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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the QtSensors module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** 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 Nokia Corporation and its Subsidiary(-ies) 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."
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "camera.h"
-#include <QtGui/qquaternion.h>
-#include <QtCore/qmath.h>
-
-/*!
- \class Camera
- \brief The Camera class defines the projection to apply to simulate a camera's position, orientation, and optics.
- \since 4.7
- \ingroup qt3d
- \ingroup qt3d::viewing
-
- \section1 Modelview and projection transformations
-
- A Camera instance is applied to the scene in two phases:
- modelview transformation and projection transformation.
-
- During the modelview transformation, the eye(), center(), and
- upVector() are used to generate a 4x4 transformation matrix that
- reflects the viewer's current position and orientation.
-
- During the projection transformation, the projectionType(),
- nearPlane(), farPlane(), fieldOfView(), and viewSize() are used
- to define a viewing volume as a 4x4 transformation matrix.
-
- The modelview transformation matrix is returned by modelViewMatrix().
- The projection transformation matrix is returned by projectionMatrix().
-
- \section1 Positioning and orienting the view
-
- The viewer position and orientation are defined by eye(), center(),
- and upVector(). The location of the viewer in world co-ordinates is
- given by eye(), the viewer is looking at the object of interest located
- at center(), and the upVector() specifies the direction that should
- be considered "up" with respect to the viewer.
-
- The vector from the eye() to the center() is called the "view vector",
- and the cross-product of the view vector and upVector() is called
- the "side vector". The view vector specifies the direction the
- viewer is looking, and the side vector points off to the right of
- the viewer.
-
- It is recommended that the view vector and upVector() be at right angles
- to each other, but this is not required as long as the angle between
- them is close to 90 degrees.
-
- The most common use of view and up vectors that are not at right angles
- is to simulate a human eye at a specific height above the ground looking
- down at a lower object or up at a higher object. In this case, the
- the view vector will not be true horizontal, but the upVector() indicating
- the human's upright stance will be true vertical.
-
- \section1 Zooming the camera image
-
- There are two ways to zoom the image seen through the camera: either
- the camera eye() position can be moved closer to the object of interest,
- or the field of view of the camera lens can be changed to make it appear
- as though the object is moving closer.
-
- Changing the eye() position changes the lighting calculation in the
- scene because the viewer is in a different position, changing the
- angle of light reflection on the object's surface.
-
- The setFieldOfView() function can be used to simulate the effect of a
- camera lens. The smaller the fieldOfView(), the closer the object
- will appear. The lighting calculation will be the same as for the
- unzoomed scene.
-
- If fieldOfView() is zero, then a standard perspective frustum of
- viewSize() is used to define the viewing volume. The viewSize()
- can be adjusted with setViewSize() to zoom the view. A smaller
- viewSize() will make the the object appear closer.
-
- The fieldOfView() or viewSize() is applied as part of the
- projectionMatrix().
-
-\section1 Rotating the viewer or object of interest
-
-Rotating a viewer in 3D space is a very delicate process. It is very
-easy to construct the rotation incorrectly and end up in a "gimbal lock"
-state where further rotations are impossible in certain directions.
-
-To help alleviate this problem, Camera uses a quaternion-based
-approach to generate rotations. A quaternion is a compact representation
-of a rotation in 3D space. Rotations can be combined through quaternion
-multiplication. More information on quaternions can be found in the
-documentation for QQuaternion.
-
-Before rotating the view, you should first decide the type
-of rotation you want to perform:
-
-\list
-\i Tilting or panning a fixed eye to reveal the scene in different
-directions and orientations. This is equivalent to mounting a camera
-on a fixed tripod and then adjusting the direction of view and
-orientation with the tripod controls.
-\i Rotating a moving viewer about the object of interest. This is
-equivalent to moving the viewer around the object at a fixed distance,
- but with the viewer always pointing at the object.
- \endlist
-
- In the Camera class, the first type of rotation is performed with
- rotateEye() and the second with rotateCenter(). Each of these functions
- take a quaternion argument that defines the type of rotation to perform.
-
- The tilt(), pan(), and roll() functions return values that can help with
- constructing the rotation quaternions to pass to rotateEye() and
- rotateCenter(). Tilt and pan are also known as "pitch" and "yaw" in
- flight dynamics.
