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path: root/src/runtime/dragon/jobs/dragontransformjobs.cpp
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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** 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 or (at your option) 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.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-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "dragontransformjobs_p.h"

#include <private/dragonattribute_p.h>
#include <private/dragonbuffer_p.h>
#include <private/dragongeometry_p.h>
#include <private/dragongeometryrenderer_p.h>
#include <private/dragonjobs_common_p.h>
#include <private/dragonsphere_p.h>
#include <private/dragonbuffervisitor_p.h>

QT_BEGIN_NAMESPACE

using namespace Qt3DCore;

namespace Qt3DRender {
namespace Dragon {

ValueContainer<Matrix4x4> calculateWorldTransforms(ValueContainer<Matrix4x4> worldTransforms,
                                                   const QHash<QNodeId, NodeTree::NodeInfo> hierarchy,
                                                   const ValueContainer<Entity> &entities,
                                                   const ValueContainer<Transform> &transforms,
                                                   QNodeId rootEntityId)
{
    worldTransforms.reset();

    // TODO remove false
    if (!entities.anythingDirty() && !transforms.anythingDirty() && false)
        return worldTransforms;

    worldTransforms = ValueContainer<Matrix4x4>();

    struct Data {
        Data() { }
        Data(QNodeId entityId_, bool dirty_, int level_) : entityId(entityId_), dirty(dirty_), level(level_) { }
        QNodeId entityId;
        bool dirty = false;
        int level = 0;
    };

    // If entities are dirty, a transform component may have changed and we set the entire tree to
    // be recalculated. Note that this could be optimized.
    bool rootDirty = entities.anythingDirty();

    const auto &rootEntity = entities[rootEntityId];
    if (rootEntity->m_transformComponent.isNull()) {
        worldTransforms[rootEntityId] = Matrix4x4{};
    } else {
        const auto &transform = transforms[rootEntity->m_transformComponent];
        if (transforms.hasDirty(rootEntity->m_transformComponent))
            rootDirty = true;
        worldTransforms[rootEntityId] = transform->m_transformMatrix;
    }

    QStack<Data> stack;
    stack.reserve(10);
    stack.push({ rootEntityId, rootDirty, 0 });

    while (!stack.isEmpty()) {
        auto currentItem = stack.pop();
        QNodeId currentId = currentItem.entityId;
        int level = currentItem.level;
//        bool currentDirty = currentItem.dirty;
        bool currentDirty = true;
        if (currentDirty)
            worldTransforms.markDirty(currentId);

        const auto &currentWorldTransform = *worldTransforms[currentId];

        Q_ASSERT(hierarchy.contains(currentId));

        const auto &children = hierarchy[currentId].childIds;

        // Iterate the children in reverse order (because the stack is last-in-first-out)
        // TODO use std::reverse_iterator once we have C++17
        for (auto it = children.rbegin(); it != children.rend(); ++it) {
            const auto &childId = *it;
            if (!entities.contains(childId)) {
                // Skip past non-QEntity nodes
                worldTransforms[childId] = currentWorldTransform;
                stack.push({childId, currentDirty, level + 1});
                continue;
            }
            const auto &childEntity = entities[childId];
            bool childDirty = currentDirty || entities.hasDirtyOrCreated(childId);
            if (!childEntity->m_transformComponent.isNull()) {
                const auto &transform = transforms[childEntity->m_transformComponent];
                childDirty |= transforms.hasDirtyOrCreated(childEntity->m_transformComponent);
                if (childDirty)
                    worldTransforms[childId] = currentWorldTransform * transform->m_transformMatrix;
            } else {
                if (childDirty)
                    worldTransforms[childId] = currentWorldTransform;
            }
            stack.push({ childId, childDirty, level + 1 });
        }
    }

#ifdef QT_DEBUG
    // Verify that all exist in debug mode only
    for (const auto &key : entities.keys()) {
        Q_ASSERT_X(worldTransforms.contains(key), "calculateWorldTransforms",
                   QStringLiteral("ERROR: Key %1 missing").arg(key.id()).toStdString().c_str());
    }
#endif

    return worldTransforms;
};

bool printTransforms(const ValueContainer<Matrix4x4> &transforms)
{
    Q_UNUSED(transforms);
    //    for (const auto &transform : transforms) {
    //        qDebug() << "Value:" << transform.get();
    //    }
    return true; // dummy, because we currently cannot return void
}

} // namespace Dragon
} // namespace Qt3DRender

QT_END_NAMESPACE