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#include "skeleton_p.h"
#include <Qt3DCore/private/qabstractskeleton_p.h>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DAnimation {
namespace Animation {
// Rather than store backend nodes for the individual joints, the
// animation aspect operates on the vector of local poses as aggregated
// by the skeleton. This allows us to animate a skeleton even when the
// frontend QSkeletonLoader does not instantiate the frontend QJoint nodes.
// It also means we don't need a QChannelMapping for each property of each
// joint.
Skeleton::Skeleton()
: BackendNode(Qt3DCore::QBackendNode::ReadWrite)
{
}
void Skeleton::cleanup()
{
m_jointNames.clear();
m_jointLocalPoses.clear();
}
void Skeleton::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime)
{
BackendNode::syncFromFrontEnd(frontEnd, firstTime);
const Qt3DCore::QAbstractSkeleton *node = qobject_cast<const Qt3DCore::QAbstractSkeleton *>(frontEnd);
if (!node)
return;
auto dnode = Qt3DCore::QAbstractSkeletonPrivate::get(node);
// TODO: Mark joint info as dirty so we can rebuild any indexes used
// by the animators and channel mappings.
m_jointNames = dnode->m_jointNames;
m_jointLocalPoses = dnode->m_localPoses;
}
} // namespace Animation
} // namespace Qt3DAnimation
QT_END_NAMESPACE