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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
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** This file is part of the Qt3D module of the Qt Toolkit.
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****************************************************************************/
#include "qgeometry.h"
#include "qgeometryfactory.h"
#include "qgeometry_p.h"
#include <private/qnode_p.h>
#include <Qt3DRender/qattribute.h>
#include <Qt3DCore/qpropertyupdatedchange.h>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
QGeometryFactory::~QGeometryFactory()
{
}
QGeometryPrivate::QGeometryPrivate()
: QNodePrivate(),
m_boundingVolumePositionAttribute(nullptr)
{
}
QGeometryPrivate::~QGeometryPrivate()
{
}
/*!
\qmltype Geometry
\instantiates Qt3DRender::QGeometry
\inqmlmodule Qt3D.Render
\inherits Node
\since 5.7
\brief Encapsulates geometry.
A Geometry type is used to group a list of Attribute objects together
to form a geometric shape Qt3D is able to render using GeometryRenderer.
Special attribute can be set in order to calculate bounding volume of the shape.
*/
/*!
\class Qt3DRender::QGeometry
\inmodule Qt3DRender
\since 5.7
\brief Encapsulates geometry.
A Qt3DRender::QGeometry class is used to group a list of Qt3DRender::QAttribute
objects together to form a geometric shape Qt3D is able to render using
Qt3DRender::QGeometryRenderer. Special attribute can be set in order to calculate
bounding volume of the shape.
*/
/*!
\qmlproperty Attribute Geometry::boundingVolumePositionAttribute
Holds the attribute used to compute the bounding volume. The bounding volume is used internally
for picking and view frustum culling.
If unspecified, the system will look for the attribute using the name returned by
QAttribute::defaultPositionAttributeName.
\sa Attribute
*/
/*!
\qmlproperty list<Attribute> Geometry::attributes
Holds the list of attributes the geometry comprises of.
*/
/*!
\property QGeometry::boundingVolumePositionAttribute
Holds the attribute used to compute the bounding volume. The bounding volume is used internally
for picking and view frustum culling.
If unspecified, the system will look for the attribute using the name returned by
QAttribute::defaultPositionAttributeName.
\sa Qt3DRender::QAttribute
*/
/*!
Constructs a new QGeometry with \a parent.
*/
QGeometry::QGeometry(QNode *parent)
: QGeometry(*new QGeometryPrivate(), parent) {}
/*!
\fn Qt3DRender::QGeometryFactory::operator()()
Returns the generated geometry.
*/
/*!
\fn bool Qt3DRender::QGeometryFactory::operator==(const QGeometryFactory &other) const = 0
Compares the factory with the factory specified in \a other.
Returns true if they are equal.
*/
/*!
\internal
*/
QGeometry::~QGeometry()
{
}
/*!
\internal
*/
QGeometry::QGeometry(QGeometryPrivate &dd, QNode *parent)
: QNode(dd, parent)
{
}
void QGeometry::sceneChangeEvent(const QSceneChangePtr &change)
{
Q_D(QGeometry);
QPropertyUpdatedChangePtr e = qSharedPointerCast<QPropertyUpdatedChange>(change);
if (e->type() == PropertyUpdated) {
const bool blocked = blockNotifications(true);
if (e->propertyName() == QByteArrayLiteral("extent")) {
const QPair<QVector3D, QVector3D> extent = e->value().value<QPair<QVector3D, QVector3D>>();
if (extent.first != d->m_minExtent) {
d->m_minExtent = extent.first;
emit minExtentChanged(extent.first);
}
if (extent.second != d->m_maxExtent) {
d->m_maxExtent = extent.second;
emit maxExtentChanged(d->m_maxExtent);
}
}
blockNotifications(blocked);
}
}
/*!
\fn void Qt3DRender::QGeometry::addAttribute(Qt3DRender::QAttribute *attribute)
Adds an \a attribute to this geometry.
*/
void QGeometry::addAttribute(QAttribute *attribute)
{
Q_ASSERT(attribute);
Q_D(QGeometry);
if (!d->m_attributes.contains(attribute)) {
d->m_attributes.append(attribute);
// Ensures proper bookkeeping
d->registerDestructionHelper(attribute, &QGeometry::removeAttribute, d->m_attributes);
// We need to add it as a child of the current node if it has been declared inline
// Or not previously added as a child of the current node so that
// 1) The backend gets notified about it's creation
// 2) When the current node is destroyed, it gets destroyed as well
if (!attribute->parent())
attribute->setParent(this);
d->updateNode(attribute, "attribute", Qt3DCore::PropertyValueAdded);
}
}
/*!
\fn void Qt3DRender::QGeometry::removeAttribute(Qt3DRender::QAttribute *attribute)
Removes the given \a attribute from this geometry.
*/
void QGeometry::removeAttribute(QAttribute *attribute)
{
Q_ASSERT(attribute);
Q_D(QGeometry);
if (!d->m_attributes.removeOne(attribute))
return;
// Remove bookkeeping connection
d->unregisterDestructionHelper(attribute);
d->updateNode(attribute, "attribute", Qt3DCore::PropertyValueRemoved);
}
void QGeometry::setBoundingVolumePositionAttribute(QAttribute *boundingVolumePositionAttribute)
{
Q_D(QGeometry);
if (d->m_boundingVolumePositionAttribute != boundingVolumePositionAttribute) {
d->m_boundingVolumePositionAttribute = boundingVolumePositionAttribute;
emit boundingVolumePositionAttributeChanged(boundingVolumePositionAttribute);
}
}
QAttribute *QGeometry::boundingVolumePositionAttribute() const
{
Q_D(const QGeometry);
return d->m_boundingVolumePositionAttribute;
}
/*!
\qmlproperty vector3d Geometry::minExtent
Holds the vertex with the lowest x, y, z position values.
*/
/*!
\property QGeometry::minExtent
Holds the vertex with the lowest x, y, z position values.
*/
QVector3D QGeometry::minExtent() const
{
Q_D(const QGeometry);
return d->m_minExtent;
}
/*!
\qmlproperty vector3d Geometry::maxExtent
Holds the vertex with the highest x, y, z position values.
*/
/*!
\property QGeometry::maxExtent
Holds the vertex with the highest x, y, z position values.
*/
QVector3D QGeometry::maxExtent() const
{
Q_D(const QGeometry);
return d->m_maxExtent;
}
/*!
Returns the list of attributes in this geometry.
*/
QVector<QAttribute *> QGeometry::attributes() const
{
Q_D(const QGeometry);
return d->m_attributes;
}
Qt3DCore::QNodeCreatedChangeBasePtr QGeometry::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QGeometryData>::create(this);
auto &data = creationChange->data;
Q_D(const QGeometry);
data.attributeIds = qIdsForNodes(d->m_attributes);
data.boundingVolumePositionAttributeId = qIdForNode(d->m_boundingVolumePositionAttribute);
return creationChange;
}
} // namespace Qt3DRender
QT_END_NAMESPACE
#include "moc_qgeometry.cpp"