aboutsummaryrefslogtreecommitdiffstats
path: root/share/qtcreator/qml/qmlpuppet/qml2puppet/editor3d/camerageometry.cpp
blob: b551617e092562fa943edbd530f3eda55e0b6e95 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0 WITH Qt-GPL-exception-1.0

#ifdef QUICK3D_MODULE

#include "camerageometry.h"

#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtQuick3D/private/qquick3dcustomcamera_p.h>
#include <QtQuick3D/private/qquick3dfrustumcamera_p.h>
#include <QtQuick3D/private/qquick3dorthographiccamera_p.h>
#include <QtQuick3D/private/qquick3dperspectivecamera_p.h>
#include <QtQuick3D/private/qquick3dutils_p.h>
#include <QtCore/qmath.h>

#include <limits>

namespace QmlDesigner {
namespace Internal {

CameraGeometry::CameraGeometry()
    : GeometryBase()
{
}

CameraGeometry::~CameraGeometry()
{
}

QQuick3DCamera *CameraGeometry::camera() const
{
    return m_camera;
}

QRectF CameraGeometry::viewPortRect() const
{
    return m_viewPortRect;
}

void CameraGeometry::setCamera(QQuick3DCamera *camera)
{
    if (m_camera == camera)
        return;

    if (m_camera)
        m_camera->disconnect(this);
    m_camera = camera;
    if (auto perspectiveCamera = qobject_cast<QQuick3DPerspectiveCamera *>(m_camera)) {
        QObject::connect(perspectiveCamera, &QQuick3DPerspectiveCamera::clipNearChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
        QObject::connect(perspectiveCamera, &QQuick3DPerspectiveCamera::clipFarChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
        QObject::connect(perspectiveCamera, &QQuick3DPerspectiveCamera::fieldOfViewChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
        QObject::connect(perspectiveCamera, &QQuick3DPerspectiveCamera::fieldOfViewOrientationChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
        if (auto frustumCamera = qobject_cast<QQuick3DFrustumCamera *>(m_camera)) {
            QObject::connect(frustumCamera, &QQuick3DFrustumCamera::topChanged,
                             this, &CameraGeometry::handleCameraPropertyChange);
            QObject::connect(frustumCamera, &QQuick3DFrustumCamera::bottomChanged,
                             this, &CameraGeometry::handleCameraPropertyChange);
            QObject::connect(frustumCamera, &QQuick3DFrustumCamera::rightChanged,
                             this, &CameraGeometry::handleCameraPropertyChange);
            QObject::connect(frustumCamera, &QQuick3DFrustumCamera::leftChanged,
                             this, &CameraGeometry::handleCameraPropertyChange);
        }
    } else if (auto orthoCamera = qobject_cast<QQuick3DOrthographicCamera *>(m_camera)) {
        QObject::connect(orthoCamera, &QQuick3DOrthographicCamera::clipNearChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
        QObject::connect(orthoCamera, &QQuick3DOrthographicCamera::clipFarChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
    } else if (auto customCamera = qobject_cast<QQuick3DCustomCamera *>(m_camera)) {
        QObject::connect(customCamera, &QQuick3DCustomCamera::projectionChanged,
                         this, &CameraGeometry::handleCameraPropertyChange);
    }
    emit cameraChanged();
    handleCameraPropertyChange();
}

void CameraGeometry::setViewPortRect(const QRectF &rect)
{
    if (m_viewPortRect == rect)
        return;

    m_viewPortRect = rect;
    emit viewPortRectChanged();
    updateGeometry();
}

void CameraGeometry::handleCameraPropertyChange()
{
    m_cameraUpdatePending = true;
    clear();
    setStride(12); // To avoid div by zero inside QtQuick3D
    update();
}

QSSGRenderGraphObject *CameraGeometry::updateSpatialNode(QSSGRenderGraphObject *node)
{
    if (m_cameraUpdatePending) {
        m_cameraUpdatePending = false;
        updateGeometry();
    }

    return QQuick3DGeometry::updateSpatialNode(node);
}

void CameraGeometry::doUpdateGeometry()
{
    if (!m_camera)
        return;

    // If camera properties have been updated, we need to defer updating the frustum geometry
    // to the next frame to ensure camera's spatial node has been properly updated.
    if (m_cameraUpdatePending) {
        update();
        return;
    }

    if (!QQuick3DObjectPrivate::get(m_camera)->spatialNode) {
        // Doing explicit viewport mapping forces cameraNode creation
        m_camera->mapToViewport({}, m_viewPortRect.width(), m_viewPortRect.height());
#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
        if (!m_nodeCreationUpdateDone) {
            // Post-node creation update is done only once to avoid infinite loop in case the node
            // creation fails.
            m_nodeCreationUpdateDone = true;
            m_cameraUpdatePending = true;
            update();
            return;
        }
#endif
    }

    GeometryBase::doUpdateGeometry();

    QByteArray vertexData;
    QByteArray indexData;
    QVector3D minBounds;
    QVector3D maxBounds;
    fillVertexData(vertexData, indexData, minBounds, maxBounds);

    addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
                 QQuick3DGeometry::Attribute::U16Type);
    setVertexData(vertexData);
    setIndexData(indexData);
    setBounds(minBounds, maxBounds);
}

void CameraGeometry::fillVertexData(QByteArray &vertexData, QByteArray &indexData,
                                    QVector3D &minBounds, QVector3D &maxBounds)
{
    const int vertexSize = int(sizeof(float)) * 8 * 3; // 8 vertices, 3 floats/vert
    vertexData.resize(vertexSize);
    const int indexSize = int(sizeof(quint16)) * 12 * 2; // 12 lines, 2 vert/line
    indexData.resize(indexSize);

    auto dataPtr = reinterpret_cast<float *>(vertexData.data());
    auto indexPtr = reinterpret_cast<quint16 *>(indexData.data());

    QMatrix4x4 m;
    QSSGRenderCamera *camera = static_cast<QSSGRenderCamera *>(QQuick3DObjectPrivate::get(m_camera)->spatialNode);
    if (camera) {
        QRectF rect = m_viewPortRect;
        if (rect.isNull())
             rect = QRectF(0, 0, 1000, 1000); // Let's have some visualization for null viewports
        camera->calculateGlobalVariables(rect);
        m = camera->projection.inverted();
    }

    const QVector3D farTopLeft = m * QVector3D(1.f, -1.f, 1.f);
    const QVector3D farBottomRight = m * QVector3D(-1.f, 1.f, 1.f);
    const QVector3D nearTopLeft = m * QVector3D(1.f, -1.f, -1.f);
    const QVector3D nearBottomRight = m * QVector3D(-1.f, 1.f, -1.f);

    *dataPtr++ = nearTopLeft.x();     *dataPtr++ = nearBottomRight.y(); *dataPtr++ = nearTopLeft.z();
    *dataPtr++ = nearTopLeft.x();     *dataPtr++ = nearTopLeft.y();     *dataPtr++ = nearTopLeft.z();
    *dataPtr++ = nearBottomRight.x(); *dataPtr++ = nearTopLeft.y();     *dataPtr++ = nearTopLeft.z();
    *dataPtr++ = nearBottomRight.x(); *dataPtr++ = nearBottomRight.y(); *dataPtr++ = nearTopLeft.z();
    *dataPtr++ = farTopLeft.x();      *dataPtr++ = farBottomRight.y();  *dataPtr++ = farTopLeft.z();
    *dataPtr++ = farTopLeft.x();      *dataPtr++ = farTopLeft.y();      *dataPtr++ = farTopLeft.z();
    *dataPtr++ = farBottomRight.x();  *dataPtr++ = farTopLeft.y();      *dataPtr++ = farTopLeft.z();
    *dataPtr++ = farBottomRight.x();  *dataPtr++ = farBottomRight.y();  *dataPtr++ = farTopLeft.z();

    // near rect
    *indexPtr++ = 0; *indexPtr++ = 1;
    *indexPtr++ = 1; *indexPtr++ = 2;
    *indexPtr++ = 2; *indexPtr++ = 3;
    *indexPtr++ = 3; *indexPtr++ = 0;
    // near to far
    *indexPtr++ = 0; *indexPtr++ = 4;
    *indexPtr++ = 1; *indexPtr++ = 5;
    *indexPtr++ = 2; *indexPtr++ = 6;
    *indexPtr++ = 3; *indexPtr++ = 7;
    // far rect
    *indexPtr++ = 4; *indexPtr++ = 5;
    *indexPtr++ = 5; *indexPtr++ = 6;
    *indexPtr++ = 6; *indexPtr++ = 7;
    *indexPtr++ = 7; *indexPtr++ = 4;

    static const float floatMin = std::numeric_limits<float>::lowest();
    static const float floatMax = std::numeric_limits<float>::max();
    auto vertexPtr = reinterpret_cast<QVector3D *>(vertexData.data());
    minBounds = QVector3D(floatMax, floatMax, floatMax);
    maxBounds = QVector3D(floatMin, floatMin, floatMin);
    for (int i = 0; i < vertexSize / 12; ++i) {
        minBounds[0] = qMin((*vertexPtr)[0], minBounds[0]);
        minBounds[1] = qMin((*vertexPtr)[1], minBounds[1]);
        minBounds[2] = qMin((*vertexPtr)[2], minBounds[2]);
        maxBounds[0] = qMax((*vertexPtr)[0], maxBounds[0]);
        maxBounds[1] = qMax((*vertexPtr)[1], maxBounds[1]);
        maxBounds[2] = qMax((*vertexPtr)[2], maxBounds[2]);
        ++vertexPtr;
    }
}

}
}

#endif // QUICK3D_MODULE