/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qabstractskeleton.h" #include "qabstractskeleton_p.h" QT_BEGIN_NAMESPACE namespace Qt3DCore { QAbstractSkeletonPrivate::QAbstractSkeletonPrivate() : Qt3DCore::QNodePrivate() , m_type(QSkeletonCreatedChangeBase::Skeleton) , m_jointCount(0) { } /*! \internal */ const QAbstractSkeletonPrivate *QAbstractSkeletonPrivate::get(const QAbstractSkeleton *q) { return q->d_func(); } /*! \internal */ QAbstractSkeletonPrivate *QAbstractSkeletonPrivate::get(QAbstractSkeleton *q) { return q->d_func(); } /*! \qmltype AbstractSkeleton \inqmlmodule Qt3D.Core \inherits Node \instantiates Qt3DCore::QAbstractSkeleton \since 5.10 \brief A skeleton contains the joints for a skinned mesh. Do not use this class directly. You should use SkeletonLoader if loading skeleton data from a file (most likely) or Skeleton if creating the skeleton and skinned mesh data yourself (mainly for people creating editors or tooling). */ /*! \class Qt3DCore::QAbstractSkeleton \inmodule Qt3DCore \inherits Qt3DCore::QNode \since 5.10 \brief A skeleton contains the joints for a skinned mesh. Do not use this class directly. You should use QSkeletonLoader if loading skeleton data from a file (most likely) or QSkeleton if creating the skeleton and skinned mesh data yourself (mainly for people creating editors or tooling). */ /*! \internal */ QAbstractSkeleton::QAbstractSkeleton(QAbstractSkeletonPrivate &dd, Qt3DCore::QNode *parent) : Qt3DCore::QNode(dd, parent) { } /*! \internal */ QAbstractSkeleton::~QAbstractSkeleton() { } /*! \internal */ void QAbstractSkeleton::sceneChangeEvent(const QSceneChangePtr &change) { // TODO Unused remove in Qt6 Q_UNUSED(change) } /*! \property Qt3DCore::QAbstractSkeleton::jointCount Holds the number of joints contained in the skeleton */ int QAbstractSkeleton::jointCount() const { Q_D(const QAbstractSkeleton); return d->m_jointCount; } void QAbstractSkeletonPrivate::setJointCount(int jointCount) { Q_Q(QAbstractSkeleton); if (m_jointCount == jointCount) return; m_jointCount = jointCount; const bool block = q->blockNotifications(true); emit q->jointCountChanged(jointCount); q->blockNotifications(block); } } // namespace Qt3DCore QT_END_NAMESPACE #include "moc_qabstractskeleton.cpp"