/**************************************************************************** ** ** 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 "scene_p.h" #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { Scene::Scene() : BackendNode(QBackendNode::ReadWrite) , m_sceneManager(nullptr) { } void Scene::cleanup() { m_source.clear(); } void Scene::setStatus(QSceneLoader::Status status) { // Send the new subtree to the frontend or notify failure auto e = Qt3DCore::QPropertyUpdatedChangePtr::create(peerId()); e->setDeliveryFlags(Qt3DCore::QSceneChange::DeliverToAll); e->setPropertyName("status"); e->setValue(QVariant::fromValue(status)); notifyObservers(e); } void Scene::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { const auto typedChange = qSharedPointerCast>(change); const auto &data = typedChange->data; m_source = data.source; Q_ASSERT(m_sceneManager); if (Qt3DCore::QDownloadHelperService::isLocal(m_source)) m_sceneManager->addSceneData(m_source, peerId()); else m_sceneManager->startSceneDownload(m_source, peerId()); } void Scene::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { if (e->type() == PropertyUpdated) { QPropertyUpdatedChangePtr propertyChange = qSharedPointerCast(e); if (propertyChange->propertyName() == QByteArrayLiteral("source")) { m_source = propertyChange->value().toUrl(); // If the source is empty -> we need to unload anything that was // previously loaded and reset the status accordingly. This means // we need to call addSceneData with the empty source to send a // change to the frontend that will trigger the removal of the // previous scene. The reason this scheme is employed is because // the backend also takes care of updating the status. if (m_source.isEmpty() || Qt3DCore::QDownloadHelperService::isLocal(m_source)) m_sceneManager->addSceneData(m_source, peerId()); else m_sceneManager->startSceneDownload(m_source, peerId()); } } markDirty(AbstractRenderer::AllDirty); } QUrl Scene::source() const { return m_source; } void Scene::setSceneSubtree(Qt3DCore::QEntity *subTree) { if (subTree) { // Move scene sub tree to the application thread so that it can be grafted in. const auto appThread = QCoreApplication::instance()->thread(); subTree->moveToThread(appThread); } // Send the new subtree to the frontend or notify failure auto e = Qt3DCore::QPropertyUpdatedChangePtr::create(peerId()); e->setDeliveryFlags(Qt3DCore::QSceneChange::DeliverToAll); e->setPropertyName("scene"); e->setValue(QVariant::fromValue(subTree)); notifyObservers(e); } void Scene::setSceneManager(SceneManager *manager) { if (m_sceneManager != manager) m_sceneManager = manager; } RenderSceneFunctor::RenderSceneFunctor(AbstractRenderer *renderer, SceneManager *sceneManager) : m_sceneManager(sceneManager) , m_renderer(renderer) { } Qt3DCore::QBackendNode *RenderSceneFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const { Scene *scene = m_sceneManager->getOrCreateResource(change->subjectId()); scene->setSceneManager(m_sceneManager); scene->setRenderer(m_renderer); return scene; } Qt3DCore::QBackendNode *RenderSceneFunctor::get(Qt3DCore::QNodeId id) const { return m_sceneManager->lookupResource(id); } void RenderSceneFunctor::destroy(Qt3DCore::QNodeId id) const { m_sceneManager->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE