/**************************************************************************** ** ** 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 "entity_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { Entity::Entity() : QBackendNode() , m_nodeManagers(Q_NULLPTR) , m_enabled(true) , m_boundingDirty(false) { } Entity::~Entity() { cleanup(); } void Entity::cleanup() { if (m_nodeManagers != Q_NULLPTR) { Entity *parentEntity = parent(); if (parentEntity != Q_NULLPTR) parentEntity->removeChildHandle(m_handle); for (int i = 0; i < m_childrenHandles.size(); i++) m_nodeManagers->renderNodesManager()->release(m_childrenHandles[i]); // We need to release using peerUuid otherwise the handle will be cleared // but would still remain in the Id to Handle table m_nodeManagers->worldMatrixManager()->releaseResource(peerUuid()); qCDebug(Render::RenderNodes) << Q_FUNC_INFO; } m_worldTransform = HMatrix(); // Release all component will have to perform their own release when they receive the // NodeDeleted/NodeAboutToBeDeleted notification // Clear components m_transformComponent = Qt3DCore::QNodeId(); m_cameraComponent = Qt3DCore::QNodeId(); m_materialComponent = Qt3DCore::QNodeId(); m_geometryRendererComponent = Qt3DCore::QNodeId(); m_objectPickerComponent = QNodeId(); m_boundingVolumeDebugComponent = QNodeId(); m_computeComponent = QNodeId(); m_layerComponents.clear(); m_shaderDataComponents.clear(); m_lightComponents.clear(); m_localBoundingVolume.reset(); m_worldBoundingVolume.reset(); m_worldBoundingVolumeWithChildren.reset(); m_enabled = true; m_boundingDirty = false; } void Entity::setParentHandle(HEntity parentHandle) { Q_ASSERT(m_nodeManagers); // Remove ourselves from previous parent children list Entity *parent = m_nodeManagers->renderNodesManager()->data(parentHandle); if (parent != Q_NULLPTR && parent->m_childrenHandles.contains(m_handle)) parent->m_childrenHandles.remove(m_handle); m_parentHandle = parentHandle; parent = m_nodeManagers->renderNodesManager()->data(parentHandle); if (parent != Q_NULLPTR && !parent->m_childrenHandles.contains(m_handle)) parent->m_childrenHandles.append(m_handle); } void Entity::setNodeManagers(NodeManagers *manager) { m_nodeManagers = manager; } void Entity::setHandle(HEntity handle) { m_handle = handle; } void Entity::updateFromPeer(Qt3DCore::QNode *peer) { QEntity *entity = static_cast(peer); QEntityPrivate *entityPrivate = static_cast(QNodePrivate::get(entity)); const QNodeId parentEntityId = entityPrivate->parentEntityId(); m_objectName = peer->objectName(); m_worldTransform = m_nodeManagers->worldMatrixManager()->getOrAcquireHandle(peerUuid()); // TO DO: Suboptimal -> Maybe have a Hash instead m_transformComponent = QNodeId(); m_materialComponent = QNodeId(); m_cameraComponent = QNodeId(); m_geometryRendererComponent = QNodeId(); m_objectPickerComponent = QNodeId(); m_boundingVolumeDebugComponent = QNodeId(); m_layerComponents.clear(); m_shaderDataComponents.clear(); m_lightComponents.clear(); m_localBoundingVolume.reset(new Sphere(peerUuid())); m_worldBoundingVolume.reset(new Sphere(peerUuid())); m_worldBoundingVolumeWithChildren.reset(new Sphere(peerUuid())); Q_FOREACH (QComponent *comp, entity->components()) addComponent(comp); if (!parentEntityId.isNull()) { setParentHandle(m_nodeManagers->renderNodesManager()->lookupHandle(parentEntityId)); } else { qCDebug(Render::RenderNodes) << Q_FUNC_INFO << "No parent entity found for Entity" << peerUuid(); } m_enabled = entity->isEnabled(); } void Entity::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { QScenePropertyChangePtr propertyChange = qSharedPointerCast(e); switch (e->type()) { case ComponentAdded: { QNodePtr nodePtr = propertyChange->value().value(); QComponent *component = qobject_cast(nodePtr.data()); qCDebug(Render::RenderNodes) << Q_FUNC_INFO << "Component Added" << m_objectName << component->objectName(); addComponent(component); break; } case ComponentRemoved: { QNodeId nodeId = propertyChange->value().value(); qCDebug(Render::RenderNodes) << Q_FUNC_INFO << "Component Removed"; removeComponent(nodeId); break; } case NodeUpdated: { if (propertyChange->propertyName() == QByteArrayLiteral("enabled")) m_enabled = propertyChange->value().value(); break; } default: break; } } void Entity::dump() const { static int depth = 0; QString indent(2 * depth++, QChar::fromLatin1(' ')); qCDebug(Backend) << indent + m_objectName; foreach (const Entity *child, children()) child->dump(); --depth; } Entity *Entity::parent() const { return m_nodeManagers->renderNodesManager()->data(m_parentHandle); } void Entity::appendChildHandle(HEntity childHandle) { if (!m_childrenHandles.contains(childHandle)) { m_childrenHandles.append(childHandle); Entity *child = m_nodeManagers->renderNodesManager()->data(childHandle); if (child != Q_NULLPTR) child->m_parentHandle = m_handle; } } void Entity::removeChildHandle(HEntity childHandle) { // TO DO : Check if a QList here wouldn't be more performant if (m_childrenHandles.contains(childHandle)) { m_childrenHandles.removeAt(m_childrenHandles.indexOf(childHandle)); } } QVector Entity::children() const { QVector childrenVector; childrenVector.reserve(m_childrenHandles.size()); foreach (HEntity handle, m_childrenHandles) { Entity *child = m_nodeManagers->renderNodesManager()->data(handle); if (child != Q_NULLPTR) childrenVector.append(child); } return childrenVector; } QMatrix4x4 *Entity::worldTransform() { return m_nodeManagers->worldMatrixManager()->data(m_worldTransform); } const QMatrix4x4 *Entity::worldTransform() const { return m_nodeManagers->worldMatrixManager()->data(m_worldTransform); } void Entity::addComponent(Qt3DCore::QComponent *component) { // The backend element is always created when this method is called // If that's not the case something has gone wrong if (qobject_cast(component) != Q_NULLPTR) { m_transformComponent = component->id(); } else if (qobject_cast(component) != Q_NULLPTR) { m_cameraComponent = component->id(); } else if (qobject_cast(component) != Q_NULLPTR) { m_layerComponents.append(component->id()); } else if (qobject_cast(component) != Q_NULLPTR) { m_materialComponent = component->id(); } else if (qobject_cast(component) != Q_NULLPTR) { // QLight subclasses QShaderData m_lightComponents.append(component->id()); } else if (qobject_cast(component) != Q_NULLPTR) { m_shaderDataComponents.append(component->id()); } else if (qobject_cast(component) != Q_NULLPTR) { m_geometryRendererComponent = component->id(); m_boundingDirty = true; } else if (qobject_cast(component) != Q_NULLPTR) { m_objectPickerComponent = component->id(); } else if (qobject_cast(component) != Q_NULLPTR) { m_boundingVolumeDebugComponent = component->id(); } else if (qobject_cast(component) != Q_NULLPTR) { m_computeComponent = component->id(); } } void Entity::removeComponent(const Qt3DCore::QNodeId &nodeId) { if (m_transformComponent == nodeId) { m_transformComponent = QNodeId(); } else if (m_cameraComponent == nodeId) { m_cameraComponent = QNodeId(); } else if (m_layerComponents.contains(nodeId)) { m_layerComponents.removeAll(nodeId); } else if (m_materialComponent == nodeId) { m_materialComponent = QNodeId(); } else if (m_shaderDataComponents.contains(nodeId)) { m_shaderDataComponents.removeAll(nodeId); } else if (m_geometryRendererComponent == nodeId) { m_geometryRendererComponent = QNodeId(); m_boundingDirty = true; } else if (m_objectPickerComponent == nodeId) { m_objectPickerComponent = QNodeId(); } else if (m_boundingVolumeDebugComponent == nodeId) { m_boundingVolumeDebugComponent = QNodeId(); } else if (m_lightComponents.contains(nodeId)) { m_lightComponents.removeAll(nodeId); } else if (m_computeComponent == nodeId) { m_computeComponent = QNodeId(); } } bool Entity::isEnabled() const { return m_enabled; } void Entity::setEnabled(bool isEnabled) { m_enabled = isEnabled; } bool Entity::isBoundingVolumeDirty() const { return m_boundingDirty; } void Entity::unsetBoundingVolumeDirty() { m_boundingDirty = false; } // Handles template<> HMaterial Entity::componentHandle() const { return m_nodeManagers->materialManager()->lookupHandle(m_materialComponent); } template<> HCamera Entity::componentHandle() const { return m_nodeManagers->cameraManager()->lookupHandle(m_cameraComponent); } template<> HTransform Entity::componentHandle() const { return m_nodeManagers->transformManager()->lookupHandle(m_transformComponent); } template<> HGeometryRenderer Entity::componentHandle() const { return m_nodeManagers->geometryRendererManager()->lookupHandle(m_geometryRendererComponent); } template<> HObjectPicker Entity::componentHandle() const { return m_nodeManagers->objectPickerManager()->lookupHandle(m_objectPickerComponent); } template<> QList Entity::componentsHandle() const { QList layerHandles; layerHandles.reserve(m_layerComponents.size()); Q_FOREACH (const QNodeId &id, m_layerComponents) layerHandles.append(m_nodeManagers->layerManager()->lookupHandle(id)); return