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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 "updateboundingvolumejob_p.h"
#include <Qt3DRenderer/private/renderer_p.h>
#include <Qt3DRenderer/private/entity_p.h>
#include <Qt3DRenderer/private/renderlogging_p.h>
#include <sphere.h>
#include <QElapsedTimer>
#include <QStack>
#include <QThread>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace {
void expandWorldBoundingVolume(Qt3DRender::Render::Entity *node)
{
Qt3DRender::Render::Entity *currentNode = node;
QStack<int> childIndexStack;
forever {
// Find left most leaf node of currentNode
while (!currentNode && !currentNode->children().isEmpty()) {
childIndexStack.push(1);
currentNode = currentNode->children().first();
}
if (!currentNode || !currentNode->parent())
return;
// Initialize parent bounding volume to be equal to that of the first child
Qt3DRender::Render::Entity *parentNode = currentNode->parent();
Qt3DRender::Sphere *parentBoundingVolume = parentNode->worldBoundingVolumeWithChildren();
*(parentBoundingVolume) = *(currentNode->worldBoundingVolumeWithChildren());
// Expand the parent bounding volume by each of remaining the siblings
QVector<Entity *> siblings = parentNode->children();
const int siblingCount = siblings.count();
for (int i = 1; i < siblingCount; ++i) {
Qt3DRender::Sphere *siblingBoundingVolume = siblings.at(i)->worldBoundingVolumeWithChildren();
parentBoundingVolume->expandToContain(*siblingBoundingVolume);
}
// Move to parent's next sibling
childIndexStack.pop();
currentNode = Q_NULLPTR;
if (!childIndexStack.empty() && parentNode->parent()) {
const int nextSiblingIndex = childIndexStack.top()++;
QVector<Entity *> parentSiblings = parentNode->parent()->children();
if (nextSiblingIndex < parentSiblings.size())
currentNode = parentSiblings.at(nextSiblingIndex);
}
}
}
}
UpdateBoundingVolumeJob::UpdateBoundingVolumeJob(Entity *node)
: m_node(node)
{
}
void UpdateBoundingVolumeJob::run()
{
// Expand worldBoundingVolumeWithChildren of each node that has children by the
// bounding volumes of the children.
// TODO: Implement this using a parallel_for
qCDebug(Jobs) << "Entering" << Q_FUNC_INFO << QThread::currentThread();
expandWorldBoundingVolume(m_node);
qCDebug(Jobs) << "Exiting" << Q_FUNC_INFO << QThread::currentThread();
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
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