/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.digia.com ** ** This file is part of the QtDataVis3D module. ** ** Licensees holding valid Qt Enterprise licenses may use this file in ** accordance with the Qt Enterprise License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. ** ** If you have questions regarding the use of this file, please use ** contact form at http://qt.digia.com ** ****************************************************************************/ #include "camerahelper_p.h" #include #include #include QT_DATAVIS3D_BEGIN_NAMESPACE CameraHelper::CameraHelper(QObject *parent) : QObject(parent), m_position(0, 0.25, 3), m_target(0, 0, 0), m_up(0, 1, 0), m_previousMousePos(0,0), m_xRotation(0), m_yRotation(0), m_defaultXRotation(0), m_defaultYRotation(0), m_rotationSpeed(100) { } CameraHelper::~CameraHelper() { } // FUNCTIONS void CameraHelper::setRotationSpeed(int speed) { // increase for faster rotation m_rotationSpeed = speed; } void CameraHelper::setCameraRotation(const QPointF &rotation) { m_xRotation = rotation.x(); m_defaultXRotation = m_xRotation; m_yRotation = rotation.y(); m_defaultYRotation = m_yRotation; } void CameraHelper::setDefaultCameraOrientation(const QVector3D &defaultPosition, const QVector3D &defaultTarget, const QVector3D &defaultUp) { m_position = defaultPosition; m_target = defaultTarget; m_up = defaultUp; } QMatrix4x4 CameraHelper::calculateViewMatrix(const QPoint &mousePos, int zoom, int screenWidth, int screenHeight, bool showUnder) { QMatrix4x4 viewMatrix; GLfloat lowerLimit = 0.0f; if (showUnder) lowerLimit = -90.0f; // Calculate mouse movement since last frame GLfloat mouseMoveX = GLfloat(m_previousMousePos.x() - mousePos.x()) / (screenWidth / m_rotationSpeed); GLfloat mouseMoveY = GLfloat(m_previousMousePos.y() - mousePos.y()) / (screenHeight / m_rotationSpeed); // Apply to rotations m_xRotation -= mouseMoveX; m_yRotation -= mouseMoveY; // Reset at 360 in x and limit to 0...90 in y if (qAbs(m_xRotation) >= 360.0f) m_xRotation = 0.0f; if (m_yRotation >= 90.0f) m_yRotation = 90.0f; else if (m_yRotation <= lowerLimit) m_yRotation = lowerLimit; // Apply to view matrix viewMatrix.lookAt(m_position, m_target, m_up); // Compensate for translation (if m_target is off origin) viewMatrix.translate(m_target.x(), m_target.y(), m_target.z()); // Apply rotations // Handle x and z rotation when y -angle is other than 0 viewMatrix.rotate(m_xRotation, 0, qCos(qDegreesToRadians(m_yRotation)), qSin(qDegreesToRadians(m_yRotation))); // y rotation is always "clean" viewMatrix.rotate(m_yRotation, 1.0f, 0.0f, 0.0f); // handle zoom by scaling viewMatrix.scale((GLfloat)zoom / 100.0f); // Compensate for translation (if m_target is off origin) viewMatrix.translate(-m_target.x(), -m_target.y(), -m_target.z()); //qDebug() << m_xRotation << m_yRotation; m_previousMousePos = mousePos; return viewMatrix; } QVector3D CameraHelper::calculateLightPosition(const QVector3D &lightPosition, GLfloat fixedRotation, GLfloat distanceModifier) { // Move light with camera QVector3D newLightPosition; GLfloat radiusFactor = lightPosition.z() * (1.5f + distanceModifier); // for making sure light is outside the scene at its lowest point GLfloat xAngle; GLfloat yAngle; if (!fixedRotation) { xAngle = qDegreesToRadians(m_xRotation); yAngle = qDegreesToRadians(m_yRotation); } else { xAngle = qDegreesToRadians(fixedRotation); yAngle = 0; } GLfloat radius = (radiusFactor + lightPosition.y()); // set radius to match the highest height of the light GLfloat zPos = radius * qCos(xAngle) * qCos(yAngle); GLfloat xPos = radius * qSin(xAngle) * qCos(yAngle); GLfloat yPos = (radiusFactor + lightPosition.y()) * qSin(yAngle); // Keep light in the set position in relation to camera newLightPosition = QVector3D(-xPos + lightPosition.x(), yPos + lightPosition.y(), zPos + lightPosition.z()); //qDebug() << newLightPosition << xAngle << yAngle << fixedRotation; return newLightPosition; } void CameraHelper::updateMousePos(const QPoint &mousePos) { m_previousMousePos = mousePos; // if mouse position is set to (0, 0), reset rotations if (QPoint(0, 0) == mousePos) { m_xRotation = m_defaultXRotation; m_yRotation = m_defaultYRotation; } } QPointF CameraHelper::getCameraRotations() { QPointF rotations(m_xRotation, m_yRotation); return rotations; } void CameraHelper::setCameraPreset(QDataVis::CameraPreset preset) { switch (preset) { case QDataVis::PresetFrontLow: { qDebug("PresetFrontLow"); CameraHelper::setCameraRotation(QPointF(0.0f, 0.0f)); break; } case QDataVis::PresetFront: { qDebug("PresetFront"); CameraHelper::setCameraRotation(QPointF(0.0f, 22.5f)); break; } case QDataVis::PresetFrontHigh: { qDebug("PresetFrontHigh"); CameraHelper::setCameraRotation(QPointF(0.0f, 45.0f)); break; } case QDataVis::PresetLeftLow: { qDebug("PresetLeftLow"); CameraHelper::setCameraRotation(QPointF(90.0f, 0.0f)); break; } case QDataVis::PresetLeft: { qDebug("PresetLeft"); CameraHelper::setCameraRotation(QPointF(90.0f, 22.5f)); break; } case QDataVis::PresetLeftHigh: { qDebug("PresetLeftHigh"); CameraHelper::setCameraRotation(QPointF(90.0f, 45.0f)); break; } case QDataVis::PresetRightLow: { qDebug("PresetRightLow"); CameraHelper::setCameraRotation(QPointF(-90.0f, 0.0f)); break; } case QDataVis::PresetRight: { qDebug("PresetRight"); CameraHelper::setCameraRotation(QPointF(-90.0f, 22.5f)); break; } case QDataVis::PresetRightHigh: { qDebug("PresetRightHigh"); CameraHelper::setCameraRotation(QPointF(-90.0f, 45.0f)); break; } case QDataVis::PresetBehindLow: { qDebug("PresetBehindLow"); CameraHelper::setCameraRotation(QPointF(180.0f, 0.0f)); break; } case QDataVis::PresetBehind: { qDebug("PresetBehind"); CameraHelper::setCameraRotation(QPointF(180.0f, 22.5f)); break; } case QDataVis::PresetBehindHigh: { qDebug("PresetBehindHigh"); CameraHelper::setCameraRotation(QPointF(180.0f, 45.0f)); break; } case QDataVis::PresetIsometricLeft: { qDebug("PresetIsometricLeft"); CameraHelper::setCameraRotation(QPointF(45.0f, 22.5f)); break; } case QDataVis::PresetIsometricLeftHigh: { qDebug("PresetIsometricLeftHigh"); CameraHelper::setCameraRotation(QPointF(45.0f, 45.0f)); break; } case QDataVis::PresetIsometricRight: { qDebug("PresetIsometricRight"); CameraHelper::setCameraRotation(QPointF(-45.0f, 22.5f)); break; } case QDataVis::PresetIsometricRightHigh: { qDebug("PresetIsometricRightHigh"); CameraHelper::setCameraRotation(QPointF(-45.0f, 45.0f)); break; } case QDataVis::PresetDirectlyAbove: { qDebug("PresetDirectlyAbove"); CameraHelper::setCameraRotation(QPointF(0.0f, 90.0f)); break; } case QDataVis::PresetDirectlyAboveCW45: { qDebug("PresetDirectlyAboveCW45"); CameraHelper::setCameraRotation(QPointF(-45.0f, 90.0f)); break; } case QDataVis::PresetDirectlyAboveCCW45: { qDebug("PresetDirectlyAboveCCW45"); CameraHelper::setCameraRotation(QPointF(45.0f, 90.0f)); break; } case QDataVis::PresetFrontBelow: { qDebug("PresetFrontBelow"); CameraHelper::setCameraRotation(QPointF(0.0f, -45.0f)); break; } case QDataVis::PresetLeftBelow: { qDebug("PresetLeftBelow"); CameraHelper::setCameraRotation(QPointF(90.0f, -45.0f)); break; } case QDataVis::PresetRightBelow: { qDebug("PresetRightBelow"); CameraHelper::setCameraRotation(QPointF(-90.0f, -45.0f)); break; } case QDataVis::PresetBehindBelow: { qDebug("PresetBehindBelow"); CameraHelper::setCameraRotation(QPointF(180.0f, -45.0f)); break; } case QDataVis::PresetDirectlyBelow: { qDebug("PresetDirectlyBelow"); CameraHelper::setCameraRotation(QPointF(0.0f, -90.0f)); break; } default: break; } } QT_DATAVIS3D_END_NAMESPACE