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++ // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "skeleton_p.h"
++ #include <Qt3DCore/private/qabstractskeleton_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++
++ namespace Qt3DAnimation {
++ namespace Animation {
++
++ using namespace Qt3DCore;
++
++ // 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