-
-Three axes of rotation are used to compute the quaternions. The tilt()
-quaternion is computed with respect to the side vector, the pan()
-quaterion is computed with respect to the upVector(), and the roll()
-quaternion is computed with respect to the view vector.
-
-The following example tilts the direction the eye() is pointing
-by 5 degrees, and then pans by 45 degrees:
-
-\code
-camera.rotateEye(camera.tilt(5));
-camera.rotateEye(camera.pan(45));
-\endcode
-
-The next example performs the two rotations in a single fluid step
-(note that the rotation to be performed first is multiplied last):
-
- \code
- camera.rotateEye(camera.pan(45) * camera.tilt(5));
- \endcode
-
- These two examples will not produce the same visual result, even though
-it looks like they might. In the first example, the upVector() is tilted
-before the pan() quaternion is computed. In the second example, the pan()
-quaternion is computed using the original upVector().
-
-This difference in behavior is useful in different situations. Some
-applications may wish to perform all rotations relative to the original
-viewer orientation, and other applications may wish to perform rotations
-relative to the current viewer orientation. These application types
-correspond to the second and first examples above.
-
-\section1 Moving the viewer or object of interest
-
-The simplest way to move the viewer or object of interest is to call
-setEye() or setCenter() respectively and supply a new position in
-world co-ordinates. However, this can lead to non-intuitive movements
-if the viewer orientation is not aligned with the world co-ordinate axes.
-
-For example, subtracting 3 from the eye() x co-ordinate will appear to
-move the eye left 3 units if the viewer orientation is aligned with the
-world co-ordinate axes. But it will not appear to move the eye left 3
-units in any other orientation.
-
-The translation() function can be used to construct a translation
-vector that is aligned with the viewer's current orientation.
-Movement in the x direction will move along the side vector, movement in
-the y direction will move along upVector(), and movement in the z
-direction will move along the view vector.
-
-The translation() function is useful when implementing operations such
-as "step left", "jump up", and so on where the movement should be
-interpreted relative to the viewer's current orientation, not the
-world co-ordinate axes,
-
- In other words, the following two lines of code are not equivalent
- unless the view is oriented with the world co-ordinate axes:
-
- \code
- camera.translateEye(camera.translation(x, y, z));
-
- camera.translateEye(QVector3D(x, y, z));
- \endcode
-
- The following example translates the eye() position while
- keeping the object of interest at the original center():
-
- \code
- camera.translateEye(camera.translation(x, y, z));
- \endcode
-
- The following example translates the object of interest at
- center() while keeping the eye() position fixed:
-
- \code
- camera.translateCenter(camera.translation(x, y, z));
- \endcode
-
-The following example translates both the eye() and the center()
-by the same amount, which will maintain the original view vector.
-
-\code
-QVector3D vector = camera.translation(x, y, z);
-camera.translateEye(vector);
-camera.translateCenter(vector);
-\endcode
-
-It is important that the translation vector for center() be computed
-before eye() is translated if both eye() and center() must move by the
-same amount. The following code translates center() in the viewer
-orientation after the eye() is translated:
-
-\code
-camera.translateEye(camera.translation(x, y, z));
-camera.translateCenter(camera.translation(x, y, z));
-\endcode
-
-Translating both eye() and center() by the same amount can be used
-to simulate sliding a viewer past a scene while always looking in the
-same direction (for example, filming a scene from a moving vehicle).
-An alternative is to fix the viewer and move the scene itself:
-the negation of the translation() vector can be applied to the
-scene's modelview transformation.
-
-\section1 Motion tracking
-
-Viewing of 3D scenes can be enhanced if there is some way to track
-the motion of the viewer or the orientation of the display device.
-
-Applications can use setMotionAdjustment() to alter the position
-of the camera to account for the viewer's motion. This indicates
-the viewer's position relative to the center of the screen.
-The motionAdjustment() vector is used to determine by how much
-the camera position should be adjusted. The distance of the viewer
-from the screen is ignored.
-
-On handheld devices that use accelerometers to determine the
-orientation of the device, the down vector due to gravity
-can be adjusted to serve as a motion tracking vector.
-
-The output of motion tracking hardware can be very noisy,
- with minor fluctuations due to viewer twitch movements or
- environmental factors. The application is responsible for
- cleaning up the signal and removing these fluctuations before
- setMotionAdjustment() is called.
