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39 | |
40 | #include "updateentitylayersjob_p.h" |
41 | #include <Qt3DRender/private/managers_p.h> |
42 | #include <Qt3DRender/private/nodemanagers_p.h> |
43 | #include <Qt3DRender/private/entity_p.h> |
44 | #include <Qt3DRender/private/job_common_p.h> |
45 | |
46 | QT_BEGIN_NAMESPACE |
47 | |
48 | namespace Qt3DRender { |
49 | |
50 | namespace Render { |
51 | |
52 | UpdateEntityLayersJob::UpdateEntityLayersJob() |
53 | : m_manager(nullptr) |
54 | { |
55 | SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateLayerEntity, 0) |
56 | |
57 | } |
58 | |
59 | void UpdateEntityLayersJob::run() |
60 | { |
61 | Q_ASSERT(m_manager); |
62 | EntityManager *entityManager = m_manager->renderNodesManager(); |
63 | |
64 | const std::vector<HEntity> &handles = entityManager->activeHandles(); |
65 | |
66 | // Clear list of recursive layerIds |
67 | for (const HEntity &handle : handles) { |
68 | Entity *entity = entityManager->data(handle); |
69 | entity->clearRecursiveLayerIds(); |
70 | } |
71 | |
72 | LayerManager *layerManager = m_manager->layerManager(); |
73 | |
74 | // Set recursive layerIds on children |
75 | for (const HEntity &handle : handles) { |
76 | Entity *entity = entityManager->data(handle); |
77 | const Qt3DCore::QNodeIdVector entityLayers = entity->componentsUuid<Layer>(); |
78 | |
79 | for (const Qt3DCore::QNodeId layerId : entityLayers) { |
80 | Layer *layer = layerManager->lookupResource(id: layerId); |
81 | if (layer->recursive()) { |
82 | // Find all children of the entity and add the layers to them |
83 | entity->traverse(operation: [layerId](Entity *e) { |
84 | e->addRecursiveLayerId(layerId); |
85 | }); |
86 | } |
87 | } |
88 | } |
89 | } |
90 | |
91 | } // Render |
92 | |
93 | } // Qt3DRender |
94 | |
95 | QT_END_NAMESPACE |
96 |