/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qtransform.h" #include "qtransform_p.h" #include "qabstracttransform_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3D { /*! \class Qt3D::QTransformPrivate \internal */ QTransformPrivate::QTransformPrivate(QTransform *qq) : QComponentPrivate(qq), m_transformsDirty(false) { } void QTransformPrivate::_q_transformDestroyed(QObject *obj) { QAbstractTransform *transform = static_cast(obj); if (m_transforms.removeOne(transform)) { emit q_func()->transformsChanged(); _q_update(); } } void QTransformPrivate::_q_update() { if (!m_transformsDirty) m_transformsDirty = true; emit q_func()->matrixChanged(); } QMatrix4x4 QTransformPrivate::applyTransforms() const { QMatrix4x4 matrix; Q_FOREACH (const QAbstractTransform *t, m_transforms) matrix = t->transformMatrix() * matrix; return matrix; } QTransform::QTransform(QNode *parent) : Qt3D::QComponent(*new QTransformPrivate(this), parent) { } QTransform::QTransform(QList transforms, QNode *parent) : Qt3D::QComponent(*new QTransformPrivate(this), parent) { Q_FOREACH (QAbstractTransform *t, transforms) addTransform(t); } QTransform::QTransform(QAbstractTransform *transform, QNode *parent) : Qt3D::QComponent(*new QTransformPrivate(this), parent) { addTransform(transform); } /*! \internal */ QTransform::QTransform(QTransformPrivate &dd, QNode *parent) : QComponent(dd, parent) { } QTransform::~QTransform() { Q_D(QTransform); // boost destruction by avoiding _q_update()-s d->m_transforms.clear(); } void QTransform::copy(const QNode *ref) { QComponent::copy(ref); const QTransform *transform = static_cast(ref); // We need to copy the matrix with all the pending // transformations applied d_func()->m_matrix = transform->matrix(); } QList QTransform::transforms() const { Q_D(const QTransform); return d->m_transforms; } void QTransform::addTransform(QAbstractTransform *transform) { Q_D(QTransform); if (transform == Q_NULLPTR || d->m_transforms.contains(transform)) return; d->m_transforms.append(transform); QObject::connect(transform, SIGNAL(transformMatrixChanged()), this, SLOT(_q_update())); QObject::connect(transform, SIGNAL(destroyed(QObject*)), this, SLOT(_q_transformDestroyed(QObject*))); emit transformsChanged(); d->_q_update(); } void QTransform::removeTransform(QAbstractTransform *transform) { Q_D(QTransform); if (!d->m_transforms.removeOne(transform)) return; QObject::disconnect(transform, SIGNAL(transformMatrixChanged()), this, SLOT(_q_update())); QObject::disconnect(transform, SIGNAL(destroyed(QObject*)), this, SLOT(_q_transformDestroyed(QObject*))); emit transformsChanged(); d->_q_update(); } QMatrix4x4 QTransform::matrix() const { Q_D(const QTransform); if (d->m_transformsDirty) { d->m_matrix = d->applyTransforms(); d->m_transformsDirty = false; } return d->m_matrix; } } // namespace Qt3D QT_END_NAMESPACE #include "moc_qtransform.cpp"