 to
1 range, but please be aware that the input animation clips may not be authored in such a way
for this to make sense.
\sa BlendedClipAnimator
*/
/*!
\class Qt3DAnimation::QAdditiveClipBlend
\inherits Qt3DAnimation::QAbstractClipBlendNode
\inmodule Qt3DAnimation
\since 5.9
\brief Performs an additive blend of two animation clips based on an additive factor.
QAdditiveClipBlend can be useful to create advanced animation effects based on
individual animation clips. For example, if you:
\list
\li set the baseClip property to a normal walk cycle animation clip and
\li set the additiveClip property to a shaking head difference clip,
\endlist
then adjusting the additiveFactor property will control how much of the additiveClip gets added
on to the baseClip. This has he effect that with an additiveFactor of zero, this blend node will
yield the original walk cycle clip. With an additiveFactor of 1, it will yield the walk cycle
including a shaking head animation.
The blending operation implemented by this class is:
\badcode
resultClip = baseClip + additiveFactor * additiveClip
\endcode
There is nothing stopping you from using values for the additiveFacor property outside the 0 to
1 range, but please be aware that the input animation clips may not be authored in such a way
for this to make sense.
\sa QBlendedClipAnimator
*/
QAdditiveClipBlendPrivate::QAdditiveClipBlendPrivate()
: QAbstractClipBlendNodePrivate()
, m_baseClip(nullptr)
, m_additiveClip(nullptr)
, m_additiveFactor(0.0f)
{
}
QAdditiveClipBlend::QAdditiveClipBlend(Qt3DCore::QNode *parent)
: QAbstractClipBlendNode(*new QAdditiveClipBlendPrivate(), parent)
{
}
QAdditiveClipBlend::QAdditiveClipBlend(QAdditiveClipBlendPrivate &dd, Qt3DCore::QNode *parent)
: QAbstractClipBlendNode(dd, parent)
{
}
QAdditiveClipBlend::~QAdditiveClipBlend()
{
}
/*!
\qmlproperty real Qt3D.Animation::AdditiveClipBlend::additiveFactor
Specifies the blending factor, typically between 0 and 1, to control the blending of
two animation clips.
*/
/*!
\property Qt3DAnimation::QAdditiveClipBlend::additiveFactor
Specifies the blending factor, typically between 0 and 1, to control the blending of
two animation clips.
*/
float QAdditiveClipBlend::additiveFactor() const
{
Q_D(const QAdditiveClipBlend);
return d->m_additiveFactor;
}
/*!
\qmlproperty AbstractClipBlendNode Qt3D.Animation::AdditiveClipBlend::baseClip
This property holds the base animation clip. When the additiveFactor is zero the \a baseClip will
also be the resulting clip of this blend node.
*/
/*!
\property Qt3DAnimation::QAdditiveClipBlend::baseClip
This property holds the base animation clip. When the additiveFactor
is zero the baseClip will also be the resulting clip of this blend node.
*/
QAbstractClipBlendNode *QAdditiveClipBlend::baseClip() const
{
Q_D(const QAdditiveClipBlend);
return d->m_baseClip;
}
/*!
\qmlproperty AbstractClipBlendNode Qt3D.Animation::AdditiveClipBlend::additiveClip
This property holds the additive clip to be blended with the baseClip. The amount of blending
is controlled by the additiveFactor property.
*/
/*!
\property Qt3DAnimation::QAdditiveClipBlend::additiveClip
This property holds the additive clip to be blended with the baseClip. The amount of blending
is controlled by the additiveFactor property.
*/
QAbstractClipBlendNode *QAdditiveClipBlend::additiveClip() const
{
Q_D(const QAdditiveClipBlend);
return d->m_additiveClip;
}
void QAdditiveClipBlend::setAdditiveFactor(float additiveFactor)
{
Q_D(QAdditiveClipBlend);
if (d->m_additiveFactor == additiveFactor)
return;
d->m_additiveFactor = additiveFactor;
emit additiveFactorChanged(additiveFactor);
}
void QAdditiveClipBlend::setBaseClip(QAbstractClipBlendNode *baseClip)
{
Q_D(QAdditiveClipBlend);
if (d->m_baseClip == baseClip)
return;
if (d->m_baseClip)
d->unregisterDestructionHelper(d->m_baseClip);
if (baseClip && !baseClip->parent())
baseClip->setParent(this);
d->m_baseClip = baseClip;
// Ensures proper bookkeeping
if (d->m_baseClip)
d->registerDestructionHelper(d->m_baseClip, &QAdditiveClipBlend::setBaseClip, d->m_baseClip);
emit baseClipChanged(baseClip);
}
void QAdditiveClipBlend::setAdditiveClip(QAbstractClipBlendNode *additiveClip)
{
Q_D(QAdditiveClipBlend);
if (d->m_additiveClip == additiveClip)
return;
if (d->m_additiveClip)
d->unregisterDestructionHelper(d->m_additiveClip);
if (additiveClip && !additiveClip->parent())
additiveClip->setParent(this);
d->m_additiveClip = additiveClip;
// Ensures proper bookkeeping
if (d->m_additiveClip)
d->registerDestructionHelper(d->m_additiveClip, &QAdditiveClipBlend::setAdditiveClip, d->m_additiveClip);
emit additiveClipChanged(additiveClip);
}
} // Qt3DAnimation
QT_END_NAMESPACE
#include "moc_qadditiveclipblend.cpp"