- */
-
- class CameraPrivate
-{
-public:
- CameraPrivate();
-
- Camera::ProjectionType projectionType;
- qreal fieldOfView;
- qreal nearPlane;
- qreal farPlane;
- QSizeF viewSize;
- QSizeF minViewSize;
- int screenRotation;
- QVector3D eye;
- QVector3D upVector;
- QVector3D center;
- QVector3D viewVector;
- qreal eyeSeparation;
- QVector3D motionAdjustment;
- QQuaternion motionQuaternion;
- bool adjustForAspectRatio;
-};
-
-CameraPrivate::CameraPrivate()
-: projectionType(Camera::Perspective),
- fieldOfView(0.0f),
- nearPlane(5.0f),
- farPlane(1000.0f),
- viewSize(2.0f, 2.0f),
- minViewSize(0.0001f, 0.0001f),
- screenRotation(0),
- eye(0.0f, 0.0f, 10.0f),
- upVector(0.0f, 1.0f, 0.0f),
- center(0.0f, 0.0f, 0.0f),
- viewVector(0.0f, 0.0f, -10.0f),
- eyeSeparation(0.0f),
- motionAdjustment(0.0f, 0.0f, 1.0f),
- adjustForAspectRatio(true)
-{
-}
-
-/*!
- Constructs a Camera with the default properties and
- attaches it to \a parent.
-*/
-Camera::Camera(QObject *parent)
-: QObject(parent), d_ptr(new CameraPrivate)
-{
-}
-
-/*!
- Destroys this Camera object.
-*/
-Camera::~Camera()
-{
- delete d_ptr;
-}
-
-/*!
- \enum Camera::ProjectionType
- This enum defines the type of view projection to use for a Camera.
-
- \value Perspective Use a perspective view.
- \value Orthographic Use an ortographic view.
-*/
-
-/*!
- \property Camera::projectionType
- \brief the projection type for this camera. The default is Perspective.
-*/
-Camera::ProjectionType Camera::projectionType() const
-{
- Q_D(const Camera);
- return d->projectionType;
-}
-
-void Camera::setProjectionType(Camera::ProjectionType value)
-{
- Q_D(Camera);
- if (d->projectionType != value) {
- d->projectionType = value;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::fieldOfView
- \brief the field of view in degrees for a perspective projection.
-
- The default value is zero, which indicates a standard perspective
- frustum view volume of viewSize() in size. If the value is not
- zero, then viewSize() is ignored.
-
- This value is ignored if projectionType() is Orthographic.
-
- \sa viewSize()
-*/
-qreal Camera::fieldOfView() const
-{
- Q_D(const Camera);
- return d->fieldOfView;
-}
-
-void Camera::setFieldOfView(qreal angle)
-{
- Q_D(Camera);
- if (d->fieldOfView != angle) {
- d->fieldOfView = angle;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::nearPlane
- \brief the distance from the eye to the near clipping plane.
- The default value is 5.
-
- \sa farPlane()
-*/
-qreal Camera::nearPlane() const
-{
- Q_D(const Camera);
- return d->nearPlane;
-}
-
-void Camera::setNearPlane(qreal value)
-{
- Q_D(Camera);
- if (d->nearPlane != value) {
- d->nearPlane = value;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::farPlane
- \brief the distance from the eye to the far clipping plane.
- The default value is 1000.
-
- \sa nearPlane()
-*/
-qreal Camera::farPlane() const
-{
- Q_D(const Camera);
- return d->farPlane;
-}
-
-void Camera::setFarPlane(qreal value)
-{
- Q_D(Camera);
- if (d->farPlane != value) {
- d->farPlane = value;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::viewSize
- \brief the size of the front of the projection viewing volume.
- The viewing volume is assumed to be centered on the origin.
-
- The default value is (2, 2), which indicates a viewing volume front
- from (-1, -1) to (1, 1).
-
- If the width or height of the viewing volume is negative, then the
- co-ordinates will be swapped. For example, a size of (2, -2) will
- flip the vertical axis upside down for a viewing volume from
- (-1, 1) to (1, -1).
