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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:COMM$
**
** 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.
**
** $QT_END_LICENSE$
**
**
**
**
**
**
**
**
**
**
**
**
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**
**
**
****************************************************************************/
#ifndef QT3DRENDER_QPROXIMITYFILTER_H
#define QT3DRENDER_QPROXIMITYFILTER_H
#include <Qt3DRender/qframegraphnode.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class QProximityFilterPrivate;
class Q_3DRENDERSHARED_EXPORT QProximityFilter : public QFrameGraphNode
{
Q_OBJECT
Q_PROPERTY(Qt3DCore::QEntity *entity READ entity WRITE setEntity NOTIFY entityChanged)
Q_PROPERTY(float distanceThreshold READ distanceThreshold WRITE setDistanceThreshold NOTIFY distanceThresholdChanged)
public:
explicit QProximityFilter(Qt3DCore::QNode *parent = nullptr);
~QProximityFilter();
Qt3DCore::QEntity *entity() const;
float distanceThreshold() const;
public Q_SLOTS:
void setEntity(Qt3DCore::QEntity *entity);
void setDistanceThreshold(float distanceThreshold);
Q_SIGNALS:
void entityChanged(Qt3DCore::QEntity *entity);
void distanceThresholdChanged(float distanceThreshold);
protected:
explicit QProximityFilter(QProximityFilterPrivate &dd, Qt3DCore::QNode *parent = nullptr);
private:
Q_DECLARE_PRIVATE(QProximityFilter)
Qt3DCore::QNodeCreatedChangeBasePtr createNodeCreationChange() const override;
};
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_QPROXIMITYFILTER_H
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