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**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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#ifndef QQUICKMESH_H
#define QQUICKMESH_H
#include <Qt3DQuick/qt3dquickglobal.h>
#include <Qt3D/qglscenenode.h>
#include <Qt3D/qglpainter.h>
#include <QtCore/qobject.h>
#include <QtCore/qurl.h>
#include <QtQml/qqml.h>
#include <QtQml/qqmlengine.h>
#include <QtQml/qqmlparserstatus.h>
QT_BEGIN_NAMESPACE
class QQuickMeshPrivate;
class QGLAbstractScene;
class QGLMaterial;
class QGLSceneAnimation;
class Q_QT3D_QUICK_EXPORT QQuickMesh : public QObject, public QQmlParserStatus
{
Q_OBJECT
Q_INTERFACES(QQmlParserStatus)
Q_PROPERTY(QUrl source READ source WRITE setSource NOTIFY dataChanged)
Q_PROPERTY(QString meshName READ meshName WRITE setMeshName NOTIFY dataChanged)
Q_PROPERTY(QString options READ options WRITE setOptions NOTIFY optionsChanged)
Q_PROPERTY(QGLSceneNode *node READ getSceneObject NOTIFY nodeChanged)
Q_PROPERTY(bool dumpInfo READ dumpInfo WRITE setDumpInfo NOTIFY dumpInfoChanged)
public:
QQuickMesh(QObject *parent = 0);
~QQuickMesh();
QUrl source() const;
void setSource(const QUrl& value);
QString meshName() const;
void setMeshName(const QString& value);
QString options() const;
void setOptions(const QString &);
bool dumpInfo() const;
void setDumpInfo(bool);
virtual void draw(QGLPainter *painter, int branchId);
//The following functions relate to allocating the scene and its
//respective objects, and acessing these nodes.
void setScene(QGLAbstractScene *scene);
void initSceneObjectList();
void initAnimations();
QStringList getSceneObjectNames();
QGLSceneNode *getSceneObject();
QGLSceneNode *getSceneObject(const QString &name);
QList<QGLSceneAnimation *> getAnimations();
//The following functions relate to splitting the main scene into sub-branches
int nextSceneBranchId() const;
int createSceneBranch(QString nodeName);
int addSceneBranch(QGLSceneNode *rootSceneObject, QObject *previousParent=NULL);
void restoreSceneBranch(int branchId);
void resetSceneBranches();
QGLSceneNode *getSceneBranch(int branchId) const;
void ref();
bool deref();
Q_INVOKABLE QObject *material(const QString& nodeName, const QString& materialName);
void classBegin();
void componentComplete();
void openglContextIsAboutToBeDestroyed();
Q_SIGNALS:
void dataChanged();
void animationsChanged();
void loaded();
void optionsChanged();
void dumpInfoChanged();
void nodeChanged();
private Q_SLOTS:
void dataRequestFinished();
private:
QQuickMeshPrivate *d;
};
QT_END_NAMESPACE
QML_DECLARE_TYPE(QQuickMesh)
#endif
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