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/****************************************************************************
**
** Copyright (C) 2014 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 "qsceneloader.h"
#include "qsceneloader_p.h"
#include <Qt3DCore/private/qscene_p.h>
#include <Qt3DCore/qpropertyupdatedchange.h>
#include <Qt3DCore/qentity.h>
#include <Qt3DRender/private/renderlogging_p.h>
#include <QThread>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
QSceneLoaderPrivate::QSceneLoaderPrivate()
: QComponentPrivate()
, m_status(QSceneLoader::None)
, m_subTreeRoot(nullptr)
{
m_shareable = false;
}
/*!
\class Qt3DRender::QSceneLoader
\inmodule Qt3DRender
\since 5.7
\ingroup io
\brief Provides the facility to load an existing Scene
Given a 3D source file, the Qt3DRender::QSceneLoader will try to parse it and
build a tree of Qt3DCore::QEntity with proper Qt3DRender::QGeometryRenderer
Qt3DCore::QTransform and QtRender::QMaterial components.
The loader will try to determine the best material to be used based on the properties
of the model file. If you wish to use a custom material, you will have to traverse
the tree and replace the default associated materials with yours.
As the name implies, Qt3DRender::QSceneLoader loads a complete scene subtree.
If you wish to load a single piece of geometry, you should rather be using
the Qt3DRender::QMesh instead.
Qt3DRender::QSceneLoader internally relies on the use of plugins to support a
wide variety of 3D file formats. \l
{http://www.assimp.org/main_features_formats.html}{Here} is a list of formats
that are supported by Qt3D.
\note this component shouldn't be shared among several Qt3DCore::QEntity instances.
Undefined behavior will result.
\sa Qt3DRender::QMesh
\sa Qt3DRender::QGeometryRenderer
*/
/*!
\qmltype SceneLoader
\inqmlmodule Qt3D.Render
\instantiates Qt3DRender::QSceneLoader
\inherits Component
\since 5.7
\qmlabstract Provides the facility to load an existing Scene
Given a 3D source file, the SceneLoader will try to parse it and build a
tree of Entity with proper GeometryRenderer, Transform and Material
components.
The loader will try to determine the best material to be used based on the
properties of the model file. If you wish to use a custom material, you
will have to traverse the tree and replace the default associated materials
with yours.
As the name implies, SceneLoader loads a complete scene subtree. If you
wish to load a single piece of geometry, you should rather be using the
Mesh instead.
SceneLoader internally relies on the use of plugins to support a wide
variety of 3D file formats. \l
{http://www.assimp.org/main_features_formats.html}{Here} is a list of
formats that are supported by Qt3D.
\note this component shouldn't be shared among several Entity instances.
Undefined behavior will result.
\sa Mesh
\sa GeometryRenderer
*/
/*!
\enum QSceneLoader::Status
This enum identifies the state of loading
\value None The Qt3DRender::QSceneLoader hasn't been used yet.
\value Loading The Qt3DRender::QSceneLoader is currently loading the scene file.
\value Ready The Qt3DRender::QSceneLoader successfully loaded the scene file.
\value Error The Qt3DRender::QSceneLoader encountered an error while loading the scene file.
*/
/*!
The constructor creates an instance with the specified \a parent.
*/
QSceneLoader::QSceneLoader(QNode *parent)
: Qt3DCore::QComponent(*new QSceneLoaderPrivate, parent)
{
}
/*! \internal */
QSceneLoader::~QSceneLoader()
{
}
/*! \internal */
QSceneLoader::QSceneLoader(QSceneLoaderPrivate &dd, QNode *parent)
: Qt3DCore::QComponent(dd, parent)
{
}
// Called in main thread
/*! \internal */
void QSceneLoader::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &change)
{
Q_D(QSceneLoader);
QPropertyUpdatedChangePtr e = qSharedPointerCast<QPropertyUpdatedChange>(change);
if (e->type() == PropertyUpdated) {
if (e->propertyName() == QByteArrayLiteral("scene")) {
// If we already have a scene sub tree, delete it
if (d->m_subTreeRoot) {
delete d->m_subTreeRoot;
d->m_subTreeRoot = nullptr;
}
// If we have successfully loaded a scene, graft it in
auto *subTreeRoot = e->value().value<Qt3DCore::QEntity *>();
if (subTreeRoot) {
// Get the entity to which this component is attached
const Qt3DCore::QNodeIdVector entities = d->m_scene->entitiesForComponent(d->m_id);
Q_ASSERT(entities.size() == 1);
Qt3DCore::QNodeId parentEntityId = entities.first();
QEntity *parentEntity = qobject_cast<QEntity *>(d->m_scene->lookupNode(parentEntityId));
subTreeRoot->setParent(parentEntity);
d->m_subTreeRoot = subTreeRoot;
}
} else if (e->propertyName() == QByteArrayLiteral("status")) {
setStatus(e->value().value<QSceneLoader::Status>());
}
}
}
QUrl QSceneLoader::source() const
{
Q_D(const QSceneLoader);
return d->m_source;
}
/*!
\property Qt3DRender::QSceneLoader::source
Specifies the url for the source to be loaded.
*/
/*!
\qmlproperty QUrl Qt3D.Render::SceneLoader::source
*/
void QSceneLoader::setSource(const QUrl &arg)
{
Q_D(QSceneLoader);
if (d->m_source != arg) {
d->m_source = arg;
emit sourceChanged(arg);
}
}
/*!
\property Qt3DRender::QSceneLoader::status
Indicates the status of scene loading.
*/
/*!
\qmlproperty Status Qt3D.Render::SceneLoader::status
*/
QSceneLoader::Status QSceneLoader::status() const
{
Q_D(const QSceneLoader);
return d->m_status;
}
/*! \internal */
void QSceneLoader::setStatus(QSceneLoader::Status status)
{
Q_D(QSceneLoader);
if (d->m_status != status) {
d->m_status = status;
const bool wasBlocked = blockNotifications(true);
emit statusChanged(status);
blockNotifications(wasBlocked);
}
}
Qt3DCore::QNodeCreatedChangeBasePtr QSceneLoader::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QSceneLoaderData>::create(this);
auto &data = creationChange->data;
data.source = d_func()->m_source;
return creationChange;
}
} // namespace Qt3DRender
QT_END_NAMESPACE
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