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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 root->cleanupChildren();
57 delete root;
58 root = nullptr;
59
60 qDeleteAll(resources);
61 resources.clear();
62
63 for (auto *anim: animations) {
64 for (auto *ch: anim->channels) {
65 qDeleteAll(ch->keys);
66 ch->keys.clear();
67 delete ch;
68 }
69 delete anim;
70 }
71 animations.clear();
72}
73
74QMetaType QSSGSceneDesc::listViewMetaType()
75{
76 return QMetaType::fromType<QSSGSceneDesc::ListView *>();
77}
78
79void QSSGSceneDesc::destructValue(QVariant &value)
80{
81 if (!value.isValid())
82 return;
83
84 if (value.metaType() == QMetaType::fromType<QSSGSceneDesc::NodeList *>())
85 delete value.value<NodeList *>();
86 else if (value.metaType() == QMetaType::fromType<QSSGSceneDesc::ListView *>())
87 delete value.value<ListView *>();
88 // Non-pointer types are destructed by ~QVariant
89 else if ((value.metaType().flags() & QMetaType::TypeFlag::IsPointer)
90 // Mesh node will be deleted when cleaning up resources.
91 && (value.metaType() != QMetaType::fromType<QSSGSceneDesc::Mesh *>())
92 // Referencing nodes will not be deleted here.
93 // They should be deleted in the node hierarchy or resources.
94 && (value.metaType().id() != qMetaTypeId<QSSGSceneDesc::Node *>())) {
95 qWarning() << value.metaType().name() << " was not destroyed correctly.";
96 }
97}
98
99void QSSGSceneDesc::destructNode(Node &node)
100{
101 for (auto *prop : node.properties)
102 delete prop;
103 // Not necessary to clear the list as long as we only call this from the destructor
104}
105
106QSSGSceneDesc::Node::~Node() { destructNode(*this); }
107
108void QSSGSceneDesc::Node::cleanupChildren()
109{
110 auto firstIt = children.begin();
111 auto lastIt = children.end();
112 for (auto it = firstIt; it != lastIt; ++it) {
113 Node *node = *it;
114 node->cleanupChildren();
115 delete node;
116 }
117}
118
119QSSGSceneDesc::Property *QSSGSceneDesc::setProperty(Node &node, const char *name, QVariant &&value)
120{
121 Q_ASSERT(node.scene);
122 QSSGSceneDesc::Property *prop = new QSSGSceneDesc::Property;
123 prop->name = name;
124 prop->call = nullptr;
125 prop->value = value;
126 node.properties.push_back(prop);
127 return prop;
128}
129
130QSSGSceneDesc::Model::Model() : Node(Node::Type::Model, Node::RuntimeType::Model) {}
131
132QSSGSceneDesc::Camera::Camera(RuntimeType rt) : Node(Node::Type::Camera, rt) {}
133
134QSSGSceneDesc::Light::Light(RuntimeType rt) : Node(Node::Type::Light, rt) {}
135
136QSSGSceneDesc::Skin::Skin() : Node(Node::Type::Skin, Node::RuntimeType::Skin) {}
137
138QSSGSceneDesc::Skeleton::Skeleton() : Node(Node::Type::Skeleton, Node::RuntimeType::Skeleton) {}
139
140QSSGSceneDesc::Joint::Joint() : Node(Node::Type::Joint, Node::RuntimeType::Joint) {}
141
142QSSGSceneDesc::MorphTarget::MorphTarget() : Node(Node::Type::MorphTarget, Node::RuntimeType::MorphTarget) {}
143
144QSSGSceneDesc::Material::Material(RuntimeType rt) : Node(Node::Type::Material, rt) {}
145
146QSSGSceneDesc::Texture::Texture(RuntimeType rt, const QByteArray &name)
147 : Node(name, Node::Type::Texture, rt)
148{
149}
150
151QSSGSceneDesc::TextureData::TextureData(const QByteArray &textureData, QSize size, const QByteArray &format, quint8 flags, QByteArray name)
152 : Node(name, Node::Type::Texture, RuntimeType::TextureData)
153 , data(textureData)
154 , sz(size)
155 , fmt(format)
156 , flgs(flags)
157{}
158
159QSSGSceneDesc::Mesh::Mesh(QByteArray name, qsizetype index)
160 : Node(name, Node::Type::Mesh, RuntimeType::Node)
161 , idx(index)
162{}
163
164QT_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)