// Copyright (C) 2018 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 "updateentitylayersjob_p.h" #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { UpdateEntityLayersJob::UpdateEntityLayersJob() : m_manager(nullptr) { SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateLayerEntity, 0) } void UpdateEntityLayersJob::run() { Q_ASSERT(m_manager); EntityManager *entityManager = m_manager->renderNodesManager(); const std::vector &handles = entityManager->activeHandles(); // Clear list of recursive layerIds for (const HEntity &handle : handles) { Entity *entity = entityManager->data(handle); entity->clearRecursiveLayerIds(); } LayerManager *layerManager = m_manager->layerManager(); // Set recursive layerIds on children for (const HEntity &handle : handles) { Entity *entity = entityManager->data(handle); const Qt3DCore::QNodeIdVector entityLayers = entity->componentsUuid(); for (const Qt3DCore::QNodeId &layerId : entityLayers) { Layer *layer = layerManager->lookupResource(layerId); if (layer->recursive()) { // Find all children of the entity and add the layers to them entity->traverse([layerId](Entity *e) { e->addRecursiveLayerId(layerId); }); } } } } } // Render } // Qt3DRender QT_END_NAMESPACE