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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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** This file is part of the Qt3D module of the Qt Toolkit.
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** ensure the GNU Lesser General Public License version 3 requirements
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#include "updateworldtransformjob_p.h"
#include <Qt3DCore/qtransform.h>
#include <Qt3DCore/private/qtransform_p.h>
#include <Qt3DCore/private/qaspectmanager_p.h>
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/transform_p.h>
#include <Qt3DRender/private/renderlogging_p.h>
#include <Qt3DRender/private/job_common_p.h>
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
#include <QThread>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace {
struct TransformUpdate
{
Qt3DCore::QNodeId peerId;
QMatrix4x4 worldTransformMatrix;
};
void updateWorldTransformAndBounds(NodeManagers *manager, Entity *node, const Matrix4x4 &parentTransform, QVector<TransformUpdate> &updatedTransforms)
{
if (!node->isEnabled())
return;
Matrix4x4 worldTransform(parentTransform);
Transform *nodeTransform = node->renderComponent<Transform>();
const bool hasTransformComponent = nodeTransform != nullptr && nodeTransform->isEnabled();
if (hasTransformComponent)
worldTransform = worldTransform * nodeTransform->transformMatrix();
if (*(node->worldTransform()) != worldTransform) {
*(node->worldTransform()) = worldTransform;
if (hasTransformComponent)
updatedTransforms.push_back({nodeTransform->peerId(), convertToQMatrix4x4(worldTransform)});
}
const auto childrenHandles = node->childrenHandles();
for (const HEntity &handle : childrenHandles) {
Entity *child = manager->renderNodesManager()->data(handle);
if (child)
updateWorldTransformAndBounds(manager, child, worldTransform, updatedTransforms);
}
}
}
class Q_3DRENDERSHARED_PRIVATE_EXPORT UpdateWorldTransformJobPrivate : public Qt3DCore::QAspectJobPrivate
{
public:
UpdateWorldTransformJobPrivate() {}
~UpdateWorldTransformJobPrivate() override {}
void postFrame(Qt3DCore::QAspectManager *manager) override;
QVector<TransformUpdate> m_updatedTransforms;
};
UpdateWorldTransformJob::UpdateWorldTransformJob()
: Qt3DCore::QAspectJob(*new UpdateWorldTransformJobPrivate())
, m_node(nullptr)
, m_manager(nullptr)
{
SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateTransform, 0)
}
void UpdateWorldTransformJob::setRoot(Entity *root)
{
m_node = root;
}
void UpdateWorldTransformJob::setManagers(NodeManagers *manager)
{
m_manager = manager;
}
void UpdateWorldTransformJob::run()
{
// Iterate over each level of hierarchy in our scene
// and update each node's world transform from its
// local transform and its parent's world transform
// TODO: Parallelise this on each level using a parallel_for
// implementation.
Q_D(UpdateWorldTransformJob);
qCDebug(Jobs) << "Entering" << Q_FUNC_INFO << QThread::currentThread();
Matrix4x4 parentTransform;
Entity *parent = m_node->parent();
if (parent != nullptr)
parentTransform = *(parent->worldTransform());
updateWorldTransformAndBounds(m_manager, m_node, parentTransform, d->m_updatedTransforms);
qCDebug(Jobs) << "Exiting" << Q_FUNC_INFO << QThread::currentThread();
}
void UpdateWorldTransformJobPrivate::postFrame(Qt3DCore::QAspectManager *manager)
{
const QVector<TransformUpdate> updatedTransforms = std::move(m_updatedTransforms);
for (const TransformUpdate &t : updatedTransforms) {
Qt3DCore::QTransform *node =
qobject_cast<Qt3DCore::QTransform *>(manager->lookupNode(t.peerId));
if (!node)
continue;
Qt3DCore::QTransformPrivate *dNode =
static_cast<Qt3DCore::QTransformPrivate *>(Qt3DCore::QNodePrivate::get(node));
dNode->setWorldMatrix(t.worldTransformMatrix);
}
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE