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authorSean Harmer <sean.harmer@kdab.com>2017-03-20 13:42:53 +0000
committerSean Harmer <sean.harmer@kdab.com>2017-03-25 14:23:28 +0000
commit1929b3e48c0a327e7a741275d6d4847b72ddf704 (patch)
tree703782cb36b3979929b0d440550bfe337bb925a7 /src/animation/backend/animationutils.cpp
parentb18d39153453e6e2cab9e6c75bd2991aa25d0397 (diff)
Add a function to build list of unique channel names and types
This will be needed to construct the data layout for blend trees. Change-Id: I0b11076f5ecd55cfad094d864f3f8270841fc62a Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/animation/backend/animationutils.cpp')
-rw-r--r--src/animation/backend/animationutils.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/animation/backend/animationutils.cpp b/src/animation/backend/animationutils.cpp
index 8b2ba6821..d79b412fd 100644
--- a/src/animation/backend/animationutils.cpp
+++ b/src/animation/backend/animationutils.cpp
@@ -335,6 +335,37 @@ QVector<MappingData> buildPropertyMappings(Handler *handler,
return mappingDataVec;
}
+QVector<ChannelNameAndType> buildRequiredChannelsAndTypes(Handler *handler,
+ const ChannelMapper *mapper)
+{
+ ChannelMappingManager *mappingManager = handler->channelMappingManager();
+ const QVector<Qt3DCore::QNodeId> mappingIds = mapper->mappingIds();
+
+ // Reserve enough storage assuming each mapping is for a different channel.
+ // May be overkill but avoids potential for multiple allocations
+ QVector<ChannelNameAndType> namesAndTypes;
+ namesAndTypes.reserve(mappingIds.size());
+
+ // Iterate through the mappings and add ones not already used by an earlier mapping.
+ // We could add them all then sort and remove duplicates. However, our approach has the
+ // advantage of keeping the blend tree format more consistent with the mapping
+ // orderings which will have better cache locality when generating events.
+ for (const Qt3DCore::QNodeId mappingId : mappingIds) {
+ // Get the mapping object
+ ChannelMapping *mapping = mappingManager->lookupResource(mappingId);
+ Q_ASSERT(mapping);
+
+ // Get the name and type
+ const ChannelNameAndType nameAndType{ mapping->channelName(), mapping->type() };
+
+ // Add if not already contained
+ if (!namesAndTypes.contains(nameAndType))
+ namesAndTypes.push_back(nameAndType);
+ }
+
+ return namesAndTypes;
+}
+
QVector<Qt3DCore::QNodeId> gatherValueNodesToEvaluate(Handler *handler,
Qt3DCore::QNodeId blendTreeRootId)
{