/****************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt Data Visualization module. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ******************************************************************************/ #include "camerahelper_p.h" #include #include QT_BEGIN_NAMESPACE_DATAVISUALIZATION 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() { } 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()); 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()); 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(Q3DCamera::CameraPreset preset) { switch (preset) { case Q3DCamera::CameraPresetFrontLow: { CameraHelper::setCameraRotation(QPointF(0.0f, 0.0f)); break; } case Q3DCamera::CameraPresetFront: { CameraHelper::setCameraRotation(QPointF(0.0f, 22.5f)); break; } case Q3DCamera::CameraPresetFrontHigh: { CameraHelper::setCameraRotation(QPointF(0.0f, 45.0f)); break; } case Q3DCamera::CameraPresetLeftLow: { CameraHelper::setCameraRotation(QPointF(90.0f, 0.0f)); break; } case Q3DCamera::CameraPresetLeft: { CameraHelper::setCameraRotation(QPointF(90.0f, 22.5f)); break; } case Q3DCamera::CameraPresetLeftHigh: { CameraHelper::setCameraRotation(QPointF(90.0f, 45.0f)); break; } case Q3DCamera::CameraPresetRightLow: { CameraHelper::setCameraRotation(QPointF(-90.0f, 0.0f)); break; } case Q3DCamera::CameraPresetRight: { CameraHelper::setCameraRotation(QPointF(-90.0f, 22.5f)); break; } case Q3DCamera::CameraPresetRightHigh: { CameraHelper::setCameraRotation(QPointF(-90.0f, 45.0f)); break; } case Q3DCamera::CameraPresetBehindLow: { CameraHelper::setCameraRotation(QPointF(180.0f, 0.0f)); break; } case Q3DCamera::CameraPresetBehind: { CameraHelper::setCameraRotation(QPointF(180.0f, 22.5f)); break; } case Q3DCamera::CameraPresetBehindHigh: { CameraHelper::setCameraRotation(QPointF(180.0f, 45.0f)); break; } case Q3DCamera::CameraPresetIsometricLeft: { CameraHelper::setCameraRotation(QPointF(45.0f, 22.5f)); break; } case Q3DCamera::CameraPresetIsometricLeftHigh: { CameraHelper::setCameraRotation(QPointF(45.0f, 45.0f)); break; } case Q3DCamera::CameraPresetIsometricRight: { CameraHelper::setCameraRotation(QPointF(-45.0f, 22.5f)); break; } case Q3DCamera::CameraPresetIsometricRightHigh: { CameraHelper::setCameraRotation(QPointF(-45.0f, 45.0f)); break; } case Q3DCamera::CameraPresetDirectlyAbove: { CameraHelper::setCameraRotation(QPointF(0.0f, 90.0f)); break; } case Q3DCamera::CameraPresetDirectlyAboveCW45: { CameraHelper::setCameraRotation(QPointF(-45.0f, 90.0f)); break; } case Q3DCamera::CameraPresetDirectlyAboveCCW45: { CameraHelper::setCameraRotation(QPointF(45.0f, 90.0f)); break; } case Q3DCamera::CameraPresetFrontBelow: { CameraHelper::setCameraRotation(QPointF(0.0f, -45.0f)); break; } case Q3DCamera::CameraPresetLeftBelow: { CameraHelper::setCameraRotation(QPointF(90.0f, -45.0f)); break; } case Q3DCamera::CameraPresetRightBelow: { CameraHelper::setCameraRotation(QPointF(-90.0f, -45.0f)); break; } case Q3DCamera::CameraPresetBehindBelow: { CameraHelper::setCameraRotation(QPointF(180.0f, -45.0f)); break; } case Q3DCamera::CameraPresetDirectlyBelow: { CameraHelper::setCameraRotation(QPointF(0.0f, -90.0f)); break; } default: break; } } QT_END_NAMESPACE_DATAVISUALIZATION