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authorPaul Lemire <paul.lemire@kdab.com>2016-01-15 15:09:44 +0100
committerSean Harmer <sean.harmer@kdab.com>2016-01-16 17:17:49 +0000
commitb0404a42ced2ea5a583e1c6ddc22940ffdc1e48e (patch)
treeb073c3c680e388bda00228b204743b092b11de6a /src/render/frontend/qcamera.cpp
parent8656b95ffb67efe7dd1cc3a65b12d277e83e1d22 (diff)
Move QCamera/QCameraLens to Qt3DRender
Also get rid of Qt3DRender::QWindow and of the hard codes camera controller. Change-Id: I307735d01caf97b7a690b28de8dc99fc9866c35f Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/frontend/qcamera.cpp')
-rw-r--r--src/render/frontend/qcamera.cpp486
1 files changed, 486 insertions, 0 deletions
diff --git a/src/render/frontend/qcamera.cpp b/src/render/frontend/qcamera.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qcamera.h"
+#include "qcamera_p.h"
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+/*!
+ \class Qt3DRender::QCameraPrivate
+ \internal
+*/
+QCameraPrivate::QCameraPrivate()
+ : Qt3DCore::QEntityPrivate()
+ , m_position(0.0f, 0.0f, 0.0f)
+ , m_viewCenter(0.0f, 0.0f, -100.0f)
+ , m_upVector(0.0f, 1.0f, 0.0f)
+ , m_cameraToCenter(m_viewCenter - m_position)
+ , m_viewMatrixDirty(false)
+ , m_lens(new QCameraLens())
+ , m_transform(new Qt3DCore::QTransform())
+{
+}
+
+/*!
+ \qmltype Camera
+ \instantiates Qt3DRender::QCamera
+ \inherits Entity
+ \inqmlmodule Qt3D.Core
+ \since 5.5
+*/
+
+QCamera::QCamera(Qt3DCore::QNode *parent)
+ : Qt3DCore::QEntity(*new QCameraPrivate, parent)
+{
+ QObject::connect(d_func()->m_lens, SIGNAL(projectionTypeChanged(QCameraLens::ProjectionType)), this, SIGNAL(projectionTypeChanged(QCameraLens::ProjectionType)));
+ QObject::connect(d_func()->m_lens, SIGNAL(nearPlaneChanged(float)), this, SIGNAL(nearPlaneChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(farPlaneChanged(float)), this, SIGNAL(farPlaneChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(fieldOfViewChanged(float)), this, SIGNAL(fieldOfViewChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(aspectRatioChanged(float)), this, SIGNAL(aspectRatioChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(leftChanged(float)), this, SIGNAL(leftChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(rightChanged(float)), this, SIGNAL(rightChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(bottomChanged(float)), this, SIGNAL(bottomChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(topChanged(float)), this, SIGNAL(topChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(projectionMatrixChanged(const QMatrix4x4 &)), this, SIGNAL(projectionMatrixChanged(const QMatrix4x4 &)));
+ QObject::connect(d_func()->m_transform, SIGNAL(matrixChanged(const QMatrix4x4 &)), this, SIGNAL(viewMatrixChanged(const QMatrix4x4 &)));
+ addComponent(d_func()->m_lens);
+ addComponent(d_func()->m_transform);
+}
+
+QCamera::~QCamera()
+{
+ QNode::cleanup();
+}
+
+/*! \internal */
+QCamera::QCamera(QCameraPrivate &dd, Qt3DCore::QNode *parent)
+ : Qt3DCore::QEntity(dd, parent)
+{
+ QObject::connect(d_func()->m_lens, SIGNAL(projectionTypeChanged(QCameraLens::ProjectionType)), this, SIGNAL(projectionTypeChanged(QCameraLens::ProjectionType)));
+ QObject::connect(d_func()->m_lens, SIGNAL(nearPlaneChanged(float)), this, SIGNAL(nearPlaneChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(farPlaneChanged(float)), this, SIGNAL(farPlaneChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(fieldOfViewChanged(float)), this, SIGNAL(fieldOfViewChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(aspectRatioChanged(float)), this, SIGNAL(aspectRatioChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(leftChanged(float)), this, SIGNAL(leftChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(rightChanged(float)), this, SIGNAL(rightChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(bottomChanged(float)), this, SIGNAL(bottomChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(topChanged(float)), this, SIGNAL(topChanged(float)));
+ QObject::connect(d_func()->m_lens, SIGNAL(projectionMatrixChanged(const QMatrix4x4 &)), this, SIGNAL(projectionMatrixChanged(const QMatrix4x4 &)));
+ QObject::connect(d_func()->m_transform, SIGNAL(matrixChanged(const QMatrix4x4 &)), this, SIGNAL(viewMatrixChanged(const QMatrix4x4 &)));
+ addComponent(d_func()->m_lens);
+ addComponent(d_func()->m_transform);
+}
+
+QCameraLens *QCamera::lens() const
+{
+ Q_D(const QCamera);
+ return d->m_lens;
+}
+
+Qt3DCore::QTransform *QCamera::transform() const
+{
+ Q_D(const QCamera);
+ return d->m_transform;
+}
+
+void QCamera::translate(const QVector3D &vLocal, CameraTranslationOption option)
+{
+ QVector3D viewVector = viewCenter() - position(); // From "camera" position to view center
+
+ // Calculate the amount to move by in world coordinates
+ QVector3D vWorld;
+ if (!qFuzzyIsNull(vLocal.x())) {
+ // Calculate the vector for the local x axis
+ const QVector3D x = QVector3D::crossProduct(viewVector, upVector()).normalized();
+ vWorld += vLocal.x() * x;
+ }
+
+ if (!qFuzzyIsNull(vLocal.y()))
+ vWorld += vLocal.y() * upVector();
+
+ if (!qFuzzyIsNull(vLocal.z()))
+ vWorld += vLocal.z() * viewVector.normalized();
+
+ // Update the camera position using the calculated world vector
+ setPosition(position() + vWorld);
+
+ // May be also update the view center coordinates
+ if (option == TranslateViewCenter)
+ setViewCenter(viewCenter() + vWorld);
+
+ // Refresh the camera -> view center vector
+ viewVector = viewCenter() - position();
+
+ // Calculate a new up vector. We do this by:
+ // 1) Calculate a new local x-direction vector from the cross product of the new
+ // camera to view center vector and the old up vector.
