Qt Quick 3D - Simple Skinning Example
/**************************************************************************** ** ** Copyright (C) 2020 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/import QtQuick import QtQuick3D import Example import QtQuick.Timeline Node { PrincipledMaterial { id: material lighting: PrincipledMaterial.NoLighting baseColor: "orange" } Model { geometry: SkinGeometry { id: geometry positions: [ Qt.vector3d(0.0, 0.0, 0.0), // vertex 0 Qt.vector3d(1.0, 0.0, 0.0), // vertex 1 Qt.vector3d(0.0, 0.5, 0.0), // vertex 2 Qt.vector3d(1.0, 0.5, 0.0), // vertex 3 Qt.vector3d(0.0, 1.0, 0.0), // vertex 4 Qt.vector3d(1.0, 1.0, 0.0), // vertex 5 Qt.vector3d(0.0, 1.5, 0.0), // vertex 6 Qt.vector3d(1.0, 1.5, 0.0), // vertex 7 Qt.vector3d(0.0, 2.0, 0.0), // vertex 8 Qt.vector3d(1.0, 2.0, 0.0) // vertex 9 ] joints: [ 0, 1, 0, 0, // vertex 0 0, 1, 0, 0, // vertex 1 0, 1, 0, 0, // vertex 2 0, 1, 0, 0, // vertex 3 0, 1, 0, 0, // vertex 4 0, 1, 0, 0, // vertex 5 0, 1, 0, 0, // vertex 6 0, 1, 0, 0, // vertex 7 0, 1, 0, 0, // vertex 8 0, 1, 0, 0 // vertex 9 ] weights: [ 1.00, 0.00, 0.0, 0.0, // vertex 0 1.00, 0.00, 0.0, 0.0, // vertex 1 0.75, 0.25, 0.0, 0.0, // vertex 2 0.75, 0.25, 0.0, 0.0, // vertex 3 0.50, 0.50, 0.0, 0.0, // vertex 4 0.50, 0.50, 0.0, 0.0, // vertex 5 0.25, 0.75, 0.0, 0.0, // vertex 6 0.25, 0.75, 0.0, 0.0, // vertex 7 0.00, 1.00, 0.0, 0.0, // vertex 8 0.00, 1.00, 0.0, 0.0 // vertex 9 ] indexes: [ 0, 1, 3, // triangle 0 0, 3, 2, // triangle 1 2, 3, 5, // triangle 2 2, 5, 4, // triangle 3 4, 5, 7, // triangle 4 4, 7, 6, // triangle 5 6, 7, 9, // triangle 6 6, 9, 8 // triangle 7 ] } materials: [ material ] skeleton: Skeleton { id: qmlskeleton Joint { id: joint0 index: 0 skeletonRoot: qmlskeleton Joint { id: joint1 index: 1 skeletonRoot: qmlskeleton eulerRotation.z: 45 } } } inverseBindPoses: [ Qt.matrix4x4(1, 0, 0, -0.5, 0, 1, 0, -1, 0, 0, 1, 0, 0, 0, 0, 1), Qt.matrix4x4(1, 0, 0, -0.5, 0, 1, 0, -1, 0, 0, 1, 0, 0, 0, 0, 1) ] } Timeline { id: timeline0 startFrame: 0 endFrame: 1000 currentFrame: 0 enabled: true animations: [ TimelineAnimation { duration: 5000 from: 0 to: 1000 running: true } ] KeyframeGroup { target: joint1 property: "eulerRotation.z" Keyframe { frame: 0 value: 0 } Keyframe { frame: 250 value: 90 } Keyframe { frame: 750 value: -90 } Keyframe { frame: 1000 value: 0 } } } }