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-rw-r--r--src/render/frontend/qcomputecommand.cpp2
-rw-r--r--src/render/frontend/qrenderaspect.cpp1
-rw-r--r--src/render/frontend/qrenderaspect_p.h2
-rw-r--r--src/render/frontend/sphere.cpp50
-rw-r--r--src/render/frontend/sphere_p.h13
5 files changed, 58 insertions, 10 deletions
diff --git a/src/render/frontend/qcomputecommand.cpp b/src/render/frontend/qcomputecommand.cpp
index d040150d5..d0c9f5805 100644
--- a/src/render/frontend/qcomputecommand.cpp
+++ b/src/render/frontend/qcomputecommand.cpp
@@ -66,7 +66,7 @@ namespace Qt3DRender {
/*!
\qmltype ComputeCommand
\since 5.7
- \inmodule Qt3DRender
+ \inqmlmodule Qt3D.Render
\inherits Component3D
\instantiates Qt3DRender::QComputeCommand
\brief Component to issue work for the compute shader on GPU.
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index 159c11981..271eb9c11 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -562,6 +562,7 @@ void QRenderAspect::onRegistered()
// TO DO: Load proper Renderer class based on Qt configuration preferences
d->m_renderer = new Render::Renderer(d->m_renderType);
+ d->m_renderer->setScreen(d->m_screen);
d->m_renderer->setNodeManagers(d->m_nodeManagers);
// Create a helper for deferring creation of an offscreen surface used during cleanup
diff --git a/src/render/frontend/qrenderaspect_p.h b/src/render/frontend/qrenderaspect_p.h
index 8ef4ecd12..62e373b11 100644
--- a/src/render/frontend/qrenderaspect_p.h
+++ b/src/render/frontend/qrenderaspect_p.h
@@ -60,6 +60,7 @@
QT_BEGIN_NAMESPACE
class QSurface;
+class QScreen;
namespace Qt3DRender {
@@ -106,6 +107,7 @@ public:
QVector<Render::QRenderPlugin *> m_renderPlugins;
QRenderAspect::RenderType m_renderType;
Render::OffscreenSurfaceHelper *m_offscreenHelper;
+ QScreen *m_screen = nullptr;
static QMutex m_pluginLock;
static QVector<QString> m_pluginConfig;
diff --git a/src/render/frontend/sphere.cpp b/src/render/frontend/sphere.cpp
index 4909acaef..470dbfe59 100644
--- a/src/render/frontend/sphere.cpp
+++ b/src/render/frontend/sphere.cpp
@@ -44,6 +44,7 @@
#include <QPair>
#include <math.h>
+#include <algorithm>
QT_BEGIN_NAMESPACE
@@ -55,6 +56,9 @@ namespace {
// returns true and intersection point q; false otherwise
bool intersectRaySphere(const Qt3DRender::RayCasting::QRay3D &ray, const Qt3DRender::Render::Sphere &s, Vector3D *q = nullptr)
{
+ if (s.isNull())
+ return false;
+
const Vector3D p = ray.origin();
const Vector3D d = ray.direction();
const Vector3D m = p - s.center();
@@ -139,11 +143,31 @@ inline void sphereFromExtremePoints(Qt3DRender::Render::Sphere &s, const QVector
inline void constructRitterSphere(Qt3DRender::Render::Sphere &s, const QVector<Vector3D> &points)
{
- // Calculate the sphere encompassing two axially extreme points
- sphereFromExtremePoints(s, points);
-
- // Now make sure the sphere bounds all points by growing if needed
- s.expandToContain(points);
+ //def bounding_sphere(points):
+ // dist = lambda a,b: ((a[0] - b[0])**2 + (a[1] - b[1])**2 + (a[2] - b[2])**2)**0.5
+ // x = points[0]
+ // y = max(points,key= lambda p: dist(p,x) )
+ // z = max(points,key= lambda p: dist(p,y) )
+ // bounding_sphere = (((y[0]+z[0])/2,(y[1]+z[1])/2,(y[2]+z[2])/2), dist(y,z)/2)
+ //
+ // exterior_points = [p for p in points if dist(p,bounding_sphere[0]) > bounding_sphere[1] ]
+ // while ( len(exterior_points) > 0 ):
+ // pt = exterior_points.pop()
+ // if (dist(pt, bounding_sphere[0]) > bounding_sphere[1]):
+ // bounding_sphere = (bounding_sphere[0],dist(pt,bounding_sphere[0]))
+ //
+ // return bounding_sphere
+
+ const Vector3D x = points[0];
+ const Vector3D y = *std::max_element(points.begin(), points.end(), [&x](const Vector3D& lhs, const Vector3D& rhs){ return (lhs - x).lengthSquared() < (rhs - x).lengthSquared(); });
+ const Vector3D z = *std::max_element(points.begin(), points.end(), [&y](const Vector3D& lhs, const Vector3D& rhs){ return (lhs - y).lengthSquared() < (rhs - y).lengthSquared(); });
+
+ const Vector3D center = (y + z) * 0.5f;
+ const Vector3D maxDistPt = *std::max_element(points.begin(), points.end(), [&center](const Vector3D& lhs, const Vector3D& rhs){ return (lhs - center).lengthSquared() < (rhs - center).lengthSquared(); });
+ const float radius = (maxDistPt - center).length();
+
+ s.setCenter(center);
+ s.setRadius(radius);
}
} // anonymous namespace
@@ -169,6 +193,12 @@ void Sphere::initializeFromPoints(const QVector<Vector3D> &points)
void Sphere::expandToContain(const Vector3D &p)
{
+ if (isNull()) {
+ m_center = p;
+ m_radius = 0.0f;
+ return;
+ }
+
const Vector3D d = p - m_center;
const float dist2 = d.lengthSquared();
@@ -184,6 +214,13 @@ void Sphere::expandToContain(const Vector3D &p)
void Sphere::expandToContain(const Sphere &sphere)
{
+ if (isNull()) {
+ *this = sphere;
+ return;
+ } else if (sphere.isNull()) {
+ return;
+ }
+
const Vector3D d(sphere.m_center - m_center);
const float dist2 = d.lengthSquared();
@@ -206,6 +243,9 @@ void Sphere::expandToContain(const Sphere &sphere)
Sphere Sphere::transformed(const Matrix4x4 &mat) const
{
+ if (isNull())
+ return *this;
+
// Transform extremities in x, y, and z directions to find extremities
// of the resulting ellipsoid
Vector3D x = mat.map(m_center + Vector3D(m_radius, 0.0f, 0.0f));
diff --git a/src/render/frontend/sphere_p.h b/src/render/frontend/sphere_p.h
index 10cf92091..b7585f85a 100644
--- a/src/render/frontend/sphere_p.h
+++ b/src/render/frontend/sphere_p.h
@@ -69,7 +69,7 @@ class Q_3DRENDERSHARED_PRIVATE_EXPORT Sphere : public RayCasting::BoundingSphere
public:
inline Sphere(Qt3DCore::QNodeId i = Qt3DCore::QNodeId())
: m_center()
- , m_radius(0.0f)
+ , m_radius(-1.0f)
, m_id(i)
{}
@@ -82,7 +82,7 @@ public:
void setCenter(const Vector3D &c);
Vector3D center() const override;
- inline bool isNull() { return m_center == Vector3D() && m_radius == 0.0f; }
+ bool isNull() const { return m_center == Vector3D() && m_radius == -1.0f; }
void setRadius(float r);
float radius() const override;
@@ -131,7 +131,9 @@ inline Vector3D Sphere::center() const
inline void Sphere::setRadius(float r)
{
- m_radius = r;
+ Q_ASSERT(r >= 0.0f);
+ if (r >= 0.0f)
+ m_radius = r;
}
inline float Sphere::radius() const
@@ -142,11 +144,14 @@ inline float Sphere::radius() const
inline void Sphere::clear()
{
m_center = Vector3D();
- m_radius = 0.0f;
+ m_radius = -1.0f;
}
inline bool intersects(const Sphere &a, const Sphere &b)
{
+ if (a.isNull() || b.isNull())
+ return false;
+
// Calculate squared distance between sphere centers
const Vector3D d = a.center() - b.center();
const float distSq = Vector3D::dotProduct(d, d);