/**************************************************************************** ** ** 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 "loadscenejob_p.h" #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { LoadSceneJob::LoadSceneJob(const QUrl &source, Qt3DCore::QNodeId m_sceneComponent) : QAspectJob() , m_source(source) , m_sceneComponent(m_sceneComponent) , m_managers(nullptr) { SET_JOB_RUN_STAT_TYPE(this, JobTypes::LoadScene, 0); } void LoadSceneJob::run() { // Iterate scene IO handlers until we find one that can handle this file type Qt3DCore::QEntity *sceneSubTree = nullptr; Scene *scene = m_managers->sceneManager()->lookupResource(m_sceneComponent); Q_ASSERT(scene); // Reset status scene->setStatus(QSceneLoader::None); // Perform the loading only if the source wasn't explicitly set to empty if (!m_source.isEmpty()) { for (QSceneIOHandler *sceneIOHandler : qAsConst(m_sceneIOHandlers)) { if (!sceneIOHandler->isFileTypeSupported(m_source)) continue; // If the file type is supported -> enter Loading status scene->setStatus(QSceneLoader::Loading); // File type is supported, try to load it sceneIOHandler->setSource(m_source); Qt3DCore::QEntity *sub = sceneIOHandler->scene(); if (sub) { sceneSubTree = sub; // Successfully built a subtree scene->setStatus(QSceneLoader::Ready); break; } else { // Tree wasn't build so something went wrong obviously scene->setStatus(QSceneLoader::Error); } } } // If the sceneSubTree is null it will trigger the frontend to unload // any subtree it may hold // Set clone of sceneTree in sceneComponent. This will move the sceneSubTree // to the QCoreApplication thread which is where the frontend object tree lives. scene->setSceneSubtree(sceneSubTree); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE