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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
46QT_BEGIN_NAMESPACE
47
48namespace Qt3DRender {
49
50namespace Render {
51
52UpdateEntityLayersJob::UpdateEntityLayersJob()
53 : m_manager(nullptr)
54{
55 SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateLayerEntity, 0)
56
57}
58
59void 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
95QT_END_NAMESPACE
96

source code of qt3d/src/render/jobs/updateentitylayersjob.cpp