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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp72
1 files changed, 65 insertions, 7 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 3d39a71d..02add48f 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -53,9 +53,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_scaleX(0.0f),
m_scaleY(0.0f),
m_scaleZ(0.0f),
- m_scaleXWithBackground(0.0f),
- m_scaleYWithBackground(0.0f),
- m_scaleZWithBackground(0.0f),
m_depthModelTexture(0),
m_depthFrameBuffer(0),
m_selectionFrameBuffer(0),
@@ -2089,6 +2086,23 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
} else {
labelTrans.setZ(m_axisCacheZ.labelPosition(label));
}
+ if (label == 0 || label == (labelCount - 1)) {
+ // If the margin is small, adjust the position of the edge labels to avoid overlapping
+ // with labels of the other axes.
+ float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height();
+ float labelOverlap = qAbs(labelTrans.z())
+ + (scaleFactor * axisLabelItem.size().height() / 2.0f)
+ - m_scaleZWithBackground + labelMargin;
+ // No need to adjust quite as much on the front edges
+ if (label != startIndex)
+ labelOverlap /= 2.0f;
+ if (labelOverlap > 0.0f) {
+ if (label == 0)
+ labelTrans.setZ(labelTrans.z() - labelOverlap);
+ else
+ labelTrans.setZ(labelTrans.z() + labelOverlap);
+ }
+ }
m_dummyRenderItem.setTranslation(labelTrans);
if (drawSelection) {
@@ -2264,8 +2278,25 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
} else {
labelTrans.setX(m_axisCacheX.labelPosition(label));
}
- m_dummyRenderItem.setTranslation(labelTrans);
const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(label);
+ if (label == 0 || label == (labelCount - 1)) {
+ // If the margin is small, adjust the position of the edge labels to avoid overlapping
+ // with labels of the other axes.
+ float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height();
+ float labelOverlap = qAbs(labelTrans.x())
+ + (scaleFactor * axisLabelItem.size().height() / 2.0f)
+ - m_scaleXWithBackground + labelMargin;
+ // No need to adjust quite as much on the front edges
+ if (label != startIndex)
+ labelOverlap /= 2.0f;
+ if (labelOverlap > 0.0f) {
+ if (label == 0)
+ labelTrans.setX(labelTrans.x() + labelOverlap);
+ else
+ labelTrans.setX(labelTrans.x() - labelOverlap);
+ }
+ }
+ m_dummyRenderItem.setTranslation(labelTrans);
if (drawSelection) {
QVector4D labelColor = QVector4D(0.0f, label / 255.0f, 0.0f,
@@ -2368,7 +2399,7 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
float offsetValue = 0.0f;
for (int label = startIndex; label != endIndex; label = label + indexStep) {
const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(label);
- const float labelYTrans = m_axisCacheY.labelPosition(label);
+ float labelYTrans = m_axisCacheY.labelPosition(label);
glPolygonOffset(offsetValue++ / -10.0f, 1.0f);
@@ -2378,6 +2409,21 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
shader->setUniformValue(shader->color(), labelColor);
}
+ if (label == startIndex) {
+ // If the margin is small, adjust the position of the edge label to avoid
+ // overlapping with labels of the other axes.
+ float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height();
+ float labelOverlap = qAbs(labelYTrans)
+ + (scaleFactor * axisLabelItem.size().height() / 2.0f)
+ - m_scaleYWithBackground + labelMargin;
+ if (labelOverlap > 0.0f) {
+ if (label == 0)
+ labelYTrans += labelOverlap;
+ else
+ labelYTrans -= labelOverlap;
+ }
+ }
+
// Back wall
labelTransBack.setY(labelYTrans);
m_dummyRenderItem.setTranslation(labelTransBack);
@@ -2514,9 +2560,15 @@ void Surface3DRenderer::idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a
void Surface3DRenderer::calculateSceneScalingFactors()
{
- // Margin for background (0.10 make it 10% larger to avoid
+ // Margin for background (the default 0.10 makes it 10% larger to avoid
// selection ball being drawn inside background)
- m_hBackgroundMargin = 0.1f;
+ if (m_requestedMargin < 0.0f) {
+ m_hBackgroundMargin = 0.1f;
+ m_vBackgroundMargin = 0.1f;
+ } else {
+ m_hBackgroundMargin = m_requestedMargin;
+ m_vBackgroundMargin = m_requestedMargin;
+ }
if (m_polarGraph) {
float polarMargin = calculatePolarBackgroundMargin();
m_hBackgroundMargin = qMax(m_hBackgroundMargin, polarMargin);
@@ -3032,4 +3084,10 @@ void Surface3DRenderer::updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientati
calculateSceneScalingFactors();
}
+void Surface3DRenderer::updateMargin(float margin)
+{
+ Abstract3DRenderer::updateMargin(margin);
+ calculateSceneScalingFactors();
+}
+
QT_END_NAMESPACE_DATAVISUALIZATION