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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 "qabstractmesh.h"
#include "qabstractmesh_p.h"
#include <Qt3DCore/qscenepropertychange.h>

/*!
  \class Qt3D::QAbstractMeshFunctor

  \brief Encapsulates all the required data to build a mesh at any given time.

  Each Qt3D::QAbstractMesh implementation needs to provide a Qt3D::QAbstractMeshFunctor.
  The functor allows the creation of meshes at runtime by the renderer.

  At runtime, mesh functors are compared so that several optimizations can take
  place. When implementing the comparison operator you should use
  Qt3D::QAbstractFunctor::functor_cast to check that other
  Qt3D::QAbstractFunctor instances are of the same type as an alternative
  to dynamic_cast.

  \note Be sure to add the QT3D_FUNCTOR macro in the public declarations
  of your Qt3D::QAbstractMeshFunctor subclass so that
  Qt3D::QAbstractMeshFunctor::isType can function properly.

  \sa Qt3D::QAbstractMesh

  */

/*!
 * \class Qt3D::QAbstractMesh
 *
 * \brief Provides an abstract class that should be the base of all Mesh
 * primitives in a scene
 *
 * QAbstractMesh subclasses should encapsulate vertices needed to render a
 * Mesh. These should match and be packed according to what the aspect they
 * live in expects.
 *
 * \sa QAbstractTechnique, Component
 */

QT_BEGIN_NAMESPACE

namespace Qt3D {

/*!
    \class Qt3D::QAbstractMeshPrivate
    \internal
*/
QAbstractMeshPrivate::QAbstractMeshPrivate()
    : QComponentPrivate()
{
}

void QAbstractMesh::copy(const QNode *ref)
{
    QComponent::copy(ref);
    const QAbstractMesh *abstractMesh = static_cast<const QAbstractMesh*>(ref);
    d_func()->m_id = abstractMesh->d_func()->m_id;
}


QAbstractMesh::QAbstractMesh(QNode *parent)
    : QComponent(*new QAbstractMeshPrivate, parent)
{
}

QAbstractMesh::~QAbstractMesh()
{
    Q_ASSERT_X(QNodePrivate::get(this)->m_wasCleanedUp, Q_FUNC_INFO, "QNode::cleanup should have been called by now. A Qt3D::QAbstractMesh subclass didn't call QNode::cleanup in its destructor");
}

/*! \internal */
QAbstractMesh::QAbstractMesh(QAbstractMeshPrivate &dd, QNode *parent)
    : QComponent(dd, parent)
{
}

void QAbstractMesh::update()
{
    Q_D(QAbstractMesh);
    if (d->m_changeArbiter != Q_NULLPTR) {
        QScenePropertyChangePtr change(new QScenePropertyChange(NodeUpdated, QSceneChange::Node, id()));
        change->setPropertyName("meshFunctor");
        change->setValue(QVariant::fromValue(meshFunctor()));
        d->notifyObservers(change);
        // TO DO see if we can clear the d->m_dirty on request.
        // This would allow to send a single notification for classes that have several property changes occur
        // over a single given frame or maybe that's the job of the QChangeArbiter
    }
}

} // Qt3D

QT_END_NAMESPACE