+ // 2) The local x vector is the normal to the plane in which the new up vector
+ // must lay. So we can take the cross product of this normal and the new
+ // x vector. The new normal vector forms the last part of the orthonormal basis
+ const QVector3D x = QVector3D::crossProduct(viewVector, upVector()).normalized();
+ setUpVector(QVector3D::crossProduct(x, viewVector).normalized());
+}
+
+void QCamera::translateWorld(const QVector3D &vWorld, CameraTranslationOption option)
+{
+ // Update the camera position using the calculated world vector
+ setPosition(position() + vWorld);
+
+ // May be also update the view center coordinates
+ if (option == TranslateViewCenter)
+ setViewCenter(viewCenter() + vWorld);
+}
+
+QQuaternion QCamera::tiltRotation(float angle) const
+{
+ const QVector3D viewVector = viewCenter() - position();
+ const QVector3D xBasis = QVector3D::crossProduct(upVector(), viewVector.normalized()).normalized();
+ return QQuaternion::fromAxisAndAngle(xBasis, -angle);
+}
+
+QQuaternion QCamera::panRotation(float angle) const
+{
+ return QQuaternion::fromAxisAndAngle(upVector(), angle);
+}
+
+QQuaternion QCamera::rollRotation(float angle) const
+{
+ QVector3D viewVector = viewCenter() - position();
+ return QQuaternion::fromAxisAndAngle(viewVector, -angle);
+}
+
+QQuaternion QCamera::rotation(float angle, const QVector3D &axis) const
+{
+ return QQuaternion::fromAxisAndAngle(axis, angle);
+}
+
+void QCamera::tilt(float angle)
+{
+ QQuaternion q = tiltRotation(angle);
+ rotate(q);
+}
+
+void QCamera::pan(float angle)
+{
+ QQuaternion q = panRotation(-angle);
+ rotate(q);
+}
+
+void QCamera::pan(float angle, const QVector3D &axis)
+{
+ QQuaternion q = rotation(-angle, axis);
+ rotate(q);
+}
+
+void QCamera::roll(float angle)
+{
+ QQuaternion q = rollRotation(-angle);
+ rotate(q);
+}
+
+void QCamera::tiltAboutViewCenter(float angle)
+{
+ QQuaternion q = tiltRotation(-angle);
+ rotateAboutViewCenter(q);
+}
+
+void QCamera::panAboutViewCenter(float angle)
+{
+ QQuaternion q = panRotation(angle);
+ rotateAboutViewCenter(q);
+}
+
+void QCamera::panAboutViewCenter(float angle, const QVector3D &axis)
+{
+ QQuaternion q = rotation(angle, axis);
+ rotateAboutViewCenter(q);
+}
+
+void QCamera::rollAboutViewCenter(float angle)
+{
+ QQuaternion q = rollRotation(angle);
+ rotateAboutViewCenter(q);
+}
+
+void QCamera::rotate(const QQuaternion& q)
+{
+ setUpVector(q * upVector());
+ QVector3D viewVector = viewCenter() - position();
+ QVector3D cameraToCenter = q * viewVector;
+ setViewCenter(position() + cameraToCenter);
+}
+
+void QCamera::rotateAboutViewCenter(const QQuaternion& q)
+{
+ setUpVector(q * upVector());
+ QVector3D viewVector = viewCenter() - position();
+ QVector3D cameraToCenter = q * viewVector;
+ setPosition(viewCenter() - cameraToCenter);
+ setViewCenter(position() + cameraToCenter);
+}
+
+void QCamera::setProjectionType(QCameraLens::ProjectionType type)
+{
+ Q_D(QCamera);
+ d->m_lens->setProjectionType(type);
+}
+
+/*!