-
- The view size will be further adjusted by the window's aspect ratio
- when projectionMatrix() is called. For best results, the width and
- height of the view size should be the same to define an ideal square
- viewing volume, which is then extended to the final viewing volume
- width and height based on the window's aspect ratio.
-
- \sa projectionMatrix(), minViewSize()
-*/
-QSizeF Camera::viewSize() const
-{
- Q_D(const Camera);
- return d->viewSize;
-}
-
-void Camera::setViewSize(const QSizeF& size)
-{
- Q_D(Camera);
- QSizeF sz(size);
- if (sz.width() < d->minViewSize.width())
- sz.setWidth(d->minViewSize.width());
- if (sz.height() < d->minViewSize.height())
- sz.setHeight(d->minViewSize.height());
- if (d->viewSize != sz) {
- d->viewSize = sz;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::minViewSize
- \brief the minimum size of the front of the projection viewing volume.
-
- The minimum view size is used to clamp viewSize() when zooming
- the camera closer to an object to prevent it "passing through"
- the object and causing the scale factor to become infinite.
-
- The default value is (0.0001, 0.0001).
-
- \sa projectionMatrix(), viewSize()
-*/
-QSizeF Camera::minViewSize() const
-{
- Q_D(const Camera);
- return d->minViewSize;
-}
-
-void Camera::setMinViewSize(const QSizeF& size)
-{
- Q_D(Camera);
- if (d->viewSize != size) {
- d->viewSize = size;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::screenRotation
- \brief the screen rotation angle in degrees. The default
- value is 0. If this value is 90 or 270, then the view
- will be flipped width for height. The only supported values
- are 0, 90, 180, and 270. The screen is rotated around the
- positive z axis.
-
- This setting is intended for simple screen rotations on handheld
- devices that can be held in either portrait or landscape orientations.
- The entire screen image is rotated so that it can be viewed in a
- different device orientation.
-
- Use rotateEye() or rotateCenter() for more complex rotations
- that are not aligned with 0, 90, 180, or 270 degrees.
-*/
-int Camera::screenRotation() const
-{
- Q_D(const Camera);
- return d->screenRotation;
-}
-
-void Camera::setScreenRotation(int angle)
-{
- Q_D(Camera);
- if (d->screenRotation != angle) {
- d->screenRotation = angle;
- emit projectionChanged();
- }
-}
-
-/*!
- \property Camera::xEye
- \brief the x position of the viewer's eye. The default value is 0.
-
- \sa eye(), translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-qreal Camera::xEye() const
-{
- Q_D(Camera);
- return d->eye.x();
-}
-
-void Camera::setXEye(qreal value)
-{
- Q_D(Camera);
- d->eye.setX(value);
- emit viewChanged();
-}
-
-/*!
- \property Camera::yEye
- \brief the y position of the viewer's eye. The default value is 0.
-
- \sa eye(), translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-qreal Camera::yEye() const
-{
- Q_D(Camera);
- return d->eye.y();
-}
-
-void Camera::setYEye(qreal value)
-{
- Q_D(Camera);
- d->eye.setY(value);
- emit viewChanged();
-}
-
-/*!
- \property Camera::zEye
- \brief the z position of the viewer's eye. The default value is 10.
-
- \sa eye(), translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-qreal Camera::zEye() const
-{
- Q_D(Camera);
- return d->eye.z();
-}
-
-void Camera::setZEye(qreal value)
-{
- Q_D(Camera);
- d->eye.setZ(value);
- emit viewChanged();
-}
-
-/*!
- \property Camera::eye
- \brief the position of the viewer's eye. The default value is (0, 0, 10).
-
- \sa translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-QVector3D Camera::eye() const
-{
- Q_D(const Camera);
- return d->eye;
-}
-
-void Camera::setEye(const QVector3D& vertex)
-{
- Q_D(Camera);
- if (d->eye != vertex) {
- d->eye = vertex;
- d->viewVector = d->center - d->eye;
- emit viewChanged();
- }
-}
-
-/*!
- Adjusts the position of the viewer's eye by the components of \a vector.
- The final position is eye() + \a vector.
-
- \sa eye(), setEye(), translateCenter()
-*/
-void Camera::translateEye(const QVector3D& vector)
-{
- Q_D(Camera);
- d->eye += vector;
- d->viewVector = d->center - d->eye;
- emit viewChanged();
-}
-
-/*!
