// 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 "qskeleton.h" #include "qskeleton_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3DCore { QSkeletonPrivate::QSkeletonPrivate() : QAbstractSkeletonPrivate() , m_rootJoint(nullptr) { m_type = Skeleton; } /*! \qmltype Skeleton \inqmlmodule Qt3D.Core \inherits AbstractSkeleton \instantiates Qt3DCore::QSkeleton \since 5.10 \brief Holds the data for a skeleton to be used with skinned meshes. Use Skeleton if you wish to manually create the joints of a skeleton for use with skinned meshes. This is mainly of use to people creating editors, tooling, or dynamic skeletons. It is more common that a Qt 3D application would simply consume an existing skeleton and skinned mesh as created in a digital content creation tool such as Blender. For this use case, please see SkeletonLoader. */ /*! \qmlproperty Joint Skeleton::rootJoint Holds the root joint of the hierarchy of joints forming the skeleton. */ /*! \class Qt3DCore::QSkeleton \inmodule Qt3DCore \inherits Qt3DCore::QAbstractSkeleton \since 5.10 \brief Holds the data for a skeleton to be used with skinned meshes. Use QSkeleton if you wish to manually create the joints of a skeleton for use with skinned meshes. This is mainly of use to people creating editors, tooling, or dynamic skeletons. It is more common that a Qt 3D application would simply consume an existing skeleton and skinned mesh as created in a digital content creation tool such as Blender. For this use case, please see QSkeletonLoader. */ /*! Constructs a new QSkeleton with \a parent. */ QSkeleton::QSkeleton(Qt3DCore::QNode *parent) : QAbstractSkeleton(*new QSkeletonPrivate, parent) { } /*! \internal */ QSkeleton::~QSkeleton() { } /*! \property Qt3DCore::QSkeleton::rootJoint Holds the root joint of the hierarchy of joints forming the skeleton. */ Qt3DCore::QJoint *QSkeleton::rootJoint() const { Q_D(const QSkeleton); return d->m_rootJoint; } void QSkeleton::setRootJoint(Qt3DCore::QJoint *rootJoint) { Q_D(QSkeleton); if (d->m_rootJoint != rootJoint) { if (d->m_rootJoint) d->unregisterDestructionHelper(d->m_rootJoint); // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (rootJoint && !rootJoint->parent()) rootJoint->setParent(this); d->m_rootJoint = rootJoint; // Ensures proper bookkeeping if (d->m_rootJoint) d->registerDestructionHelper(d->m_rootJoint, &QSkeleton::setRootJoint, d->m_rootJoint); emit rootJointChanged(rootJoint); } } } // namespace Qt3DCore QT_END_NAMESPACE #include "moc_qskeleton.cpp"