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36 | |
37 | #include "skeleton_p.h" |
38 | #include <Qt3DCore/private/qabstractskeleton_p.h> |
39 | |
40 | QT_BEGIN_NAMESPACE |
41 | |
42 | using namespace Qt3DCore; |
43 | |
44 | namespace Qt3DAnimation { |
45 | namespace Animation { |
46 | |
47 | // Rather than store backend nodes for the individual joints, the |
48 | // animation aspect operates on the vector of local poses as aggregated |
49 | // by the skeleton. This allows us to animate a skeleton even when the |
50 | // frontend QSkeletonLoader does not instantiate the frontend QJoint nodes. |
51 | // It also means we don't need a QChannelMapping for each property of each |
52 | // joint. |
53 | |
54 | Skeleton::Skeleton() |
55 | : BackendNode(Qt3DCore::QBackendNode::ReadWrite) |
56 | { |
57 | } |
58 | |
59 | void Skeleton::cleanup() |
60 | { |
61 | m_jointNames.clear(); |
62 | m_jointLocalPoses.clear(); |
63 | } |
64 | |
65 | void Skeleton::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) |
66 | { |
67 | BackendNode::syncFromFrontEnd(frontEnd, firstTime); |
68 | |
69 | const Qt3DCore::QAbstractSkeleton *node = qobject_cast<const Qt3DCore::QAbstractSkeleton *>(object: frontEnd); |
70 | if (!node) |
71 | return; |
72 | |
73 | auto dnode = Qt3DCore::QAbstractSkeletonPrivate::get(q: node); |
74 | |
75 | // TODO: Mark joint info as dirty so we can rebuild any indexes used |
76 | // by the animators and channel mappings. |
77 | m_jointNames = dnode->m_jointNames; |
78 | m_jointLocalPoses = dnode->m_localPoses; |
79 | } |
80 | |
81 | } // namespace Animation |
82 | } // namespace Qt3DAnimation |
83 | |
84 | QT_END_NAMESPACE |
85 | |