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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:COMM$
**
** 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.
**
** $QT_END_LICENSE$
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
****************************************************************************/

#include "executor_p.h"

#include <Qt3DLogic/qframeaction.h>
#include <Qt3DCore/qnode.h>
#include <QtCore/qsemaphore.h>

#include <Qt3DCore/private/qscene_p.h>

QT_BEGIN_NAMESPACE

using namespace Qt3DCore;

namespace Qt3DLogic {
namespace Logic {

Executor::Executor(QObject *parent)
    : QObject(parent)
    , m_scene(nullptr)
{
}

/*!
   Called from context of main thread
*/
void Executor::processLogicFrameUpdates(const QVector<QNodeId> &nodeIds, float dt)
{
    if (!m_scene || nodeIds.isEmpty())
        return;

    const QVector<QNode *> nodes = m_scene->lookupNodes(nodeIds);
    for (QNode *node : nodes) {
        QFrameAction *frameAction = qobject_cast<QFrameAction *>(node);
        if (frameAction && frameAction->isEnabled())
            frameAction->onTriggered(dt);
    }
}

} // namespace Logic
} // namespace Qt3DLogic

QT_END_NAMESPACE