/**************************************************************************** ** ** Copyright (C) 2015 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 "qcollisionqueryresult_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace RayCasting { QCollisionQueryResultPrivate::QCollisionQueryResultPrivate() : QSharedData() , m_handle(0) { } QCollisionQueryResultPrivate::QCollisionQueryResultPrivate(const QCollisionQueryResultPrivate ©) : QSharedData(copy) , m_handle(copy.m_handle) , m_hits(copy.m_hits) { } void QCollisionQueryResultPrivate::addEntityHit(Qt3DCore::QNodeId entity, const Vector3D& intersection, float distance, const Vector3D& uvw) { m_hits.append(QCollisionQueryResult::Hit(entity, intersection, distance, uvw)); } void QCollisionQueryResultPrivate::setHandle(const QQueryHandle &handle) { m_handle = handle; } QCollisionQueryResult::QCollisionQueryResult() : d_ptr(new QCollisionQueryResultPrivate()) { } QCollisionQueryResult::QCollisionQueryResult(const QCollisionQueryResult &result) : d_ptr(result.d_ptr) { } QCollisionQueryResult::~QCollisionQueryResult() { } QCollisionQueryResult &QCollisionQueryResult::operator=(const QCollisionQueryResult &result) { d_ptr = result.d_ptr; return *this; } QVector QCollisionQueryResult::hits() const { Q_D(const QCollisionQueryResult); return d->m_hits; } QVector QCollisionQueryResult::entitiesHit() const { Q_D(const QCollisionQueryResult); QVector result; for (const Hit& hit : d->m_hits) result << hit.m_entityId; return result; } /*! \internal */ QCollisionQueryResult::QCollisionQueryResult(QCollisionQueryResultPrivate &p) : d_ptr(&p) { } /*! \internal */ QCollisionQueryResultPrivate *QCollisionQueryResult::d_func() { return d_ptr.data(); } QQueryHandle QCollisionQueryResult::handle() const { Q_D(const QCollisionQueryResult); return d->m_handle; } } // RayCasting } // Qt3DRender QT_END_NAMESPACE