layerHandles; } template<> QList Entity::componentsHandle() const { QList shaderDataHandles; shaderDataHandles.reserve(m_shaderDataComponents.size()); Q_FOREACH (const QNodeId &id, m_shaderDataComponents) shaderDataHandles.append(m_nodeManagers->shaderDataManager()->lookupHandle(id)); return shaderDataHandles; } template<> HBoundingVolumeDebug Entity::componentHandle() const { return m_nodeManagers->boundingVolumeDebugManager()->lookupHandle(m_boundingVolumeDebugComponent); } template<> QList Entity::componentsHandle() const { QList lightHandles; lightHandles.reserve(m_lightComponents.size()); Q_FOREACH (const QNodeId &id, m_lightComponents) lightHandles.append(m_nodeManagers->lightManager()->lookupHandle(id)); return lightHandles; } template<> HComputeJob Entity::componentHandle() const { return m_nodeManagers->computeJobManager()->lookupHandle(m_computeComponent); } // Render components template<> Material *Entity::renderComponent() const { return m_nodeManagers->materialManager()->lookupResource(m_materialComponent); } template<> CameraLens *Entity::renderComponent() const { return m_nodeManagers->cameraManager()->lookupResource(m_cameraComponent); } template<> Transform *Entity::renderComponent() const { return m_nodeManagers->transformManager()->lookupResource(m_transformComponent); } template<> GeometryRenderer *Entity::renderComponent() const { return m_nodeManagers->geometryRendererManager()->lookupResource(m_geometryRendererComponent); } template<> ObjectPicker *Entity::renderComponent() const { return m_nodeManagers->objectPickerManager()->lookupResource(m_objectPickerComponent); } template<> QList Entity::renderComponents() const { QList layers; layers.reserve(m_layerComponents.size()); Q_FOREACH (const QNodeId &id, m_layerComponents) layers.append(m_nodeManagers->layerManager()->lookupResource(id)); return layers; } template<> QList Entity::renderComponents() const { QList shaderDatas; shaderDatas.reserve(m_shaderDataComponents.size()); Q_FOREACH (const QNodeId &id, m_shaderDataComponents) shaderDatas.append(m_nodeManagers->shaderDataManager()->lookupResource(id)); return shaderDatas; } template<> QList Entity::renderComponents() const { QList lights; lights.reserve(m_lightComponents.size()); Q_FOREACH (const QNodeId &id, m_lightComponents) lights.append(m_nodeManagers->lightManager()->lookupResource(id)); return lights; } template<> BoundingVolumeDebug *Entity::renderComponent() const { return m_nodeManagers->boundingVolumeDebugManager()->lookupResource(m_boundingVolumeDebugComponent); } template<> ComputeJob *Entity::renderComponent() const { return m_nodeManagers->computeJobManager()->lookupResource(m_computeComponent); } // Uuid template<> Qt3DCore::QNodeId Entity::componentUuid() const { return m_transformComponent; } template<> Qt3DCore::QNodeId Entity::componentUuid() const { return m_cameraComponent; } template<> Qt3DCore::QNodeId Entity::componentUuid() const { return m_materialComponent; } template<> QList Entity::componentsUuid() const { return m_layerComponents; } template<> QList Entity::componentsUuid() const { return m_shaderDataComponents; } template<> Qt3DCore::QNodeId Entity::componentUuid() const { return m_geometryRendererComponent; } template<> QNodeId Entity::componentUuid() const { return m_objectPickerComponent; } template<> QNodeId Entity::componentUuid() const { return m_boundingVolumeDebugComponent; } template<> QNodeId Entity::componentUuid() const { return m_computeComponent; } template<> QList Entity::componentsUuid() const { return m_lightComponents; } RenderEntityFunctor::RenderEntityFunctor(NodeManagers *manager) : m_nodeManagers(manager) { } Qt3DCore::QBackendNode *RenderEntityFunctor::create(Qt3DCore::QNode *frontend, const Qt3DCore::QBackendNodeFactory *factory) const { HEntity renderNodeHandle = m_nodeManagers->renderNodesManager()->getOrAcquireHandle(frontend->id()); Entity *entity = m_nodeManagers->renderNodesManager()->data(renderNodeHandle); entity->setFactory(factory); entity->setNodeManagers(m_nodeManagers); entity->setHandle(renderNodeHandle); entity->setPeer(frontend); return entity; } Qt3DCore::QBackendNode *RenderEntityFunctor::get(const Qt3DCore::QNodeId &id) const { return m_nodeManagers->renderNodesManager()->lookupResource(id); } void RenderEntityFunctor::destroy(const Qt3DCore::QNodeId &id) const { m_nodeManagers->renderNodesManager()->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE