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-rw-r--r--src/render/geometry/skeleton.cpp23
1 files changed, 2 insertions, 21 deletions
diff --git a/src/render/geometry/skeleton.cpp b/src/render/geometry/skeleton.cpp
index d4af1fe3c..14892922a 100644
--- a/src/render/geometry/skeleton.cpp
+++ b/src/render/geometry/skeleton.cpp
@@ -139,28 +139,9 @@ void Skeleton::syncFromFrontEnd(const QNode *frontEnd, bool firstTime)
}
}
}
-}
-
-// TODOSYNC remove once animation aspect no longer requires messages
-void Skeleton::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e)
-{
- switch (e->type()) {
- case Qt3DCore::PropertyUpdated: {
- const auto change = qSharedPointerCast<QPropertyUpdatedChange>(e);
- if (change->propertyName() == QByteArrayLiteral("localPoses")) {
- // When the animation aspect sends us a new set of local poses, all we
- // need to do is copy them into place. The existing jobs will then update
- // the skinning matrix palette.
- m_skeletonData.localPoses = change->value().value<QVector<Qt3DCore::Sqt>>();
- }
-
- break;
- }
- default:
- break;
- }
- QBackendNode::sceneChangeEvent(e);
+ auto d = Qt3DCore::QAbstractSkeletonPrivate::get(node);
+ m_skeletonData.localPoses = d->m_localPoses;
}
void Skeleton::setStatus(QSkeletonLoader::Status status)