| 1 | // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). | 
|---|---|
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only | 
| 3 | |
| 4 | #include "skeleton_p.h" | 
| 5 | #include <Qt3DCore/private/qabstractskeleton_p.h> | 
| 6 | |
| 7 | QT_BEGIN_NAMESPACE | 
| 8 | |
| 9 | |
| 10 | namespace Qt3DAnimation { | 
| 11 | namespace Animation { | 
| 12 | |
| 13 | using namespace Qt3DCore; | 
| 14 | |
| 15 | // Rather than store backend nodes for the individual joints, the | 
| 16 | // animation aspect operates on the vector of local poses as aggregated | 
| 17 | // by the skeleton. This allows us to animate a skeleton even when the | 
| 18 | // frontend QSkeletonLoader does not instantiate the frontend QJoint nodes. | 
| 19 | // It also means we don't need a QChannelMapping for each property of each | 
| 20 | // joint. | 
| 21 | |
| 22 | Skeleton::Skeleton() | 
| 23 | : BackendNode(Qt3DCore::QBackendNode::ReadWrite) | 
| 24 | { | 
| 25 | } | 
| 26 | |
| 27 | void Skeleton::cleanup() | 
| 28 | { | 
| 29 | m_jointNames.clear(); | 
| 30 | m_jointLocalPoses.clear(); | 
| 31 | } | 
| 32 | |
| 33 | void Skeleton::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) | 
| 34 | { | 
| 35 | BackendNode::syncFromFrontEnd(frontEnd, firstTime); | 
| 36 | |
| 37 | const Qt3DCore::QAbstractSkeleton *node = qobject_cast<const Qt3DCore::QAbstractSkeleton *>(object: frontEnd); | 
| 38 | if (!node) | 
| 39 | return; | 
| 40 | |
| 41 | auto dnode = Qt3DCore::QAbstractSkeletonPrivate::get(q: node); | 
| 42 | |
| 43 | // TODO: Mark joint info as dirty so we can rebuild any indexes used | 
| 44 | // by the animators and channel mappings. | 
| 45 | m_jointNames = dnode->m_jointNames; | 
| 46 | m_jointLocalPoses = dnode->m_localPoses; | 
| 47 | } | 
| 48 | |
| 49 | } // namespace Animation | 
| 50 | } // namespace Qt3DAnimation | 
| 51 | |
| 52 | QT_END_NAMESPACE | 
| 53 | 
