Following this answer, I'm doing consecutive ray casts:
m_rayCaster = new Qt3DRender::QRayCaster(m_scene->rootEntity());
m_rayCaster->setRunMode(Qt3DRender::QAbstractRayCaster::SingleShot);
m_scene->rootEntity()->addComponent(m_rayCaster);
I have these slots to handle whether and when next consecutive ray cast test should be done:
QObject::connect(m_rayCaster, &Qt3DRender::QRayCaster::hitsChanged, this, &RayCastHandler::handleRayCasterHits);
QObject::connect(m_rayCaster, &Qt3DCore::QNode::enabledChanged, this, &RayCastHandler::handleRayCasterEnabledChange);
QObject::connect(this, &RayCastHandler::isPreviousTestDoneChanged, this, &RayCastHandler::handleIsPreviousTestDoneChange);
QObject::connect(this, &RayCastHandler::isNextTestRequiredChanged, this, &RayCastHandler::handleIsNextTestRequiredChange);
The slots set the conditions and check them:
void RayCastHandler::handleRayCasterHits(const Qt3DRender::QAbstractRayCaster::Hits hits)
{
analyzeHits(hits);
bool required = isNextTestRequired(/* according to m_testCounter, m_testsTotal, ... */);
emit isNextTestRequiredChanged(required);
emit isPreviousTestDoneChanged(true);
return;
}
void RayCastHandler::handleRayCasterEnabledChange(const bool enabled)
{
m_isRayCasterEnabled = enabled;
triggerNextTestIfAllConditionsAreTrue();
return;
}
void RayCastHandler::handleIsPreviousTestDoneChange(const bool done)
{
m_isPreviousTestDone = done;
triggerNextTestIfAllConditionsAreTrue();
return;
}
void RayCastHandler::handleIsNextTestRequiredChange(const bool required)
{
m_isNextTestRequired = required;
if (!m_isNextTestRequired)
emit rayCastResultsChanged(m_collisions);
triggerNextTestIfAllConditionsAreTrue();
return;
}
The code which checks if next ray cast test is required:
bool RayCastHandler::isNextTestRequired(int &testCounter, const int &testsTotal)
{
testCounter++;
if (testCounter >= testsTotal) {
return false;
}
return true;
}
And finally, the function which checks all the conditions to trigger next ray cast test is:
bool RayCastHandler::triggerNextTestIfAllConditionsAreTrue()
{
if (m_isPreviousTestDone && m_isNextTestRequired && m_isRayCasterEnabled) {
triggerTest(/* Will trigger next ray cast test */);
m_isPreviousTestDone = false;
m_isNextTestRequired = false;
m_isRayCasterEnabled = false;
}
}
The code works fine, but after casting a few consecutive rays, it stops.
By logging to console, I observe that the m_rayCaster
looks to be enabled/disabled randomly. I mean sometimes after finishing a ray cast test, it disables itself, and sometimes it enables itself! I wonder if anybody can introduce a reference on Qt3DRender::QRayCaster
enabling/disabling logic. I looked at its source code a bit, I wonder which section of source code might help me to figure out.