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39 | |
40 | #include "qskeleton.h" |
41 | #include "qskeleton_p.h" |
42 | #include <Qt3DCore/qjoint.h> |
43 | #include <Qt3DCore/private/qskeletoncreatedchange_p.h> |
44 | |
45 | QT_BEGIN_NAMESPACE |
46 | |
47 | namespace Qt3DCore { |
48 | |
49 | QSkeletonPrivate::QSkeletonPrivate() |
50 | : QAbstractSkeletonPrivate() |
51 | , m_rootJoint(nullptr) |
52 | { |
53 | m_type = QSkeletonCreatedChangeBase::Skeleton; |
54 | } |
55 | |
56 | /*! |
57 | \qmltype Skeleton |
58 | \inqmlmodule Qt3D.Core |
59 | \inherits AbstractSkeleton |
60 | \instantiates Qt3DCore::QSkeleton |
61 | \since 5.10 |
62 | \brief Holds the data for a skeleton to be used with skinned meshes. |
63 | |
64 | Use Skeleton if you wish to manually create the joints of a skeleton for |
65 | use with skinned meshes. This is mainly of use to people creating editors, |
66 | tooling, or dynamic skeletons. It is more common that a Qt 3D application |
67 | would simply consume an existing skeleton and skinned mesh as created in |
68 | a digital content creation tool such as Blender. For this use case, please |
69 | see SkeletonLoader. |
70 | */ |
71 | |
72 | /*! |
73 | \qmlproperty Joint Skeleton::rootJoint |
74 | |
75 | Holds the root joint of the hierarchy of joints forming the skeleton. |
76 | */ |
77 | |
78 | /*! |
79 | \class Qt3DCore::QSkeleton |
80 | \inmodule Qt3DCore |
81 | \inherits Qt3DCore::QAbstractSkeleton |
82 | \since 5.10 |
83 | \brief Holds the data for a skeleton to be used with skinned meshes. |
84 | |
85 | Use QSkeleton if you wish to manually create the joints of a skeleton for |
86 | use with skinned meshes. This is mainly of use to people creating editors, |
87 | tooling, or dynamic skeletons. It is more common that a Qt 3D application |
88 | would simply consume an existing skeleton and skinned mesh as created in |
89 | a digital content creation tool such as Blender. For this use case, please |
90 | see QSkeletonLoader. |
91 | */ |
92 | |
93 | /*! |
94 | Constructs a new QSkeleton with \a parent. |
95 | */ |
96 | QSkeleton::QSkeleton(Qt3DCore::QNode *parent) |
97 | : QAbstractSkeleton(*new QSkeletonPrivate, parent) |
98 | { |
99 | } |
100 | |
101 | /*! \internal */ |
102 | QSkeleton::~QSkeleton() |
103 | { |
104 | } |
105 | |
106 | /*! |
107 | \property Qt3DCore::QSkeleton::rootJoint |
108 | |
109 | Holds the root joint of the hierarchy of joints forming the skeleton. |
110 | */ |
111 | Qt3DCore::QJoint *QSkeleton::rootJoint() const |
112 | { |
113 | Q_D(const QSkeleton); |
114 | return d->m_rootJoint; |
115 | } |
116 | |
117 | void QSkeleton::setRootJoint(Qt3DCore::QJoint *rootJoint) |
118 | { |
119 | Q_D(QSkeleton); |
120 | if (d->m_rootJoint != rootJoint) { |
121 | if (d->m_rootJoint) |
122 | d->unregisterDestructionHelper(node: d->m_rootJoint); |
123 | |
124 | // We need to add it as a child of the current node if it has been declared inline |
125 | // Or not previously added as a child of the current node so that |
126 | // 1) The backend gets notified about it's creation |
127 | // 2) When the current node is destroyed, it gets destroyed as well |
128 | if (rootJoint && !rootJoint->parent()) |
129 | rootJoint->setParent(this); |
130 | d->m_rootJoint = rootJoint; |
131 | |
132 | // Ensures proper bookkeeping |
133 | if (d->m_rootJoint) |
134 | d->registerDestructionHelper(node: d->m_rootJoint, func: &QSkeleton::setRootJoint, d->m_rootJoint); |
135 | |
136 | emit rootJointChanged(rootJoint); |
137 | } |
138 | } |
139 | |
140 | /*! \internal */ |
141 | Qt3DCore::QNodeCreatedChangeBasePtr QSkeleton::createNodeCreationChange() const |
142 | { |
143 | auto creationChange = QSkeletonCreatedChangePtr<QSkeletonData>::create(arguments: this); |
144 | auto &data = creationChange->data; |
145 | Q_D(const QSkeleton); |
146 | data.rootJointId = qIdForNode(node: d->m_rootJoint); |
147 | return creationChange; |
148 | } |
149 | |
150 | } // namespace Qt3DCore |
151 | |
152 | QT_END_NAMESPACE |
153 | |