/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qentity.h" #include "qentity_p.h" #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace { QString dumpNode(const Qt3DCore::QEntity *n) { auto formatNode = [](const Qt3DCore::QNode *n) { QString res = QString(QLatin1String("%1{%2}")) .arg(QLatin1String(n->metaObject()->className())) .arg(n->id().id()); if (!n->objectName().isEmpty()) res += QString(QLatin1String(" (%1)")).arg(n->objectName()); if (!n->isEnabled()) res += QLatin1String(" [D]"); return res; }; QString res = formatNode(n); const auto &components = n->components(); if (components.size()) { QStringList componentNames; for (const auto &c : components) componentNames += formatNode(c); res += QString(QLatin1String(" [ %1 ]")).arg(componentNames.join(QLatin1String(", "))); } return res; } QStringList dumpSG(const Qt3DCore::QNode *n, int level = 0) { QStringList reply; const auto *entity = qobject_cast(n); if (entity != nullptr) { QString res = dumpNode(entity); reply += res.rightJustified(res.length() + level * 2, QLatin1Char(' ')); level++; } const auto children = n->childNodes(); for (auto *child: children) reply += dumpSG(child, level); return reply; } } namespace Qt3DCore { /*! \class Qt3DCore::QEntity \inmodule Qt3DCore \inherits Qt3DCore::QNode \since 5.5 \brief Qt3DCore::QEntity is a Qt3DCore::QNode subclass that can aggregate several Qt3DCore::QComponent instances that will specify its behavior. By itself a Qt3DCore::QEntity is an empty shell. The behavior of a Qt3DCore::QEntity object is defined by the Qt3DCore::QComponent objects it references. Each Qt3D backend aspect will be able to interpret and process an Entity by recognizing which components it is made up of. One aspect may decide to only process entities composed of a single Qt3DCore::QTransform component whilst another may focus on Qt3DInput::QMouseHandler. \sa Qt3DCore::QComponent, Qt3DCore::QTransform */ /*! \fn template QList Qt3DCore::QEntity::componentsOfType() const Returns all the components added to this entity that can be cast to type T or an empty vector if there are no such components. */ /*! \internal */ QEntityPrivate::QEntityPrivate() : QNodePrivate() , m_parentEntityId() , m_dirty(false) {} /*! \internal */ QEntityPrivate::~QEntityPrivate() { } /*! \internal */ QEntityPrivate *QEntityPrivate::get(QEntity *q) { return q->d_func(); } /*! \internal */ void QEntityPrivate::removeDestroyedComponent(QComponent *comp) { // comp is actually no longer a QComponent, just a QObject Q_CHECK_PTR(comp); qCDebug(Nodes) << Q_FUNC_INFO << comp; updateComponentRelationShip(comp, ComponentRelationshipChange::Removed); m_components.removeOne(comp); m_dirty = true; // Remove bookkeeping connection unregisterDestructionHelper(comp); } /*! Constructs a new Qt3DCore::QEntity instance with \a parent as parent. */ QEntity::QEntity(QNode *parent) : QEntity(*new QEntityPrivate, parent) {} /*! \internal */ QEntity::QEntity(QEntityPrivate &dd, QNode *parent) : QNode(dd, parent) { connect(this, &QNode::parentChanged, this, &QEntity::onParentChanged); } QEntity::~QEntity() { // remove all component aggregations Q_D(const QEntity); // to avoid hammering m_components by repeated removeComponent() // calls below, move all contents out, so the removeOne() calls in // removeComponent() don't actually remove something: const auto components = std::move(d->m_components); for (QComponent *comp : components) removeComponent(comp); } /*! \typedef Qt3DCore::QComponentVector \relates Qt3DCore::QEntity List of QComponent pointers. */ /*! Returns the list of Qt3DCore::QComponent instances the entity is referencing. */ QComponentVector QEntity::components() const { Q_D(const QEntity); return d->m_components; } /*! Adds a new reference to the component \a comp. \note If the Qt3DCore::QComponent has no parent, the Qt3DCore::QEntity will set itself as its parent thereby taking ownership of the component. */ void QEntity::addComponent(QComponent *comp) { Q_D(QEntity); Q_CHECK_PTR( comp ); qCDebug(Nodes) << Q_FUNC_INFO << comp; // A Component can only be aggregated once if (d->m_components.count(comp) != 0) return ; // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (!comp->parent()) comp->setParent(this); QNodePrivate::get(comp)->_q_ensureBackendNodeCreated(); d->m_components.append(comp); d->m_dirty = true; // Ensures proper bookkeeping d->registerPrivateDestructionHelper(comp, &QEntityPrivate::removeDestroyedComponent); d->updateComponentRelationShip(comp, ComponentRelationshipChange::Added); static_cast(QComponentPrivate::get(comp))->addEntity(this); } /*! Removes the reference to \a comp. */ void QEntity::removeComponent(QComponent *comp) { Q_CHECK_PTR(comp); qCDebug(Nodes) << Q_FUNC_INFO << comp; Q_D(QEntity); static_cast(QComponentPrivate::get(comp))->removeEntity(this); d->updateComponentRelationShip(comp, ComponentRelationshipChange::Removed); d->m_components.removeOne(comp); d->m_dirty = true; // Remove bookkeeping connection d->unregisterDestructionHelper(comp); } /*! Returns the parent Qt3DCore::QEntity instance of this entity. If the immediate parent isn't a Qt3DCore::QEntity, this function traverses up the scene hierarchy until a parent Qt3DCore::QEntity is found. If no Qt3DCore::QEntity parent can be found, returns null. */ QEntity *QEntity::parentEntity() const { Q_D(const QEntity); QNode *parentNode = QNode::parentNode(); QEntity *parentEntity = qobject_cast(parentNode); while (parentEntity == nullptr && parentNode != nullptr) { parentNode = parentNode->parentNode(); parentEntity = qobject_cast(parentNode); } if (!parentEntity) { if (!d->m_parentEntityId.isNull()) d->m_parentEntityId = QNodeId(); } else { if (d->m_parentEntityId != parentEntity->id()) d->m_parentEntityId = parentEntity->id(); } return parentEntity; } /* \internal Returns the Qt3DCore::QNodeId id of the parent Qt3DCore::QEntity instance of the current Qt3DCore::QEntity object. The QNodeId isNull method will return true if there is no Qt3DCore::QEntity parent of the current Qt3DCore::QEntity in the scene hierarchy. */ QNodeId QEntityPrivate::parentEntityId() const { Q_Q(const QEntity); if (m_parentEntityId.isNull()) q->parentEntity(); return m_parentEntityId; } QString QEntityPrivate::dumpSceneGraph() const { Q_Q(const QEntity); return dumpSG(q).join(QLatin1Char('\n')); } void QEntityPrivate::updateComponentRelationShip(QComponent *component, ComponentRelationshipChange::RelationShip change) { if (m_changeArbiter) { // Ensure node has its postConstructorInit called if we reach this // point, we could otherwise endup referencing a node that has yet // to be created in the backend QNodePrivate::get(component)->_q_ensureBackendNodeCreated(); Q_Q(QEntity); m_changeArbiter->addDirtyEntityComponentNodes(q, component, change); } } void QEntity::onParentChanged(QObject *) { Q_D(QEntity); if (!d->m_hasBackendNode) return; d->update(); } } // namespace Qt3DCore QT_END_NAMESPACE