| 1 | // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qskeleton.h" |
| 5 | #include "qskeleton_p.h" |
| 6 | #include <Qt3DCore/qjoint.h> |
| 7 | |
| 8 | QT_BEGIN_NAMESPACE |
| 9 | |
| 10 | namespace Qt3DCore { |
| 11 | |
| 12 | QSkeletonPrivate::QSkeletonPrivate() |
| 13 | : QAbstractSkeletonPrivate() |
| 14 | , m_rootJoint(nullptr) |
| 15 | { |
| 16 | m_type = Skeleton; |
| 17 | } |
| 18 | |
| 19 | /*! |
| 20 | \qmltype Skeleton |
| 21 | \inqmlmodule Qt3D.Core |
| 22 | \inherits AbstractSkeleton |
| 23 | \nativetype Qt3DCore::QSkeleton |
| 24 | \since 5.10 |
| 25 | \brief Holds the data for a skeleton to be used with skinned meshes. |
| 26 | |
| 27 | Use Skeleton if you wish to manually create the joints of a skeleton for |
| 28 | use with skinned meshes. This is mainly of use to people creating editors, |
| 29 | tooling, or dynamic skeletons. It is more common that a Qt 3D application |
| 30 | would simply consume an existing skeleton and skinned mesh as created in |
| 31 | a digital content creation tool such as Blender. For this use case, please |
| 32 | see SkeletonLoader. |
| 33 | */ |
| 34 | |
| 35 | /*! |
| 36 | \qmlproperty Joint Skeleton::rootJoint |
| 37 | |
| 38 | Holds the root joint of the hierarchy of joints forming the skeleton. |
| 39 | */ |
| 40 | |
| 41 | /*! |
| 42 | \class Qt3DCore::QSkeleton |
| 43 | \inmodule Qt3DCore |
| 44 | \inherits Qt3DCore::QAbstractSkeleton |
| 45 | \since 5.10 |
| 46 | \brief Holds the data for a skeleton to be used with skinned meshes. |
| 47 | |
| 48 | Use QSkeleton if you wish to manually create the joints of a skeleton for |
| 49 | use with skinned meshes. This is mainly of use to people creating editors, |
| 50 | tooling, or dynamic skeletons. It is more common that a Qt 3D application |
| 51 | would simply consume an existing skeleton and skinned mesh as created in |
| 52 | a digital content creation tool such as Blender. For this use case, please |
| 53 | see QSkeletonLoader. |
| 54 | */ |
| 55 | |
| 56 | /*! |
| 57 | Constructs a new QSkeleton with \a parent. |
| 58 | */ |
| 59 | QSkeleton::QSkeleton(Qt3DCore::QNode *parent) |
| 60 | : QAbstractSkeleton(*new QSkeletonPrivate, parent) |
| 61 | { |
| 62 | } |
| 63 | |
| 64 | /*! \internal */ |
| 65 | QSkeleton::~QSkeleton() |
| 66 | { |
| 67 | } |
| 68 | |
| 69 | /*! |
| 70 | \property Qt3DCore::QSkeleton::rootJoint |
| 71 | |
| 72 | Holds the root joint of the hierarchy of joints forming the skeleton. |
| 73 | */ |
| 74 | Qt3DCore::QJoint *QSkeleton::rootJoint() const |
| 75 | { |
| 76 | Q_D(const QSkeleton); |
| 77 | return d->m_rootJoint; |
| 78 | } |
| 79 | |
| 80 | void QSkeleton::setRootJoint(Qt3DCore::QJoint *rootJoint) |
| 81 | { |
| 82 | Q_D(QSkeleton); |
| 83 | if (d->m_rootJoint != rootJoint) { |
| 84 | if (d->m_rootJoint) |
| 85 | d->unregisterDestructionHelper(node: d->m_rootJoint); |
| 86 | |
| 87 | // We need to add it as a child of the current node if it has been declared inline |
| 88 | // Or not previously added as a child of the current node so that |
| 89 | // 1) The backend gets notified about it's creation |
| 90 | // 2) When the current node is destroyed, it gets destroyed as well |
| 91 | if (rootJoint && !rootJoint->parent()) |
| 92 | rootJoint->setParent(this); |
| 93 | d->m_rootJoint = rootJoint; |
| 94 | |
| 95 | // Ensures proper bookkeeping |
| 96 | if (d->m_rootJoint) |
| 97 | d->registerDestructionHelper(node: d->m_rootJoint, func: &QSkeleton::setRootJoint, d->m_rootJoint); |
| 98 | |
| 99 | emit rootJointChanged(rootJoint); |
| 100 | } |
| 101 | } |
| 102 | |
| 103 | } // namespace Qt3DCore |
| 104 | |
| 105 | QT_END_NAMESPACE |
| 106 | |
| 107 | #include "moc_qskeleton.cpp" |
| 108 | |