/**************************************************************************** ** ** 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 "meshdatamanager_p.h" QT_BEGIN_NAMESPACE namespace Qt3D { namespace Render { // Called by aspect thread when RenderMesh receive a new functor in syncChanges void MeshDataManager::addMeshData(QAbstractMeshFunctorPtr functor, const QNodeId &meshUuid) { m_meshesPending[meshUuid] = functor; } // Called by single thread in QRenderAspect // Needs to be protected as we ways call it while addMeshData is called QHash MeshDataManager::meshesPending() { QHash meshFunctors = m_meshesPending; m_meshesPending.clear(); return meshFunctors; } HMeshData MeshDataManager::meshDataFromFunctor(QAbstractMeshFunctorPtr functor) const { QHash::const_iterator it = m_meshFunctors.begin(); const QHash::const_iterator end = m_meshFunctors.end(); while (it != end) { if (*it.key() == *functor) return it.value(); ++it; } return HMeshData(); } void MeshDataManager::addMeshDataForFunctor(HMeshData meshDataHandle, QAbstractMeshFunctorPtr functor) { m_meshFunctors.insert(functor, meshDataHandle); } } // namespace Render } // namespace Qt3D QT_END_NAMESPACE