+ \qmlproperty enumeration Qt3DCore::Camera::projectionType
+
+ Holds the type of the camera projection (orthogonal or perspective).
+
+ \value CameraLens.OrthographicProjection Orthographic projection
+ \value CameraLens.PerspectiveProjection Perspective projection
+*/
+QCameraLens::ProjectionType QCamera::projectionType() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->projectionType();
+}
+
+void QCamera::setNearPlane(float nearPlane)
+{
+ Q_D(QCamera);
+ d->m_lens->setNearPlane(nearPlane);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::nearPlane
+*/
+float QCamera::nearPlane() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->nearPlane();
+}
+
+void QCamera::setFarPlane(float farPlane)
+{
+ Q_D(QCamera);
+ d->m_lens->setFarPlane(farPlane);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::farPlane
+*/
+float QCamera::farPlane() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->farPlane();
+}
+
+void QCamera::setFieldOfView(float fieldOfView)
+{
+ Q_D(QCamera);
+ d->m_lens->setFieldOfView(fieldOfView);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::fieldOfView
+*/
+float QCamera::fieldOfView() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->fieldOfView();
+}
+
+void QCamera::setAspectRatio(float aspectRatio)
+{
+ Q_D(QCamera);
+ d->m_lens->setAspectRatio(aspectRatio);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::aspectRatio
+*/
+float QCamera::aspectRatio() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->aspectRatio();
+}
+
+void QCamera::setLeft(float left)
+{
+ Q_D(QCamera);
+ d->m_lens->setLeft(left);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::left
+*/
+float QCamera::left() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->left();
+}
+
+void QCamera::setRight(float right)
+{
+ Q_D(QCamera);
+ d->m_lens->setRight(right);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::right
+*/
+float QCamera::right() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->right();
+}
+
+void QCamera::setBottom(float bottom)
+{
+ Q_D(QCamera);
+ d->m_lens->setBottom(bottom);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::bottom
+*/
+float QCamera::bottom() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->bottom();
+}
+
+void QCamera::setTop(float top)
+{
+ Q_D(QCamera);
+ d->m_lens->setTop(top);
+}
+
+/*!
+ \qmlproperty float Qt3DCore::Camera::top
+*/
+float QCamera::top() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->top();
+}
+
+/*!
+ \qmlproperty matrix4x4 Qt3DCore::Camera::projectionMatrix
+ \readonly
+*/
+QMatrix4x4 QCamera::projectionMatrix() const
+{
+ Q_D(const QCamera);
+ return d->m_lens->projectionMatrix();
+}
+
+void QCamera::setPosition(const QVector3D &position)
+{
+ Q_D(QCamera);
+ d->m_position = position;
+ d->m_cameraToCenter = d->m_viewCenter - position;
+ d->m_viewMatrixDirty = true;
+ emit positionChanged(position);
+ emit viewVectorChanged(d->m_cameraToCenter);
+ d->updateViewMatrix();
+}
+
+/*!
+ \qmlproperty vector3d Qt3DCore::Camera::position
+*/
+QVector3D QCamera::position() const
+{
+ Q_D(const QCamera);
+ return d->m_position;
+}
+
+void QCamera::setUpVector(const QVector3D &upVector)
+{
+ Q_D(QCamera);
+ d->m_upVector = upVector;
+ d->m_viewMatrixDirty = true;
+ emit upVectorChanged(upVector);
+ d->updateViewMatrix();
+}
+
+/*!
+ \qmlproperty vector3d Qt3DCore::Camera::upVector
+*/
+QVector3D QCamera::upVector() const
+{
+ Q_D(const QCamera);
+ return d->m_upVector;
+}
+
+void QCamera::setViewCenter(const QVector3D &viewCenter)
+{
+ Q_D(QCamera);
+ d->m_viewCenter = viewCenter;
+ d->m_cameraToCenter = viewCenter - d->m_position;
+ d->m_viewMatrixDirty = true;
+ emit viewCenterChanged(viewCenter);
+ emit viewVectorChanged(d->m_cameraToCenter);
+ d->updateViewMatrix();
+}
+
+/*!
+ \qmlproperty vector3d Qt3DCore::Camera::viewCenter
+*/
+QVector3D QCamera::viewCenter() const
+{
+ Q_D(const QCamera);
+ return d->m_viewCenter;
+}
+
+/*!
+ \qmlproperty vector3d Qt3DCore::Camera::viewVector
+*/
+QVector3D QCamera::viewVector() const
+{
+ Q_D(const QCamera);
+ return d->m_cameraToCenter;
+}
+
+/*!
+ \qmlproperty matrix4x4 Qt3DCore::Camera::viewMatrix
+*/
+QMatrix4x4 QCamera::viewMatrix() const
+{
+ Q_D(const QCamera);
+ return d->m_transform->matrix();
+}
+
+} // Qt3DRender
+
+QT_END_NAMESPACE