/**************************************************************************** ** ** 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 "qabstractmesh.h" #include "qabstractmesh_p.h" #include /*! * \class Qt3D::QAbstractMesh * * \brief Provides an abstract class that should be the base of all Mesh * primitives in a scene * * QAbstractMesh subclasses should encapsulate vertices needed to render a Mesh. * These should match and be packed according to what the aspect they live in expects. * * \sa QAbstractTechnique, Component */ QT_BEGIN_NAMESPACE namespace Qt3D { /*! \class Qt3D::QAbstractMeshPrivate \internal */ QAbstractMeshPrivate::QAbstractMeshPrivate() : QComponentPrivate() { } void QAbstractMesh::copy(const QNode *ref) { QComponent::copy(ref); const QAbstractMesh *abstractMesh = static_cast(ref); d_func()->m_id = abstractMesh->d_func()->m_id; } QAbstractMesh::QAbstractMesh(QNode *parent) : QComponent(*new QAbstractMeshPrivate, parent) { } /*! \internal */ QAbstractMesh::QAbstractMesh(QAbstractMeshPrivate &dd, QNode *parent) : QComponent(dd, parent) { } void QAbstractMesh::update() { Q_D(QAbstractMesh); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeUpdated, QSceneChange::Node, id())); change->setPropertyName("meshFunctor"); change->setValue(QVariant::fromValue(meshFunctor())); d->notifyObservers(change); // TO DO see if we can clear the d->m_dirty on request. // This would allow to send a single notification for classes that have several property changes occur // over a single given frame or maybe that's the job of the QChangeArbiter } } } // Qt3D QT_END_NAMESPACE