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36
37#include "skeleton_p.h"
38#include <Qt3DCore/private/qabstractskeleton_p.h>
39
40QT_BEGIN_NAMESPACE
41
42using namespace Qt3DCore;
43
44namespace Qt3DAnimation {
45namespace 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
54Skeleton::Skeleton()
55 : BackendNode(Qt3DCore::QBackendNode::ReadWrite)
56{
57}
58
59void Skeleton::cleanup()
60{
61 m_jointNames.clear();
62 m_jointLocalPoses.clear();
63}
64
65void 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
84QT_END_NAMESPACE
85

source code of qt3d/src/animation/backend/skeleton.cpp