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authorSean Harmer <sean.harmer@kdab.com>2017-08-27 16:12:02 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-10-03 09:01:43 +0000
commit81877f4e463d9da86bc65feade213da5e7226915 (patch)
tree78d963b1d678613ec0710549dd97031e3a6d95ae /src/core
parent2ff5f87bc36fa4d5e15b49a31232bed0dbecfe5e (diff)
Update the local poses of the skeleton in the animation aspect
At present it is still needlessly, and incorrectly, updating the transforms of joints for which we have no animation data by using a default value of 0 for each component. This causes the joints to be scaled to 0 which is not particularly useful. We should only update joints for which we have valid animation data and leave the other joints alone. For a skeleton this will be OK as we have the initial set of local poses available. For regular QNode properties, the animator/mapper will need to take a snapshot of the current property value when the animation is started so that we can fill in the missing values when generating property changes. This should also be fixed on the 5.9 branch. Change-Id: Ib8f28c55cdfbca3f335777028f72250641092fc9 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/core')
-rw-r--r--src/core/transforms/sqt_p.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/core/transforms/sqt_p.h b/src/core/transforms/sqt_p.h
index 262e3a645..5fdefccc8 100644
--- a/src/core/transforms/sqt_p.h
+++ b/src/core/transforms/sqt_p.h
@@ -101,6 +101,7 @@ struct JointNamesAndLocalPoses
QT_END_NAMESPACE
+Q_DECLARE_METATYPE(QVector<Qt3DCore::Sqt>)
Q_DECLARE_METATYPE(Qt3DCore::JointNamesAndLocalPoses)
#endif // QT3DCORE_SQT_P_H