/**************************************************************************** ** ** Copyright (C) 2016 Paul Lemire ** 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 "filterlayerentityjob_p.h" #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace { int layerFilterJobCounter = 0; } // anonymous FilterLayerEntityJob::FilterLayerEntityJob() : Qt3DCore::QAspectJob() , m_manager(nullptr) { SET_JOB_RUN_STAT_TYPE(this, JobTypes::LayerFiltering, layerFilterJobCounter++); } void FilterLayerEntityJob::run() { m_filteredEntities.clear(); if (m_hasLayerFilter) { // LayerFilter set -> filter LayerManager *layerManager = m_manager->layerManager(); // Remove layerIds which are not active/enabled for (auto i = m_layerIds.size() - 1; i >= 0; --i) { Layer *backendLayer = layerManager->lookupResource(m_layerIds.at(i)); if (backendLayer == nullptr || !backendLayer->isEnabled()) m_layerIds.removeAt(i); } filterLayerAndEntity(); } else { // No LayerFilter set -> retrieve all selectAllEntities(); } } // Note: we assume that m_layerIds contains only enabled layers // -> meaning that if an Entity references such a layer, it's enabled void FilterLayerEntityJob::filterLayerAndEntity() { EntityManager *entityManager = m_manager->renderNodesManager(); const QVector handles = entityManager->activeHandles(); for (const HEntity handle : handles) { Entity *entity = entityManager->data(handle); if (!entity->isEnabled()) continue; const Qt3DCore::QNodeIdVector entityLayers = entity->componentsUuid(); // An Entity is positively filtered if it contains at least one Layer component with the same id as the // layers selected by the LayerFilter for (const Qt3DCore::QNodeId id : entityLayers) { if (m_layerIds.contains(id)) { m_filteredEntities.push_back(entity); break; } } } } // No layer filter -> retrieve all entities void FilterLayerEntityJob::selectAllEntities() { EntityManager *entityManager = m_manager->renderNodesManager(); const QVector handles = entityManager->activeHandles(); m_filteredEntities.reserve(handles.size()); for (const HEntity handle : handles) { Entity *e = entityManager->data(handle); if (e->isEnabled()) m_filteredEntities.push_back(e); } } } // Render } // Qt3DRender QT_END_NAMESPACE