// 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 "qskeletonloader.h" #include "qskeletonloader_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3DCore { QSkeletonLoaderPrivate::QSkeletonLoaderPrivate() : QAbstractSkeletonPrivate() , m_source() , m_createJoints(false) , m_status(QSkeletonLoader::NotReady) , m_rootJoint(nullptr) { m_type = SkeletonLoader; } void QSkeletonLoaderPrivate::setStatus(QSkeletonLoader::Status status) { Q_Q(QSkeletonLoader); if (status != m_status) { m_status = status; const bool blocked = q->blockNotifications(true); emit q->statusChanged(m_status); q->blockNotifications(blocked); } } void QSkeletonLoaderPrivate::setRootJoint(QJoint *rootJoint) { Q_Q(QSkeletonLoader); if (rootJoint == m_rootJoint) return; if (m_rootJoint) unregisterDestructionHelper(m_rootJoint); if (rootJoint && !rootJoint->parent()) rootJoint->setParent(q); m_rootJoint = rootJoint; // Ensures proper bookkeeping if (m_rootJoint) registerPrivateDestructionHelper(m_rootJoint, &QSkeletonLoaderPrivate::setRootJoint); emit q->rootJointChanged(m_rootJoint); } /*! \qmltype SkeletonLoader \inqmlmodule Qt3D.Core \inherits AbstractSkeleton \instantiates Qt3DCore::QSkeletonLoader \since 5.10 \brief Used to load a skeleton of joints from file. Use SkeletonLoader if you wish to load a whole skeleton from file rather than creating the joints yourself using Skeleton and Joints. Creating a skeleton and binding the vertices of a mesh to the skeleton is most easily performed in a 3D digital content creation tool such as Blender. The resulting skeleton and mesh can then be exported in a suitable format such as glTF 2 for consumption by Qt 3D. */ /*! \qmlproperty url SkeletonLoader::source Holds the source url from which to load the skeleton. */ /*! \qmlproperty SkeletonLoader.Status SkeletonLoader::status Holds the current status of skeleton loading. */ /*! \class Qt3DCore::QSkeletonLoader \inmodule Qt3DCore \inherits Qt3DCore::QAbstractSkeleton \since 5.10 \brief Used to load a skeleton of joints from file. Use SkeletonLoader if you wish to load a whole skeleton from file rather than creating the joints yourself using Skeleton and Joints. Creating a skeleton and binding the vertices of a mesh to the skeleton is most easily performed in a 3D digital content creation tool such as Blender. The resulting skeleton and mesh can then be exported in a suitable format such as glTF 2 for consumption by Qt 3D. */ /*! \enum QSkeletonLoader::Status This enum identifies the status of skeleton. \value NotReady The skeleton has not been loaded yet \value Ready The skeleton was successfully loaded \value Error An error occurred while loading the skeleton */ /*! \property Qt3DCore::QSkeletonLoader::createJointsEnabled \brief A boolean to indicate whether createJoints is enabled or not. */ /*! Constructs a new QSkeletonLoader with \a parent. */ QSkeletonLoader::QSkeletonLoader(Qt3DCore::QNode *parent) : QAbstractSkeleton(*new QSkeletonLoaderPrivate, parent) { } /*! Constructs a new QSkeletonLoader with \a parent and sets the \a source. */ QSkeletonLoader::QSkeletonLoader(const QUrl &source, QNode *parent) : QAbstractSkeleton(*new QSkeletonLoaderPrivate, parent) { setSource(source); } /*! \internal */ QSkeletonLoader::QSkeletonLoader(QSkeletonLoaderPrivate &dd, Qt3DCore::QNode *parent) : QAbstractSkeleton(dd, parent) { } /*! \internal */ QSkeletonLoader::~QSkeletonLoader() { } /*! \property Qt3DCore::QSkeletonLoader::source Holds the source url from which to load the skeleton. */ QUrl QSkeletonLoader::source() const { Q_D(const QSkeletonLoader); return d->m_source; } /*! \property Qt3DCore::QSkeletonLoader::status Holds the current status of skeleton loading. */ QSkeletonLoader::Status QSkeletonLoader::status() const { Q_D(const QSkeletonLoader); return d->m_status; } /*! Returns a boolean indicating whether CreateJoints is enabled or not. The default value is \c false. */ bool QSkeletonLoader::isCreateJointsEnabled() const { Q_D(const QSkeletonLoader); return d->m_createJoints; } /*! Returns the root joint of the hierarchy of joints forming the skeleton. */ Qt3DCore::QJoint *QSkeletonLoader::rootJoint() const { Q_D(const QSkeletonLoader); return d->m_rootJoint; } void QSkeletonLoader::setSource(const QUrl &source) { Q_D(QSkeletonLoader); if (d->m_source == source) return; d->m_source = source; emit sourceChanged(source); } void QSkeletonLoader::setCreateJointsEnabled(bool createJoints) { Q_D(QSkeletonLoader); if (d->m_createJoints == createJoints) return; d->m_createJoints = createJoints; emit createJointsEnabledChanged(createJoints); } void QSkeletonLoader::setRootJoint(QJoint *rootJoint) { Q_D(QSkeletonLoader); d->setRootJoint(rootJoint); } } // namespace Qt3DCore QT_END_NAMESPACE #include "moc_qskeletonloader.cpp"