/**************************************************************************** ** ** Copyright (C) 2018 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 #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace Quick { void Quick3DRayCasterPrivate::dispatchHits(const QAbstractRayCaster::Hits &hits) { m_hits = hits; updateHitEntites(m_hits, m_scene); Q_Q(Quick3DRayCaster); if (!m_engine) m_engine = qmlEngine(q->parent()); m_jsHits = convertHits(m_hits, m_engine); bool v = q->blockNotifications(true); emit q->hitsChanged(m_jsHits); q->blockNotifications(v); } QJSValue Quick3DRayCasterPrivate::convertHits(const QAbstractRayCaster::Hits &hits, QQmlEngine *engine) { auto jsHits = engine->newArray(hits.length()); for (int i=0; inewObject(); v.setProperty(QLatin1String("type"), hits[i].type()); v.setProperty(QLatin1String("entity"), engine->newQObject(hits[i].entity())); v.setProperty(QLatin1String("distance"), hits[i].distance()); { QJSValue p = engine->newObject(); p.setProperty(QLatin1String("x"), hits[i].localIntersection().x()); p.setProperty(QLatin1String("y"), hits[i].localIntersection().y()); p.setProperty(QLatin1String("z"), hits[i].localIntersection().z()); v.setProperty(QLatin1String("localIntersection"), p); } { QJSValue p = engine->newObject(); p.setProperty(QLatin1String("x"), hits[i].worldIntersection().x()); p.setProperty(QLatin1String("y"), hits[i].worldIntersection().y()); p.setProperty(QLatin1String("z"), hits[i].worldIntersection().z()); v.setProperty(QLatin1String("worldIntersection"), p); } switch (hits[i].type()) { case Qt3DRender::QRayCasterHit::TriangleHit: v.setProperty(QLatin1String("primitiveIndex"), hits[i].primitiveIndex()); v.setProperty(QLatin1String("vertex1Index"), hits[i].vertex1Index()); v.setProperty(QLatin1String("vertex2Index"), hits[i].vertex2Index()); v.setProperty(QLatin1String("vertex3Index"), hits[i].vertex3Index()); break; case Qt3DRender::QRayCasterHit::LineHit: v.setProperty(QLatin1String("primitiveIndex"), hits[i].primitiveIndex()); v.setProperty(QLatin1String("vertex1Index"), hits[i].vertex1Index()); v.setProperty(QLatin1String("vertex2Index"), hits[i].vertex2Index()); break; case Qt3DRender::QRayCasterHit::PointHit: v.setProperty(QLatin1String("primitiveIndex"), hits[i].primitiveIndex()); break; default: break; } jsHits.setProperty(i, v); } return jsHits; } void Quick3DRayCasterPrivate::appendLayer(QQmlListProperty *list, QLayer *layer) { QAbstractRayCaster *filter = qobject_cast(list->object); if (filter) filter->addLayer(layer); } QLayer *Quick3DRayCasterPrivate::layerAt(QQmlListProperty *list, int index) { QAbstractRayCaster *filter = qobject_cast(list->object); if (filter) return filter->layers().at(index); return nullptr; } int Quick3DRayCasterPrivate::layerCount(QQmlListProperty *list) { QAbstractRayCaster *filter = qobject_cast(list->object); if (filter) return filter->layers().count(); return 0; } void Quick3DRayCasterPrivate::clearLayers(QQmlListProperty *list) { QAbstractRayCaster *filter = qobject_cast(list->object); if (filter) { const auto layers = filter->layers(); for (QLayer *layer : layers) filter->removeLayer(layer); } } Quick3DRayCaster::Quick3DRayCaster(QObject *parent) : QRayCaster(*new Quick3DRayCasterPrivate(), qobject_cast(parent)) { } QJSValue Quick3DRayCaster::hits() const { Q_D(const Quick3DRayCaster); return d->m_jsHits; } QQmlListProperty Qt3DRender::Render::Quick::Quick3DRayCaster::qmlLayers() { return QQmlListProperty(this, 0, &Quick3DRayCasterPrivate::appendLayer, &Quick3DRayCasterPrivate::layerCount, &Quick3DRayCasterPrivate::layerAt, &Quick3DRayCasterPrivate::clearLayers); } } // namespace Quick } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE