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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.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef QT3DRENDER_DRAGON_TREEJOBS_H
#define QT3DRENDER_DRAGON_TREEJOBS_H

//
//  W A R N I N G
//  -------------
//
// This file is not part of the Qt API.  It exists for the convenience
// of other Qt classes.  This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//

#include <private/dragonjobs_common_p.h>
#include <private/dragontextureimage_p.h>
#include <private/dragonvaluecontainer_p.h>

#include <Qt3DCore/QNodeId>

#include <QStack>
#include <QThread>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {
namespace Dragon {

// TODO consider storing handles/values instead of keys to reduce lookups
struct InheritanceInfo
{
    using Key = Qt3DCore::QNodeId;

    // TODO consider adding an ancestor list that includes ourselves (useful to build render views)
    QVector<Key> ancestors;
    QVector<Key> descendants;
    QVector<Key> children;

    void clear()
    {
        ancestors.clear();
        descendants.clear();
        children.clear();
    }
};

struct TreeInfo
{
    using Key = Qt3DCore::QNodeId;
    ValueContainer<InheritanceInfo> nodes;
    QVector<Key> leafNodes; // ordered
    Key rootNode;
};

class DirtyTreeInfo : public AbstractContainer::DirtyInfo
{
public:
};

template<typename T>
TreeInfo generateInheritanceTable(TreeInfo inheritanceTable, T nodes, Qt3DCore::QNodeId rootEntityId)
{
    inheritanceTable.nodes.reset();

    if (!nodes.anythingDirty())
        return inheritanceTable;

    if (nodes.created().isEmpty()) {
        const auto &dirtyInfos = nodes.dirtyInfo();
        bool dirtyTreeStuff = false;
        for (const auto &id : dirtyInfos.keys()) {
            const Immutable<AbstractContainer::DirtyInfo> &dirtyInfo = dirtyInfos[id];
            if (dirtyInfo.can_convert<DirtyTreeInfo>()) {
                dirtyTreeStuff = true;
            }
        }

        if (!dirtyTreeStuff)
            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()) {
        const auto &node = nodes[id];
        auto tableNode = *(inheritanceTable.nodes[id]);
        inheritanceTable.nodes.markDirty(id);
        tableNode.children = node->treeChildren();
        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 auto children = inheritanceTable.nodes[currentId]->children;

            if (children.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 = children.rbegin(); it != children.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

#endif // QT3DRENDER_DRAGON_TREEJOBS_H