- \property Camera::upVector
- \brief the up vector for the viewer. The default value is (0, 1, 0).
-
- \sa eye(), center()
-*/
-QVector3D Camera::upVector() const
-{
- Q_D(const Camera);
- return d->upVector;
-}
-
-void Camera::setUpVector(const QVector3D& vector)
-{
- Q_D(Camera);
- if (d->upVector != vector) {
- d->upVector = vector;
- emit viewChanged();
- }
-}
-
-/*!
- \property Camera::xCentre
- \brief the x position of the center of the view visible from the viewer's
- position. The default value is 0.
-
- \sa eye(), translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-qreal Camera::xCentre() const
-{
- Q_D(Camera);
- return d->center.x();
-}
-
-void Camera::setXCentre(qreal value)
-{
- Q_D(Camera);
- d->center.setX(value);
- emit viewChanged();
-}
-
-/*!
- \property Camera::yCentre
- \brief the y position of the center of the view visible from the
- viewer's position. The default value is 0.
-
- \sa eye(), translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-qreal Camera::yCentre() const
-{
- Q_D(Camera);
- return d->center.y();
-}
-
-void Camera::setYCentre(qreal value)
-{
- Q_D(Camera);
- d->center.setY(value);
- emit viewChanged();
-}
-
-/*!
- \property Camera::zCentre
- \brief the z position of the center of the view visible from the
- viewer's position. The default value is 0.
-
- \sa eye(), translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-qreal Camera::zCentre() const
-{
- Q_D(Camera);
- return d->center.z();
-}
-
-void Camera::setZCentre(qreal value)
-{
- Q_D(Camera);
- d->center.setZ(value);
- emit viewChanged();
-}
-
-/*!
- \property Camera::center
- \brief the center of the view visible from the viewer's position.
- The default value is (0, 0, 0).
-
- \sa translateCenter(), eye(), upVector()
-*/
-QVector3D Camera::center() const
-{
- Q_D(const Camera);
- return d->center;
-}
-
-void Camera::setCenter(const QVector3D& vertex)
-{
- Q_D(Camera);
- if (d->center != vertex) {
- d->center = vertex;
- d->viewVector = d->center - d->eye;
- emit viewChanged();
- }
-}
-
-/*!
- Adjusts the center of the view by the components of \a vector.
- The final position is center() + \a vector.
-
- \sa center(), setCenter(), translateEye()
-*/
-void Camera::translateCenter(const QVector3D& vector)
-{
- Q_D(Camera);
- d->center += vector;
- d->viewVector = d->center - d->eye;
- emit viewChanged();
-}
-
-/*!
- \property Camera::eyeSeparation
- \brief the separation between the eyes when stereo viewing is in use,
- with eye() specifying the mid-point between the eyes. The default
- value is 0.
-
- \sa eye()
-*/
-qreal Camera::eyeSeparation() const
-{
- Q_D(const Camera);
- return d->eyeSeparation;
-}
-
-void Camera::setEyeSeparation(qreal value)
-{
- Q_D(Camera);
- if (d->eyeSeparation != value) {
- d->eyeSeparation = value;
- emit viewChanged();
- }
-}
-
-/*!
- \property Camera::motionAdjustment
- \brief the adjustment vector to apply to the eye() for user motion.
-
- This property is typically used to implement motion tracking.
- It is interpreted as a vector from the center of the screen to the
- current position of the viewer. The angle between the motion
- adjustment vector and the screen center is used to adjust the
- position of the eye() when apply() is called.
-
- The default value is (0, 0, 1), which indicates a viewer
- directly in front of the center of the screen.
-
- The units for the vector are unspecified. They could be
- meters, centimeters, or the force due to gravity in various
- directions from an accelerometer. The angle defined
- by the vector is used to perform the adjustment, not its
- magnitude.
-
- The output of motion tracking hardware can be very noisy,
- with minor fluctuations due to viewer twitch movements or
- environmental factors. The application is responsible for
- cleaning up the signal and removing these fluctuations before
- altering this property.
