/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). ** 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 "rendermesh_p.h" #include "meshdatamanager_p.h" #include "qmesh.h" #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3D { namespace Render { /*! * \class RenderMesh * * Monitor a frontend Mesh for source changes. If the source is changed, * the QMeshData returned is either a valid QMeshData corresponding to the source * or null if the new QMeshData hasn't been loaded. If this is the case the meshDirty * flag is set to true. * * \sa QMeshData */ RenderMesh::RenderMesh() : QBackendNode() , m_meshDirty(true) , m_meshDataManager(Q_NULLPTR) { } RenderMesh::~RenderMesh() { cleanup(); } void RenderMesh::cleanup() { } void RenderMesh::updateFromPeer(QNode *peer) { QAbstractMesh *mesh = static_cast(peer); m_meshDirty = true; m_enabled = mesh->isEnabled(); setMeshFunctor(mesh->meshFunctor()); } void RenderMesh::sceneChangeEvent(const QSceneChangePtr &e) { switch (e->type()) { case NodeUpdated: { QScenePropertyChangePtr propertyChange = qSharedPointerCast(e); if (propertyChange->propertyName() == QByteArrayLiteral("meshFunctor")) // Mesh with source setMeshFunctor(propertyChange->value().value()); else if (propertyChange->propertyName() == QByteArrayLiteral("enabled")) m_enabled = propertyChange->value().toBool(); break; } default: break; } } QMeshData *RenderMesh::meshData() const { return m_meshDataManager->data(m_meshDataHandle); } HMeshData RenderMesh::meshDataHandle() const { return m_meshDataHandle; } void RenderMesh::setMeshData(HMeshData handle) { m_meshDataHandle = handle; } void RenderMesh::setMeshDataManager(MeshDataManager *manager) { if (m_meshDataManager != manager) m_meshDataManager = manager; } void RenderMesh::setMeshFunctor(QAbstractMeshFunctorPtr functor) { if (m_functor != functor) { m_functor = functor; m_meshDataManager->addMeshData(m_functor, peerUuid()); } } RenderMeshCreatorFunctor::RenderMeshCreatorFunctor(MeshManager *meshManager, MeshDataManager *meshDataManager) : m_meshManager(meshManager) , m_meshDataManager(meshDataManager) { } QBackendNode *RenderMeshCreatorFunctor::create(QNode *frontend, const QBackendNodeFactory *factory) const { RenderMesh *mesh = m_meshManager->getOrCreateResource(frontend->id()); mesh->setFactory(factory); mesh->setMeshDataManager(m_meshDataManager); mesh->setPeer(frontend); return mesh; } QBackendNode *RenderMeshCreatorFunctor::get(QNode *frontend) const { return m_meshManager->lookupResource(frontend->id()); } void RenderMeshCreatorFunctor::destroy(QNode *frontend) const { m_meshManager->releaseResource(frontend->id()); } } // Render } // Qt3D QT_END_NAMESPACE