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++ // Copyright (C) 2020 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #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