/**************************************************************************** ** ** 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 "entity_p_p.h" #include #include #include #include #include #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 { EntityPrivate::EntityPrivate() : Qt3DCore::QBackendNodePrivate(Entity::ReadOnly) { } EntityPrivate *EntityPrivate::get(Entity *node) { return node->d_func(); } void EntityPrivate::componentAdded(Qt3DCore::QNode *frontend) { Q_Q(Entity); const auto componentIdAndType = QNodeIdTypePair(frontend->id(), QNodePrivate::findStaticMetaObject(frontend->metaObject())); q->addComponent(componentIdAndType); } void EntityPrivate::componentRemoved(Qt3DCore::QNode *frontend) { Q_Q(Entity); q->removeComponent(frontend->id()); } Entity::Entity() : BackendNode(*new EntityPrivate) , m_nodeManagers(nullptr) , m_boundingDirty(false) , m_treeEnabled(true) { } Entity::~Entity() { cleanup(); } void Entity::cleanup() { if (m_nodeManagers != nullptr) { m_nodeManagers->worldMatrixManager()->releaseResource(peerId()); qCDebug(Render::RenderNodes) << Q_FUNC_INFO; removeFromParentChildHandles(); for (auto &childHandle : qAsConst(m_childrenHandles)) { auto child = m_nodeManagers->renderNodesManager()->data(childHandle); // children should always exist and have this as parent // if they were destroyed, they would have removed themselves from our m_childrenHandles Q_ASSERT(child); Q_ASSERT(child->m_parentHandle == m_handle); child->m_parentHandle = {}; } } m_worldTransform = HMatrix(); // Release all component will have to perform their own release when they receive the // NodeDeleted 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_armatureComponent = QNodeId(); m_childrenHandles.clear(); m_layerComponents.clear(); m_levelOfDetailComponents.clear(); m_rayCasterComponents.clear(); m_shaderDataComponents.clear(); m_lightComponents.clear(); m_environmentLightComponents.clear(); m_localBoundingVolume.reset(); m_worldBoundingVolume.reset(); m_worldBoundingVolumeWithChildren.reset(); m_parentHandle = {}; m_boundingDirty = false; QBackendNode::setEnabled(false); // Ensure we rebuild caches when an Entity gets cleaned up if (m_renderer) markDirty(AbstractRenderer::AllDirty); } void Entity::setParentHandle(HEntity parentHandle) { Q_ASSERT(m_nodeManagers); if (parentHandle == m_parentHandle) return; removeFromParentChildHandles(); m_parentHandle = parentHandle; auto parent = m_nodeManagers->renderNodesManager()->data(parentHandle); if (parent != 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::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) { const Qt3DCore::QEntity *node = qobject_cast(frontEnd); if (!node) return; if (this->isEnabled() != node->isEnabled()) { markDirty(AbstractRenderer::EntityEnabledDirty); // We let QBackendNode::syncFromFrontEnd change the enabled property } const auto parentID = node->parentEntity() ? node->parentEntity()->id() : Qt3DCore::QNodeId(); auto parentHandle = m_nodeManagers->renderNodesManager()->lookupHandle(parentID); // All entity creation is done from top-down and always during the same frame, so // we if we have a valid parent node, we should always be able to resolve the // backend parent at this time Q_ASSERT(!node->parentEntity() || (!parentHandle.isNull() && m_nodeManagers->renderNodesManager()->data(parentHandle))); if (parentHandle != m_parentHandle) { markDirty(AbstractRenderer::AllDirty); } setParentHandle(parentHandle); if (firstTime) { m_worldTransform = m_nodeManagers->worldMatrixManager()->getOrAcquireHandle(peerId()); // TODO: 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_computeComponent = QNodeId(); m_layerComponents.clear(); m_levelOfDetailComponents.clear(); m_rayCasterComponents.clear(); m_shaderDataComponents.clear(); m_lightComponents.clear(); m_environmentLightComponents.clear(); m_localBoundingVolume = QSharedPointer::create(peerId()); m_worldBoundingVolume = QSharedPointer::create(peerId()); m_worldBoundingVolumeWithChildren = QSharedPointer::create(peerId()); const QComponentVector &components = node->components(); for (QComponent *c : components) { const auto idAndType = QNodeIdTypePair(c->id(), QNodePrivate::findStaticMetaObject(c->metaObject())); addComponent(idAndType); } } BackendNode::syncFromFrontEnd(frontEnd, firstTime); } void Entity::dump() const { static int depth = 0; QString indent(2 * depth++, QChar::fromLatin1(' ')); qCDebug(Backend) << indent + m_objectName; const auto children_ = children(); for (const Entity *child : children_) child->dump(); --depth; } Entity *Entity::parent() const { return m_nodeManagers->renderNodesManager()->data(m_parentHandle); } void Entity::removeFromParentChildHandles() { // remove ourself from our parent's list of children. auto p = parent(); if (p) p->removeChildHandle(m_handle); } QVector Entity::children() const { QVector childrenVector; childrenVector.reserve(m_childrenHandles.size()); for (const HEntity &handle : m_childrenHandles) { Entity *child = m_nodeManagers->renderNodesManager()->data(handle); if (child != nullptr) childrenVector.append(child); } return childrenVector; } void Entity::traverse(const std::function &operation) { operation(this); for (const HEntity &handle : qAsConst(m_childrenHandles)) { Entity *child = m_nodeManagers->renderNodesManager()->data(handle); if (child != nullptr) child->traverse(operation); } } void Entity::traverse(const std::function &operation) const { operation(this); for (const HEntity &handle : m_childrenHandles) { const Entity *child = m_nodeManagers->renderNodesManager()->data(handle); if (child != nullptr) child->traverse(operation); } } Matrix4x4 *Entity::worldTransform() { return m_nodeManagers->worldMatrixManager()->data(m_worldTransform); } const Matrix4x4 *Entity::worldTransform() const { return m_nodeManagers->worldMatrixManager()->data(m_worldTransform); } void Entity::addComponent(Qt3DCore::QNodeIdTypePair idAndType) { // The backend element is always created when this method is called // If that's not the case something has gone wrong const auto type = idAndType.type; const auto id = idAndType.id; qCDebug(Render::RenderNodes) << Q_FUNC_INFO << "id =" << id << type->className(); if (type->inherits(&Qt3DCore::QTransform::staticMetaObject)) { m_transformComponent = id; } else if (type->inherits(&QCameraLens::staticMetaObject)) { m_cameraComponent = id; } else if (type->inherits(&QLayer::staticMetaObject)) { m_layerComponents.append(id); } else if (type->inherits(&QLevelOfDetail::staticMetaObject)) { m_levelOfDetailComponents.append(id); } else if (type->inherits(&QRayCaster::staticMetaObject)) { m_rayCasterComponents.append(id); } else if (type->inherits(&QScreenRayCaster::staticMetaObject)) { m_rayCasterComponents.append(id); } else if (type->inherits(&QMaterial::staticMetaObject)) { m_materialComponent = id; } else if (type->inherits(&QAbstractLight::staticMetaObject)) { // QAbstractLight subclasses QShaderData m_lightComponents.append(id); } else if (type->inherits(&QEnvironmentLight::staticMetaObject)) { m_environmentLightComponents.append(id); } else if (type->inherits(&QShaderData::staticMetaObject)) { m_shaderDataComponents.append(id); } else if (type->inherits(&QGeometryRenderer::staticMetaObject)) { m_geometryRendererComponent = id; m_boundingDirty = true; } else if (type->inherits(&QObjectPicker::staticMetaObject)) { m_objectPickerComponent = id; // } else if (type->inherits(&QBoundingVolumeDebug::staticMetaObject)) { // m_boundingVolumeDebugComponent = id; } else if (type->inherits(&QComputeCommand::staticMetaObject)) { m_computeComponent = id; } else if (type->inherits(&QArmature::staticMetaObject)) { m_armatureComponent = id; } markDirty(AbstractRenderer::AllDirty); } void Entity::removeComponent(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_levelOfDetailComponents.contains(nodeId)) { m_levelOfDetailComponents.removeAll(nodeId); } else if (m_rayCasterComponents.contains(nodeId)) { m_rayCasterComponents.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_environmentLightComponents.contains(nodeId)) { m_environmentLightComponents.removeAll(nodeId); } else if (m_computeComponent == nodeId) { m_computeComponent = QNodeId(); } else if (m_armatureComponent == nodeId) { m_armatureComponent = QNodeId(); } markDirty(AbstractRenderer::AllDirty); } bool Entity::isBoundingVolumeDirty() const { return m_boundingDirty; } void Entity::unsetBoundingVolumeDirty() { m_boundingDirty = false; } void Entity::addRecursiveLayerId(const QNodeId layerId) { if (!m_recursiveLayerComponents.contains(layerId) && !m_layerComponents.contains(layerId)) m_recursiveLayerComponents.push_back(layerId); } void Entity::removeRecursiveLayerId(const QNodeId layerId) { m_recursiveLayerComponents.removeOne(layerId); } ENTITY_COMPONENT_TEMPLATE_IMPL(Material, HMaterial, MaterialManager, m_materialComponent) ENTITY_COMPONENT_TEMPLATE_IMPL(CameraLens, HCamera, CameraManager, m_cameraComponent) ENTITY_COMPONENT_TEMPLATE_IMPL(Transform, HTransform, TransformManager, m_transformComponent) ENTITY_COMPONENT_TEMPLATE_IMPL(GeometryRenderer, HGeometryRenderer, GeometryRendererManager, m_geometryRendererComponent) ENTITY_COMPONENT_TEMPLATE_IMPL(ObjectPicker, HObjectPicker, ObjectPickerManager, m_objectPickerComponent) ENTITY_COMPONENT_TEMPLATE_IMPL(ComputeCommand, HComputeCommand, ComputeCommandManager, m_computeComponent) ENTITY_COMPONENT_TEMPLATE_IMPL(Armature, HArmature, ArmatureManager, m_armatureComponent) ENTITY_COMPONENT_LIST_TEMPLATE_IMPL(Layer, HLayer, LayerManager, m_layerComponents) ENTITY_COMPONENT_LIST_TEMPLATE_IMPL(LevelOfDetail, HLevelOfDetail, LevelOfDetailManager, m_levelOfDetailComponents) ENTITY_COMPONENT_LIST_TEMPLATE_IMPL(RayCaster, HRayCaster, RayCasterManager, m_rayCasterComponents) ENTITY_COMPONENT_LIST_TEMPLATE_IMPL(ShaderData, HShaderData, ShaderDataManager, m_shaderDataComponents) ENTITY_COMPONENT_LIST_TEMPLATE_IMPL(Light, HLight, LightManager, m_lightComponents) ENTITY_COMPONENT_LIST_TEMPLATE_IMPL(EnvironmentLight, HEnvironmentLight, EnvironmentLightManager, m_environmentLightComponents) RenderEntityFunctor::RenderEntityFunctor(AbstractRenderer *renderer, NodeManagers *manager) : m_nodeManagers(manager) , m_renderer(renderer) { } Qt3DCore::QBackendNode *RenderEntityFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const { HEntity renderNodeHandle = m_nodeManagers->renderNodesManager()->getOrAcquireHandle(change->subjectId()); Entity *entity = m_nodeManagers->renderNodesManager()->data(renderNodeHandle); entity->setNodeManagers(m_nodeManagers); entity->setHandle(renderNodeHandle); entity->setRenderer(m_renderer); return entity; } Qt3DCore::QBackendNode *RenderEntityFunctor::get(Qt3DCore::QNodeId id) const { return m_nodeManagers->renderNodesManager()->lookupResource(id); } void RenderEntityFunctor::destroy(Qt3DCore::QNodeId id) const { m_nodeManagers->renderNodesManager()->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE