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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include "scatteritemmodelhandler_p.h"
++
++ #include <QtGui/qquaternion.h>
++
++ QT_BEGIN_NAMESPACE
++
++ ScatterItemModelHandler::ScatterItemModelHandler(QItemModelScatterDataProxy *proxy, QObject *parent)
++ : AbstractItemModelHandler(parent),
++ m_proxy(proxy),
++ m_proxyArray(0),
++ m_xPosRole(noRoleIndex),
++ m_yPosRole(noRoleIndex),
++ m_zPosRole(noRoleIndex),
++ m_rotationRole(noRoleIndex),
++ m_haveXPosPattern(false),
++ m_haveYPosPattern(false),
++ m_haveZPosPattern(false),
++ m_haveRotationPattern(false)
++ {
++ }
++
++ ScatterItemModelHandler::~ScatterItemModelHandler()
++ {
++ }
++
++ void ScatterItemModelHandler::handleDataChanged(const QModelIndex &topLeft,
++ const QModelIndex &bottomRight,
++ const QList<int> &roles)
++ {
++ // Do nothing if full reset already pending
++ if (!m_fullReset) {
++ if (m_itemModel->columnCount() > 1) {
++ // If the data model is multi-column, do full asynchronous reset to simplify things
++ AbstractItemModelHandler::handleDataChanged(topLeft, bottomRight, roles);
++ } else {
++ int start = qMin(topLeft.row(), bottomRight.row());
++ int end = qMax(topLeft.row(), bottomRight.row());
++
++ QScatterDataArray array(end - start + 1);
++ int count = 0;
++ for (int i = start; i <= end; i++)
++ modelPosToScatterItem(i, 0, array[count++]);
++
++ m_proxy->setItems(start, array);
++ }
++ }
++ }
++
++ void ScatterItemModelHandler::handleRowsInserted(const QModelIndex &parent, int start, int end)
++ {
++ // Do nothing if full reset already pending
++ if (!m_fullReset) {
++ if (!m_proxy->itemCount() || m_itemModel->columnCount() > 1) {
++ // If inserting into an empty array, do full asynchronous reset to avoid multiple
++ // separate inserts when initializing the model.
++ // If the data model is multi-column, do full asynchronous reset to simplify things
++ AbstractItemModelHandler::handleRowsInserted(parent, start, end);
++ } else {
++ QScatterDataArray array(end - start + 1);
++ int count = 0;
++ for (int i = start; i <= end; i++)
++ modelPosToScatterItem(i, 0, array[count++]);
++
++ m_proxy->insertItems(start, array);
++ }
++ }
++ }
++
++ void ScatterItemModelHandler::handleRowsRemoved(const QModelIndex &parent, int start, int end)
++ {
++ Q_UNUSED(parent);
++
++ // Do nothing if full reset already pending
++ if (!m_fullReset) {
++ if (m_itemModel->columnCount() > 1) {
++ // If the data model is multi-column, do full asynchronous reset to simplify things
++ AbstractItemModelHandler::handleRowsRemoved(parent, start, end);
++ } else {
++ m_proxy->removeItems(start, end - start + 1);
++ }
++ }
++ }
++
++ static inline QQuaternion toQuaternion(const QVariant &variant)
++ {
++ if (variant.canConvert<QQuaternion>()) {
++ return variant.value<QQuaternion>();
++ } else if (variant.canConvert<QString>()) {
++ QString s = variant.toString();
++ if (!s.isEmpty()) {
++ bool angleAndAxis = false;
++ if (s.startsWith(QLatin1Char('@'))) {
++ angleAndAxis = true;
++ s = s.mid(1);
++ }
++ if (s.count(QLatin1Char(',')) == 3) {
++ int index = s.indexOf(QLatin1Char(','));
++ int index2 = s.indexOf(QLatin1Char(','), index + 1);
++ int index3 = s.indexOf(QLatin1Char(','), index2 + 1);
++
++ bool sGood, xGood, yGood, zGood;
++ float sCoord = s.left(index).toFloat(&sGood);
++ float xCoord = s.mid(index + 1, index2 - index - 1).toFloat(&xGood);
++ float yCoord = s.mid(index2 + 1, index3 - index2 - 1).toFloat(&yGood);
++ float zCoord = s.mid(index3 + 1).toFloat(&zGood);
++
++ if (sGood && xGood && yGood && zGood) {
++ if (angleAndAxis)
