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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "qentity.h"
#include "qentity_p.h"
#include "qcomponent.h"
#include "qcomponent_p.h"
#include "qabstracttransform.h"
#include "qmatrixtransform.h"

#include <Qt3DCore/qsceneinterface.h>
#include <Qt3DCore/qscenepropertychange.h>
#include <Qt3DCore/private/corelogging_p.h>
#include <QMetaObject>
#include <QMetaProperty>

QT_BEGIN_NAMESPACE

namespace Qt3D {

QEntityPrivate::QEntityPrivate(QEntity *qq)
    : QNodePrivate(qq)
    , m_enabled(true)
{}

QEntity::QEntity(QNode *parent)
    : QNode(*new QEntityPrivate(this), parent)
{
}

QEntity::~QEntity()
{
    // If all children are removed
    // That includes the components that are parented by this entity

    // We need to call removeAllComponent only for real Entities (not clone)
    if (d_func()->m_changeArbiter)
        removeAllComponents();
}

QEntity::QEntity(QEntityPrivate &dd, QNode *parent)
    : QNode(dd, parent)
{
}

void QEntity::copy(const QNode *ref)
{
    QNode::copy(ref);
    const QEntity *entity = static_cast<const QEntity*>(ref);
    d_func()->m_enabled = entity->d_func()->m_enabled;
    d_func()->m_visible = entity->d_func()->m_visible;

    Q_FOREACH (QComponent *c, entity->d_func()->m_components) {
        QNode *ccclone = QNode::clone(c);
        addComponent(qobject_cast<QComponent *>(ccclone));
    }
}

QList<QComponent *> QEntity::components() const
{
    Q_D(const QEntity);
    return d->m_components;
}

void QEntity::addComponent(QComponent *comp)
{
    Q_D(QEntity);
    Q_CHECK_PTR( comp );
    qCDebug(Nodes) << Q_FUNC_INFO << comp;
    Q_ASSERT(d->m_components.count(comp) == 0);
    d->m_components.append(comp);
    // We only set the Entity as the Component's parent when it has no parent
    // This will be the case mostly on C++ but rarely in QML
    if (!comp->parent())
        comp->setParent(this);

    if (d->m_scene != Q_NULLPTR) {
        if (!comp->shareable() && !d->m_scene->entitiesForComponent(comp->id()).isEmpty())
            qWarning() << "Trying to assign a non shareable component to more than one Entity";
        d->m_scene->addEntityForComponent(comp->id(), d->m_id);
    }

    if (d->m_changeArbiter != Q_NULLPTR) {
        // Sending a full fledged component in the notification as we'll need
        // to know which type of component it was and its properties to create
        // the backend object
        QScenePropertyChangePtr propertyChange(new QScenePropertyChange(ComponentAdded, this));
        propertyChange->setPropertyName("component");
        propertyChange->setValue(QVariant::fromValue(QNodePtr(QNode::clone(comp), &QNodePrivate::nodePtrDeleter)));
        d->notifyObservers(propertyChange);
    }
    static_cast<QComponentPrivate *>(QComponentPrivate::get(comp))->addEntity(this);
}

void QEntity::removeComponent(QComponent *comp)
{
    Q_CHECK_PTR(comp);
    qCDebug(Nodes) << Q_FUNC_INFO << comp;
    Q_D(QEntity);

    static_cast<QComponentPrivate *>(QComponentPrivate::get(comp))->removeEntity(this);

    if (d->m_changeArbiter != Q_NULLPTR) {
        // Sending just the component id as it is the only part needed to
        // cleanup the backend object. This way we avoid a clone which might
        // fail in the case of large scenes.
        QScenePropertyChangePtr propertyChange(new QScenePropertyChange(ComponentRemoved, this));
        propertyChange->setValue(QVariant::fromValue(comp->id()));
        propertyChange->setPropertyName("componentId");
        d->notifyObservers(propertyChange);
    }

    if (d->m_scene != Q_NULLPTR)
        d->m_scene->removeEntityForComponent(comp->id(), d->m_id);

    d->m_components.removeOne(comp);
}

void QEntity::removeAllComponents()
{
    Q_D(const QEntity);
    Q_FOREACH (QComponent *comp, d->m_components)
        removeComponent(comp);
}

QEntity *QEntity::parentEntity() const
{
    QNode *parentNode = QNode::parentNode();
    QEntity *parentEntity = qobject_cast<QEntity *>(parentNode);

    while (parentEntity == Q_NULLPTR && parentNode != Q_NULLPTR) {
        parentNode = parentNode->parentNode();
        parentEntity = qobject_cast<QEntity*>(parentNode);
    }
    return parentEntity;
}

} // namespace Qt3D

QT_END_NAMESPACE