blob: eb3bb194bd46cdb8bc99cb69f087b228043e829e (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
|
// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "qquick3dskeleton_p.h"
#include "qquick3dobject_p.h"
#include "qquick3dnode_p_p.h"
#include <QtQuick3DRuntimeRender/private/qssgrenderskeleton_p.h>
QT_BEGIN_NAMESPACE
/*!
\qmltype Skeleton
\inherits Node
\inqmlmodule QtQuick3D
\brief Defines a skeletal animation hierarchy.
A skeleton defines how a model can be animated using \l {Vertex Skinning}
{skeletal animation}. It contains a hierarchy of \l {Joint} nodes. Each joint can be
transformed for a skinning animation.
\qml
Skeleton {
id: qmlskeleton
Joint {
id: joint0
index: 0
skeletonRoot: qmlskeleton
Joint {
id: joint1
index: 1
skeletonRoot: qmlskeleton
}
}
}
\endqml
\sa {Joint::skeletonRoot}, {Model::skeleton}, {Qt Quick 3D - Simple Skinning Example#skeleton-and-joint-hierarchy}
*/
QQuick3DSkeleton::QQuick3DSkeleton(QQuick3DNode *parent)
: QQuick3DNode(*(new QQuick3DNodePrivate(QQuick3DNodePrivate::Type::Skeleton)), parent)
{
}
QQuick3DSkeleton::~QQuick3DSkeleton()
{
}
QSSGRenderGraphObject *QQuick3DSkeleton::updateSpatialNode(QSSGRenderGraphObject *node)
{
if (!node)
node = new QSSGRenderSkeleton();
QQuick3DNode::updateSpatialNode(node);
auto skeletonNode = static_cast<QSSGRenderSkeleton *>(node);
return skeletonNode;
}
QT_END_NAMESPACE
|