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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 "dragontreejobs_p.h"
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Dragon {
TreeInfo generateInheritanceTable(TreeInfo inheritanceTable,
const NodeTree::Nodes hierarchy,
const ValueContainer<FrameGraphNode> nodes,
Qt3DCore::QNodeId rootEntityId)
{
inheritanceTable.nodes.reset();
if (!nodes.anythingDirty())
return inheritanceTable;
const auto &changes = nodes.changes();
bool dirtyTree = false;
for (const auto &change : changes) {
if (change.action != Change::Action::Modified || change.info == Change::DirtyInfo::Tree) {
dirtyTree = true;
break;
}
}
if (!dirtyTree)
return inheritanceTable;
// Clear old data
inheritanceTable.leafNodes.clear();
inheritanceTable.nodes = synchronizeKeys(std::move(inheritanceTable.nodes), nodes);
inheritanceTable.rootNode = rootEntityId;
// Clear old data, set parent and find all children of all nodes
for (const auto &id : nodes.keys()) {
auto tableNode = *(inheritanceTable.nodes[id]);
inheritanceTable.nodes.markDirty(id);
inheritanceTable.nodes[id] = tableNode;
}
{
// Traverse the tree from top to bottom to add ancestor and descendant information
// using a depth-first search.
QStack<Qt3DCore::QNodeId> stack;
stack.push(rootEntityId);
while (!stack.isEmpty()) {
auto currentId = stack.pop();
QVector<Qt3DCore::QNodeId> currentAncestors = inheritanceTable.nodes[currentId]->ancestors
+ QVector<Qt3DCore::QNodeId>{{currentId}};
// NOTE: A copy is necessary, because we might insert into the map below
const QVector<Qt3DCore::QNodeId> children = hierarchy[currentId].childIds;
QVector<Qt3DCore::QNodeId> nodeChildren;
for (const auto &childId : children) {
if (nodes.contains(childId)) {
nodeChildren.push_back(childId);
}
}
if (nodeChildren.isEmpty()) {
inheritanceTable.leafNodes.push_back(currentId);
continue;
}
// 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 = nodeChildren.rbegin(); it != nodeChildren.rend(); ++it) {
const auto &childId = *it;
auto child = *inheritanceTable.nodes[childId];
child.ancestors = currentAncestors;
inheritanceTable.nodes[childId] = child;
// Go through all ancestors and add us as a child
for (const auto &ancestorId : qAsConst(currentAncestors)) {
auto ancestor = *inheritanceTable.nodes[ancestorId];
ancestor.descendants.push_back(childId);
inheritanceTable.nodes[ancestorId] = ancestor;
}
// Only add if not added as one of the dirty nodes
stack.push(childId);
}
}
// Reverse all the ancestor lists
for (const auto &id : inheritanceTable.nodes.keys()) {
auto node = *inheritanceTable.nodes[id];
std::reverse(node.ancestors.begin(), node.ancestors.end());
inheritanceTable.nodes[id] = node;
}
}
return inheritanceTable;
}
} // namespace Dragon
} // namespace Qt3DRender
QT_END_NAMESPACE
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