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| |
| #include "updateentitylayersjob_p.h" |
| #include <Qt3DRender/private/managers_p.h> |
| #include <Qt3DRender/private/nodemanagers_p.h> |
| #include <Qt3DRender/private/entity_p.h> |
| #include <Qt3DRender/private/job_common_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| |
| namespace Render { |
| |
| UpdateEntityLayersJob::UpdateEntityLayersJob() |
| : m_manager(nullptr) |
| { |
| SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateLayerEntity, 0) |
| |
| } |
| |
| void UpdateEntityLayersJob::run() |
| { |
| Q_ASSERT(m_manager); |
| EntityManager *entityManager = m_manager->renderNodesManager(); |
| |
| const std::vector<HEntity> &handles = entityManager->activeHandles(); |
| |
| // Clear list of recursive layerIds |
| for (const HEntity &handle : handles) { |
| Entity *entity = entityManager->data(handle); |
| entity->clearRecursiveLayerIds(); |
| } |
| |
| LayerManager *layerManager = m_manager->layerManager(); |
| |
| // Set recursive layerIds on children |
| for (const HEntity &handle : handles) { |
| Entity *entity = entityManager->data(handle); |
| const Qt3DCore::QNodeIdVector entityLayers = entity->componentsUuid<Layer>(); |
| |
| for (const Qt3DCore::QNodeId layerId : entityLayers) { |
| Layer *layer = layerManager->lookupResource(layerId); |
| if (layer->recursive()) { |
| // Find all children of the entity and add the layers to them |
| entity->traverse([layerId](Entity *e) { |
| e->addRecursiveLayerId(layerId); |
| }); |
| } |
| } |
| } |
| } |
| |
| } // Render |
| |
| } // Qt3DRender |
| |
| QT_END_NAMESPACE |