-
- \sa eye(), apply()
-*/
-
-QVector3D Camera::motionAdjustment() const
-{
- Q_D(const Camera);
- return d->motionAdjustment;
-}
-
-void Camera::setMotionAdjustment(const QVector3D& vector)
-{
- Q_D(Camera);
- if (d->motionAdjustment != vector) {
- d->motionAdjustment = vector;
- if (vector.x() == 0.0f && vector.y() == 0.0f) {
- // If the vector is centered, then don't perform any rotations.
- d->motionQuaternion = QQuaternion();
- } else {
- // Determine the pan and tilt angles from the vector.
- QVector3D view = -vector.normalized();
- if (view.z() < 0.0f)
- view = -view;
- qreal xangle = asin(view.x()) * 180.0f / M_PI;
- qreal yangle = asin(-view.y()) * 180.0f / M_PI;
-
- // Construct the pan and tilt quaternions.
- if (qFuzzyIsNull(xangle))
- d->motionQuaternion = tilt(yangle);
- else if (qFuzzyIsNull(yangle))
- d->motionQuaternion = pan(xangle);
- else
- d->motionQuaternion = tilt(yangle) * pan(xangle);
- }
- emit viewChanged();
- }
-}
-
-/*!
- \property Camera::adjustForAspectRatio
- \brief the adjustment state of the aspect ratio in the viewing volume.
-
- By default, Camera adjusts the viewing volume for the aspect
- ratio of the window so that pixels appear square without the
- application needing to adjust viewSize() manually.
-
- If this property is false, then the aspect ratio adjustment is
- not performed.
-*/
-
-bool Camera::adjustForAspectRatio() const
-{
- Q_D(const Camera);
- return d->adjustForAspectRatio;
-}
-
-void Camera::setAdjustForAspectRatio(bool value)
-{
- Q_D(Camera);
- if (d->adjustForAspectRatio != value) {
- d->adjustForAspectRatio = value;
- emit viewChanged();
- }
-}
-
-/*!
- Returns the quaternion corresponding to tilting the view up or
- down by \a angle degrees. The returned quaternion can be applied to
- the eye() position with rotateEye() or to the center() position with
- rotateCenter().
-
- \sa pan(), roll(), rotateEye(), rotateCenter()
-*/
-QQuaternion Camera::tilt(qreal angle) const
-{
- Q_D(const Camera);
- QVector3D side = QVector3D::crossProduct(d->viewVector, d->upVector);
- return QQuaternion::fromAxisAndAngle(side, angle);
-}
-
-/*!
- Returns the quaternion corresponding to panning the view left or
- right by \a angle degrees. The returned quaternion can be applied to
- the eye() position with rotateEye() or to the center() position with
- rotateCenter().
-
- \sa tilt(), roll(), rotateEye(), rotateCenter()
-*/
-QQuaternion Camera::pan(qreal angle) const
-{
- Q_D(const Camera);
- return QQuaternion::fromAxisAndAngle(d->upVector, angle);
-}
-
-/*!
- Returns the quaternion corresponding to rolling the view left or
- right by \a angle degrees. The returned quaternion can be applied to
- the eye() position with rotateEye() or to the center() position with
- rotateCenter().
-
- \sa tilt(), pan(), rotateEye(), rotateCenter()
-*/
-QQuaternion Camera::roll(qreal angle) const
-{
- Q_D(const Camera);
- return QQuaternion::fromAxisAndAngle(d->viewVector, angle);
-}
-
-/*!
- Rotates the orientation of the eye() according to the quaternion \a q.
- The eye() will remain in the same position, but the upVector() and
- center() may be altered by the rotation.
-
- \sa rotateCenter(), tilt(), pan(), roll()
-*/
-void Camera::rotateEye(const QQuaternion& q)
-{
- Q_D(Camera);
- d->upVector = q.rotatedVector(d->upVector);
- d->viewVector = q.rotatedVector(d->viewVector);
- d->center = d->eye + d->viewVector;
- emit viewChanged();
-}
-
-/*!
- Rotates the position and orientation of the eye() around center()
- according to the quaternion \a q. The center() will remain in the
- same position, but the upVector() and eye() may be altered by
- the rotation.
-
- \sa rotateEye(), tilt(), pan(), roll()
-*/
-void Camera::rotateCenter(const QQuaternion& q)
-{
- Q_D(Camera);
- d->upVector = q.rotatedVector(d->upVector);
- d->viewVector = q.rotatedVector(d->viewVector);
- d->eye = d->center - d->viewVector;
- emit viewChanged();
-}
-
-/*!
