/**************************************************************************** ** ** 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 "entity_p.h" #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_renderer(Q_NULLPTR) , m_localBoundingVolume(new Sphere) , m_worldBoundingVolume(new Sphere) , m_worldBoundingVolumeWithChildren(new Sphere) { } Entity::~Entity() { cleanup(); } void Entity::cleanup() { if (m_renderer != Q_NULLPTR) { Entity *parentEntity = parent(); if (parentEntity != Q_NULLPTR) parentEntity->removeChildHandle(m_handle); for (int i = 0; i < m_childrenHandles.size(); i++) m_renderer->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_renderer->worldMatrixManager()->releaseResource(peerUuid()); m_worldTransform = HMatrix(); // Release all component will have to perform their own release when they receive the // NodeDeleted/NodeAboutToBeDeleted notification qCDebug(Render::RenderNodes) << Q_FUNC_INFO; // Clear components m_transformComponent = Qt3DCore::QNodeId(); m_cameraComponent = Qt3DCore::QNodeId(); m_materialComponent = Qt3DCore::QNodeId(); m_geometryRendererComponent = Qt3DCore::QNodeId(); m_layerComponents.clear(); m_shaderDataComponents.clear(); } delete m_localBoundingVolume; delete m_worldBoundingVolume; delete m_worldBoundingVolumeWithChildren; m_localBoundingVolume = Q_NULLPTR; m_worldBoundingVolume = Q_NULLPTR; m_worldBoundingVolumeWithChildren = Q_NULLPTR; } void Entity::setParentHandle(HEntity parentHandle) { Q_ASSERT(m_renderer); // Remove ourselves from previous parent children list Entity *parent = m_renderer->renderNodesManager()->data(parentHandle); if (parent != Q_NULLPTR && parent->m_childrenHandles.contains(m_handle)) parent->m_childrenHandles.remove(m_handle); m_parentHandle = parentHandle; parent = m_renderer->renderNodesManager()->data(parentHandle); if (parent != Q_NULLPTR && !parent->m_childrenHandles.contains(m_handle)) parent->m_childrenHandles.append(m_handle); } void Entity::setRenderer(Renderer *renderer) { m_renderer = renderer; } void Entity::setHandle(HEntity handle) { m_handle = handle; } void Entity::updateFromPeer(Qt3DCore::QNode *peer) { QEntity *entity = static_cast(peer); const QNodeId parentEntityId = entity->parentEntityId(); m_objectName = peer->objectName(); m_worldTransform = m_renderer->worldMatrixManager()->getOrAcquireHandle(peerUuid()); // TO DO: Suboptimal -> Maybe have a Hash instead m_transformComponent = QNodeId(); m_materialComponent = QNodeId(); m_cameraComponent = QNodeId(); m_geometryRendererComponent = QNodeId(); m_layerComponents.clear(); m_shaderDataComponents.clear(); Q_FOREACH (QComponent *comp, entity->components()) addComponent(comp); if (!parentEntityId.isNull()) { setParentHandle(m_renderer->renderNodesManager()->lookupHandle(parentEntityId)); } else { qCDebug(Render::RenderNodes) << Q_FUNC_INFO << "No parent entity found for Entity" << peerUuid(); } } 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; } 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_renderer->renderNodesManager()->data(m_parentHandle); } void Entity::appendChildHandle(HEntity childHandle) { if (!m_childrenHandles.contains(childHandle)) { m_childrenHandles.append(childHandle); Entity *child = m_renderer->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_renderer->renderNodesManager()->data(handle); if (child != Q_NULLPTR) childrenVector.append(child); } return childrenVector; } QMatrix4x4 *Entity::worldTransform() { return m_renderer->worldMatrixManager()->data(m_worldTransform); } const QMatrix4x4 *Entity::worldTransform() const { return m_renderer->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) m_shaderDataComponents.append(component->id()); else if (qobject_cast(component) != Q_NULLPTR) m_geometryRendererComponent = 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(); } template<> HMaterial Entity::componentHandle() const { return m_renderer->materialManager()->lookupHandle(m_materialComponent); } template<> Material *Entity::renderComponent() const { return m_renderer->materialManager()->lookupResource(m_materialComponent); } template<> HCamera Entity::componentHandle() const { return m_renderer->cameraManager()->lookupHandle(m_cameraComponent); } template<> CameraLens *Entity::renderComponent() const { return m_renderer->cameraManager()->lookupResource(m_cameraComponent); } template<> HTransform Entity::componentHandle() const { return m_renderer->transformManager()->lookupHandle(m_transformComponent); } template<> Transform *Entity::renderComponent() const { return m_renderer->transformManager()->lookupResource(m_transformComponent); } template<> HGeometryRenderer Entity::componentHandle() const { return m_renderer->geometryRendererManager()->lookupHandle(m_geometryRendererComponent); } template<> GeometryRenderer *Entity::renderComponent() const { return m_renderer->geometryRendererManager()->lookupResource(m_geometryRendererComponent); } 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::componentsHandle() const { QList layerHandles; Q_FOREACH (const QNodeId &id, m_layerComponents) layerHandles.append(m_renderer->layerManager()->lookupHandle(id)); return layerHandles; } template<> QList Entity::renderComponents() const { QList layers; Q_FOREACH (const QNodeId &id, m_layerComponents) layers.append(m_renderer->layerManager()->lookupResource(id)); return layers; } template<> QList Entity::componentsUuid() const { return m_layerComponents; } template<> QList Entity::componentsHandle() const { QList shaderDataHandles; Q_FOREACH (const QNodeId &id, m_shaderDataComponents) shaderDataHandles.append(m_renderer->shaderDataManager()->lookupHandle(id)); return shaderDataHandles; } template<> QList Entity::renderComponents() const { QList shaderDatas; Q_FOREACH (const QNodeId &id, m_shaderDataComponents) shaderDatas.append(m_renderer->shaderDataManager()->lookupResource(id)); return shaderDatas; } template<> QList Entity::componentsUuid() const { return m_shaderDataComponents; } template<> Qt3DCore::QNodeId Entity::componentUuid() const { return m_geometryRendererComponent; } RenderEntityFunctor::RenderEntityFunctor(Renderer *renderer) : m_renderer(renderer) { } Qt3DCore::QBackendNode *RenderEntityFunctor::create(Qt3DCore::QNode *frontend, const Qt3DCore::QBackendNodeFactory *factory) const { HEntity renderNodeHandle = m_renderer->renderNodesManager()->getOrAcquireHandle(frontend->id()); Entity *entity = m_renderer->renderNodesManager()->data(renderNodeHandle); entity->setFactory(factory); entity->setRenderer(m_renderer); entity->setHandle(renderNodeHandle); entity->setPeer(frontend); return entity; } Qt3DCore::QBackendNode *RenderEntityFunctor::get(const Qt3DCore::QNodeId &id) const { return m_renderer->renderNodesManager()->lookupResource(id); } void RenderEntityFunctor::destroy(const Qt3DCore::QNodeId &id) const { m_renderer->renderNodesManager()->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE