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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.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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 General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** 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-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "filterproximitydistancejob_p.h"
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/proximityfilter_p.h>
#include <Qt3DRender/private/job_common_p.h>
#include <Qt3DRender/private/sphere_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace {
int instanceCounter = 0;
} // anonymous
FilterProximityDistanceJob::FilterProximityDistanceJob()
: m_manager(nullptr)
, m_targetEntity(nullptr)
, m_distanceThresholdSquared(0.)
{
SET_JOB_RUN_STAT_TYPE(this, JobTypes::ProximityFiltering, instanceCounter++)
}
FilterProximityDistanceJob::~FilterProximityDistanceJob()
{
--instanceCounter;
}
void FilterProximityDistanceJob::run()
{
Q_ASSERT(m_manager != nullptr);
m_filteredEntities.clear();
// Fill m_filteredEntities
// If no filtering needs to be done, this will be the output value
// otherwise it will be used as the base list of entities to filter
if (hasProximityFilter()) {
selectAllEntities();
std::vector<Entity *> entitiesToFilter = std::move(m_filteredEntities);
FrameGraphManager *frameGraphManager = m_manager->frameGraphManager();
EntityManager *entityManager = m_manager->renderNodesManager();
for (const Qt3DCore::QNodeId proximityFilterId : qAsConst(m_proximityFilterIds)) {
ProximityFilter *proximityFilter = static_cast<ProximityFilter *>(frameGraphManager->lookupNode(proximityFilterId));
m_targetEntity = entityManager->lookupResource(proximityFilter->entityId());
m_distanceThresholdSquared = proximityFilter->distanceThreshold();
m_distanceThresholdSquared *= m_distanceThresholdSquared;
// We can't filter, select nothings
if (m_targetEntity == nullptr || m_distanceThresholdSquared <= 0.0f) {
m_filteredEntities.clear();
return;
}
// Otherwise we filter
filterEntities(entitiesToFilter);
// And we make the filtered subset be the list of entities to filter
// for the next loop
entitiesToFilter = std::move(m_filteredEntities);
}
m_filteredEntities = std::move(entitiesToFilter);
}
// sort needed for set_intersection in RenderViewBuilder
std::sort(m_filteredEntities.begin(), m_filteredEntities.end());
}
void FilterProximityDistanceJob::selectAllEntities()
{
EntityManager *entityManager = m_manager->renderNodesManager();
const std::vector<HEntity> &handles = entityManager->activeHandles();
m_filteredEntities.reserve(handles.size());
for (const HEntity &handle : handles) {
Entity *e = entityManager->data(handle);
m_filteredEntities.push_back(e);
}
}
void FilterProximityDistanceJob::filterEntities(const std::vector<Entity *> &entitiesToFilter)
{
const Sphere *target = m_targetEntity->worldBoundingVolumeWithChildren();
for (Entity *entity : entitiesToFilter) {
// Note: The target entity is always selected as distance will be 0
// Retrieve center of bounding volume for entity
const Sphere *s = entity->worldBoundingVolumeWithChildren();
// If distance between entity and target is less than threshold, we keep the entity
if ((s->center() - target->center()).lengthSquared() <= m_distanceThresholdSquared)
m_filteredEntities.push_back(entity);
}
}
} // Render
} // Qt3DRender
QT_END_NAMESPACE
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