/**************************************************************************** ** ** 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 "qskeleton.h" #include "qskeleton_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3DCore { QSkeletonPrivate::QSkeletonPrivate() : QAbstractSkeletonPrivate() , m_rootJoint(nullptr) { m_type = QSkeletonCreatedChangeBase::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); } } /*! \internal */ Qt3DCore::QNodeCreatedChangeBasePtr QSkeleton::createNodeCreationChange() const { auto creationChange = QSkeletonCreatedChangePtr::create(this); auto &data = creationChange->data; Q_D(const QSkeleton); data.rootJointId = qIdForNode(d->m_rootJoint); return creationChange; } } // namespace Qt3DCore QT_END_NAMESPACE