/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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 General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** 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-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "filterproximitydistancejob_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { FilterProximityDistanceJob::FilterProximityDistanceJob() : m_manager(nullptr) , m_targetEntity(nullptr) , m_distanceThresholdSquared(0.) { SET_JOB_RUN_STAT_TYPE(this, JobTypes::ProximityFiltering, 0) } void FilterProximityDistanceJob::run() { Q_ASSERT(m_manager != nullptr); m_filteredEntities.clear(); // Fill m_filteredEntities // If no filtering needs to be done, this will be the output value // otherwise it will be used as the base list of entities to filter if (hasProximityFilter()) { selectAllEntities(); QVector entitiesToFilter = std::move(m_filteredEntities); FrameGraphManager *frameGraphManager = m_manager->frameGraphManager(); EntityManager *entityManager = m_manager->renderNodesManager(); for (const Qt3DCore::QNodeId proximityFilterId : qAsConst(m_proximityFilterIds)) { ProximityFilter *proximityFilter = static_cast(frameGraphManager->lookupNode(proximityFilterId)); m_targetEntity = entityManager->lookupResource(proximityFilter->entityId()); m_distanceThresholdSquared = proximityFilter->distanceThreshold(); m_distanceThresholdSquared *= m_distanceThresholdSquared; // We can't filter, select nothings if (m_targetEntity == nullptr || m_distanceThresholdSquared <= 0.0f) { m_filteredEntities.clear(); return; } // Otherwise we filter filterEntities(entitiesToFilter); // And we make the filtered subset be the list of entities to filter // for the next loop entitiesToFilter = std::move(m_filteredEntities); } m_filteredEntities = std::move(entitiesToFilter); } // sort needed for set_intersection in RenderViewBuilder std::sort(m_filteredEntities.begin(), m_filteredEntities.end()); } void FilterProximityDistanceJob::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); m_filteredEntities.push_back(e); } } void FilterProximityDistanceJob::filterEntities(const QVector &entitiesToFilter) { const Sphere *target = m_targetEntity->worldBoundingVolumeWithChildren(); for (Entity *entity : entitiesToFilter) { // Note: The target entity is always selected as distance will be 0 // Retrieve center of bounding volume for entity const Sphere *s = entity->worldBoundingVolumeWithChildren(); // If distance between entity and target is less than threshold, we keep the entity if ((s->center() - target->center()).lengthSquared() <= m_distanceThresholdSquared) m_filteredEntities.push_back(entity); } } } // Render } // Qt3DRender QT_END_NAMESPACE