/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Entity { id: root property real convergence: 2000.0 property real eyeSeparation: 35.0 property real aspectRatio: _window.width / _window.height property real fieldOfView: 60.0 property real nearPlane: 10.0 property real farPlane: 10000.0 property vector3d viewCenter: Qt.vector3d(0.0, 0.0, 0.0) property vector3d position: Qt.vector3d(0.0, 0.0, 1.0) property vector3d upVector: Qt.vector3d(0.0, 1.0, 0.0) readonly property real _fov2: Math.tan(fieldOfView * Math.PI / 180 * 0.5) readonly property real top: nearPlane * _fov2 readonly property real a: aspectRatio * _fov2 * convergence CameraLens { id: leftEyeLens projectionType: CameraLens.FrustumProjection nearPlane : root.nearPlane farPlane : root.farPlane left: -(a - eyeSeparation * 0.5) * nearPlane / convergence right: (a + eyeSeparation * 0.5) * nearPlane / convergence top: root.top bottom: -root.top } CameraLens { id: rightEyeLens projectionType: CameraLens.FrustumProjection nearPlane : root.nearPlane farPlane : root.farPlane left: -(a + eyeSeparation * 0.5) * nearPlane / convergence right: (a - eyeSeparation * 0.5) * nearPlane / convergence top: root.top bottom: -root.top } Transform { id: eyeTransform matrix: { var m = Qt.matrix4x4(); m.translate(root.position) var zAxis = root.position.minus(root.viewCenter).normalized() var xAxis = root.upVector.crossProduct(zAxis).normalized(); var yAxis = zAxis.crossProduct(xAxis); var r = Qt.matrix4x4(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1) return m.times(r); } } components: [ eyeTransform ] property Entity leftCamera: Entity { components: [ leftEyeLens ] } property Entity rightCamera: Entity { id: rightCameraEntity components: [ rightEyeLens ] } }