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| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
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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 | |