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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 |