- Returns a translation vector that can be used to adjust the eye()
- or center() by \a x units side-ways, \a y units up,
- and \a z units forwards.
-
- This function is useful when implementing operations such as
- "step left", "jump up", and so on where the movement should be
- interpreted relative to the viewer's current orientation, not the
- world co-ordinate axes,
-
- The translation vector can be applied to eye() or center() by
- calling translateEye() or translateCenter() respectively.
-
- \sa translateEye(), translateCenter()
-*/
-QVector3D Camera::translation(qreal x, qreal y, qreal z) const
-{
- Q_D(const Camera);
- QVector3D vector(0.0f, 0.0f, 0.0f);
- if (x != 0.0f)
- vector += QVector3D::normal(d->viewVector, d->upVector) * x;
- if (y != 0.0f)
- vector += d->upVector.normalized() * y;
- if (z != 0.0f)
- vector += d->viewVector.normalized() * z;
- return vector;
-}
-
-/*!
- Returns the transformation matrix to apply to the projection matrix
- to present the scene as viewed from the camera position.
-
- The \a aspectRatio specifies the aspect ratio of the window the
- camera view is being displayed in. An \a aspectRatio of 1 indicates that
- the window is square. An \a aspectRatio greater than 1 indicates that
- the window is wider than it is high. An \a aspectRatio less than 1
- indicates that the window is higher than it is wide.
-
- \sa apply(), modelViewMatrix()
-*/
-QMatrix4x4 Camera::projectionMatrix(qreal aspectRatio) const
-{
- Q_D(const Camera);
- QMatrix4x4 m;
- if (!d->adjustForAspectRatio)
- aspectRatio = 1.0f;
- if (d->screenRotation != 0) {
- m.rotate((qreal)(d->screenRotation), 0.0f, 0.0f, 1.0f);
- if (d->screenRotation == 90 || d->screenRotation == 270) {
- if (aspectRatio != 0.0f)
- aspectRatio = 1.0f / aspectRatio;
- }
- }
- if (d->projectionType == Perspective && d->fieldOfView != 0.0f) {
- m.perspective(d->fieldOfView, aspectRatio,
- d->nearPlane, d->farPlane);
- } else {
- qreal halfWidth = d->viewSize.width() / 2.0f;
- qreal halfHeight = d->viewSize.height() / 2.0f;
- if (aspectRatio > 1.0f) {
- halfWidth *= aspectRatio;
- } else if (aspectRatio > 0.0f && aspectRatio < 1.0f) {
- halfHeight /= aspectRatio;
- }
- if (d->projectionType == Perspective) {
- m.frustum(-halfWidth, halfWidth, -halfHeight, halfHeight,
- d->nearPlane, d->farPlane);
- } else {
- m.ortho(-halfWidth, halfWidth, -halfHeight, halfHeight,
- d->nearPlane, d->farPlane);
- }
- }
- return m;
-}
-
-/*!
- Returns the transformation to apply to the modelview matrix
- to present the scene as viewed from the eye() position.
-
- \sa apply(), projectionMatrix()
-*/
-QMatrix4x4 Camera::modelViewMatrix() const
-{
- Q_D(const Camera);
- QMatrix4x4 m;
- if (d->motionQuaternion.isIdentity()) {
- m.lookAt(d->eye, d->center, d->upVector);
- } else {
- QVector3D up = d->motionQuaternion.rotatedVector(d->upVector);
- QVector3D view = d->motionQuaternion.rotatedVector(d->viewVector);
- QVector3D eye = d->center - view;
- m.lookAt(eye, d->center, up);
- }
- return m;
-}
-
-/*!
- \fn void Camera::projectionChanged()
-
- This signal is emitted when one of projectionType(), fieldOfView(),
- nearPlane(), farPlane(), viewSize(), or screenRotation() changes,
- indicating a modification to the optical properties of the camera
- looking at the scene.
-
- \sa viewChanged()
-*/
-
-/*!
- \fn void Camera::viewChanged()
-
- This signal is emitted when one of eye(), upVector(), or center()
- changes, indicating a modification to the viewer's position or
- orientation.
-
- \sa projectionChanged()
-*/