++ return QQuaternion::fromAxisAndAngle(xCoord, yCoord, zCoord, sCoord);
++ else
++ return QQuaternion(sCoord, xCoord, yCoord, zCoord);
++ }
++ }
++ }
++ }
++ return QQuaternion();
++ }
++
++ void ScatterItemModelHandler::modelPosToScatterItem(int modelRow, int modelColumn,
++ QScatterDataItem &item)
++ {
++ QModelIndex index = m_itemModel->index(modelRow, modelColumn);
++ float xPos;
++ float yPos;
++ float zPos;
++ if (m_xPosRole != noRoleIndex) {
++ QVariant xValueVar = index.data(m_xPosRole);
++ if (m_haveXPosPattern)
++ xPos = xValueVar.toString().replace(m_xPosPattern, m_xPosReplace).toFloat();
++ else
++ xPos = xValueVar.toFloat();
++ } else {
++ xPos = 0.0f;
++ }
++ if (m_yPosRole != noRoleIndex) {
++ QVariant yValueVar = index.data(m_yPosRole);
++ if (m_haveYPosPattern)
++ yPos = yValueVar.toString().replace(m_yPosPattern, m_yPosReplace).toFloat();
++ else
++ yPos = yValueVar.toFloat();
++ } else {
++ yPos = 0.0f;
++ }
++ if (m_zPosRole != noRoleIndex) {
++ QVariant zValueVar = index.data(m_zPosRole);
++ if (m_haveZPosPattern)
++ zPos = zValueVar.toString().replace(m_zPosPattern, m_zPosReplace).toFloat();
++ else
++ zPos = zValueVar.toFloat();
++ } else {
++ zPos = 0.0f;
++ }
++ if (m_rotationRole != noRoleIndex) {
++ QVariant rotationVar = index.data(m_rotationRole);
++ if (m_haveRotationPattern) {
++ item.setRotation(
++ toQuaternion(
++ QVariant(rotationVar.toString().replace(m_rotationPattern,
++ m_rotationReplace))));
++ } else {
++ item.setRotation(toQuaternion(rotationVar));
++ }
++ }
++
++ item.setPosition(QVector3D(xPos, yPos, zPos));
++ }
++
++ // Resolve entire item model into QScatterDataArray.
++ void ScatterItemModelHandler::resolveModel()
++ {
++ if (m_itemModel.isNull()) {
++ m_proxy->resetArray(0);
++ m_proxyArray = 0;
++ return;
++ }
++
++ m_xPosPattern = m_proxy->xPosRolePattern();
++ m_yPosPattern = m_proxy->yPosRolePattern();
++ m_zPosPattern = m_proxy->zPosRolePattern();
++ m_rotationPattern = m_proxy->rotationRolePattern();
++ m_xPosReplace = m_proxy->xPosRoleReplace();
++ m_yPosReplace = m_proxy->yPosRoleReplace();
++ m_zPosReplace = m_proxy->zPosRoleReplace();
++ m_rotationReplace = m_proxy->rotationRoleReplace();
++ m_haveXPosPattern = !m_xPosPattern.namedCaptureGroups().isEmpty() && m_xPosPattern.isValid();
++ m_haveYPosPattern = !m_yPosPattern.namedCaptureGroups().isEmpty() && m_yPosPattern.isValid();
++ m_haveZPosPattern = !m_zPosPattern.namedCaptureGroups().isEmpty() && m_zPosPattern.isValid();
++ m_haveRotationPattern = !m_rotationPattern.namedCaptureGroups().isEmpty() && m_rotationPattern.isValid();
++
++ QHash<int, QByteArray> roleHash = m_itemModel->roleNames();
++ m_xPosRole = roleHash.key(m_proxy->xPosRole().toLatin1(), noRoleIndex);
++ m_yPosRole = roleHash.key(m_proxy->yPosRole().toLatin1(), noRoleIndex);
++ m_zPosRole = roleHash.key(m_proxy->zPosRole().toLatin1(), noRoleIndex);
++ m_rotationRole = roleHash.key(m_proxy->rotationRole().toLatin1(), noRoleIndex);
++ const int columnCount = m_itemModel->columnCount();
++ const int rowCount = m_itemModel->rowCount();
++ const int totalCount = rowCount * columnCount;
++ int runningCount = 0;
++
++ // If dimensions have changed, recreate the array
++ if (m_proxyArray != m_proxy->array() || totalCount != m_proxyArray->size())
++ m_proxyArray = new QScatterDataArray(totalCount);
++
++ // Parse data into newProxyArray
++ for (int i = 0; i < rowCount; i++) {
++ for (int j = 0; j < columnCount; j++) {
++ modelPosToScatterItem(i, j, (*m_proxyArray)[runningCount]);
++ runningCount++;
++ }
++ }
++
++ m_proxy->resetArray(m_proxyArray);
++ }
++
++ QT_END_NAMESPACE