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qssgscenedesc.cpp
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1// Copyright (C) 2022 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
3// Qt-Security score:significant reason:default
4
5
7
9
10bool QSSGSceneDesc::PropertyCall::set(QQuick3DObject &, const char *, const void *) { return false; }
11bool QSSGSceneDesc::PropertyCall::get(const QQuick3DObject &, const void *[]) const { return false; }
12
13static inline quint16 getNextNodeId(QSSGSceneDesc::Scene &scene)
14{
15 /* root node uses the default value 0 */
16 return ++scene.nodeId;
17}
18
19void QSSGSceneDesc::addNode(QSSGSceneDesc::Node &parent, QSSGSceneDesc::Node &node)
20{
21 Q_ASSERT(parent.scene);
22 node.scene = parent.scene;
23 node.id = getNextNodeId(*parent.scene);
24
25 if (QSSGRenderGraphObject::isResource(node.runtimeType) || node.nodeType == Node::Type::Mesh || node.nodeType == Node::Type::Skeleton)
26 node.scene->resources.push_back(&node);
27 else // Here goes nothing: kick all the resources out of the tree...
28 parent.children.push_back(&node);
29}
30
31void QSSGSceneDesc::addNode(QSSGSceneDesc::Scene &scene, QSSGSceneDesc::Node &node)
32{
33 if (scene.root) {
34 addNode(*scene.root, node);
35 } else {
36 Q_ASSERT(node.id == 0);
37 node.scene = &scene;
38 scene.root = &node;
39 }
40}
41
42void QSSGSceneDesc::Scene::reset()
43{
44 id.clear();
45 nodeId = 0;
46 root = nullptr;
47 resources.clear();
48 meshStorage.clear();
49}
50
51void QSSGSceneDesc::Scene::cleanup()
52{
53 id.clear();
54 nodeId = 0;
55
56 // An import that failed before building anything leaves no root, and
57 // releasing such a scene has to be allowed
58 if (root) {
59 root->cleanupChildren();
60 delete root;
61 root = nullptr;
62 }
63
64 qDeleteAll(resources);
65 resources.clear();
66
67 for (auto *anim : std::as_const(animations)) {
68 for (auto *ch : std::as_const(anim->channels)) {
69 qDeleteAll(ch->keys);
70 ch->keys.clear();
71 delete ch;
72 }
73 delete anim;
74 }
75 animations.clear();
76}
77
78QMetaType QSSGSceneDesc::listViewMetaType()
79{
80 return QMetaType::fromType<QSSGSceneDesc::ListView *>();
81}
82
83void QSSGSceneDesc::destructValue(QVariant &value)
84{
85 if (!value.isValid())
86 return;
87
88 if (value.metaType() == QMetaType::fromType<QSSGSceneDesc::NodeList *>())
89 delete value.value<NodeList *>();
90 else if (value.metaType() == QMetaType::fromType<QSSGSceneDesc::ListView *>())
91 delete value.value<ListView *>();
92 // Non-pointer types are destructed by ~QVariant
93 else if ((value.metaType().flags() & QMetaType::TypeFlag::IsPointer)
94 // Mesh node will be deleted when cleaning up resources.
95 && (value.metaType() != QMetaType::fromType<QSSGSceneDesc::Mesh *>())
96 // Referencing nodes will not be deleted here.
97 // They should be deleted in the node hierarchy or resources.
98 && (value.metaType().id() != qMetaTypeId<QSSGSceneDesc::Node *>())) {
99 qWarning() << value.metaType().name() << " was not destroyed correctly.";
100 }
101}
102
104{
105 for (auto *prop : std::as_const(node.properties))
106 delete prop;
107 // Not necessary to clear the list as long as we only call this from the destructor
108}
109
110QSSGSceneDesc::Node::~Node() { destructNode(*this); }
111
112void QSSGSceneDesc::Node::cleanupChildren()
113{
114 auto firstIt = children.begin();
115 auto lastIt = children.end();
116 for (auto it = firstIt; it != lastIt; ++it) {
117 Node *node = *it;
118 node->cleanupChildren();
119 delete node;
120 }
121}
122
123QSSGSceneDesc::Property *QSSGSceneDesc::setProperty(Node &node, const char *name, QVariant &&value)
124{
125 Q_ASSERT(node.scene);
126 QSSGSceneDesc::Property *prop = new QSSGSceneDesc::Property;
127 prop->name = name;
128 prop->call = nullptr;
129 prop->value = value;
130 node.properties.push_back(prop);
131 return prop;
132}
133
134QSSGSceneDesc::Model::Model() : Node(Node::Type::Model, Node::RuntimeType::Model) {}
135
136QSSGSceneDesc::Camera::Camera(RuntimeType rt) : Node(Node::Type::Camera, rt) {}
137
138QSSGSceneDesc::Light::Light(RuntimeType rt) : Node(Node::Type::Light, rt) {}
139
140QSSGSceneDesc::Skin::Skin() : Node(Node::Type::Skin, Node::RuntimeType::Skin) {}
141
142QSSGSceneDesc::Skeleton::Skeleton() : Node(Node::Type::Skeleton, Node::RuntimeType::Skeleton) {}
143
144QSSGSceneDesc::Joint::Joint() : Node(Node::Type::Joint, Node::RuntimeType::Joint) {}
145
146QSSGSceneDesc::MorphTarget::MorphTarget() : Node(Node::Type::MorphTarget, Node::RuntimeType::MorphTarget) {}
147
148QSSGSceneDesc::Material::Material(RuntimeType rt) : Node(Node::Type::Material, rt) {}
149
150QSSGSceneDesc::Texture::Texture(RuntimeType rt, const QByteArray &name)
151 : Node(name, Node::Type::Texture, rt)
152{
153}
154
155QSSGSceneDesc::TextureData::TextureData(const QByteArray &textureData, QSize size, const QByteArray &format, quint8 flags, QByteArray name)
156 : Node(name, Node::Type::Texture, RuntimeType::TextureData)
157 , data(textureData)
158 , sz(size)
159 , fmt(format)
160 , flgs(flags)
161{}
162
163QSSGSceneDesc::Mesh::Mesh(QByteArray name, qsizetype index)
164 : Node(name, Node::Type::Mesh, RuntimeType::Node)
165 , idx(index)
166{}
167
168QT_END_NAMESPACE
Q_QUICK3DASSETUTILS_EXPORT void addNode(Node &parent, Node &node)
Q_QUICK3DASSETUTILS_EXPORT void addNode(Scene &scene, Node &node)
Q_QUICK3DASSETUTILS_EXPORT void destructNode(QSSGSceneDesc::Node &node)
Q_QUICK3DASSETUTILS_EXPORT void destructValue(QVariant &value)
Combined button and popup list for selecting options.
static quint16 getNextNodeId(QSSGSceneDesc::Scene &scene)