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/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "Q3DSEditCamera.h"
namespace Q3DStudio {
static const qreal defaultEditCameraRadius = qSin(qDegreesToRadians(g_editCameraFOV) / 2.) * 600.;
QMatrix4x4 SEditCameraPersistentInformation::rotationMatrix() const
{
QMatrix4x4 rotationMatrix;
float rx, ry;
if (m_cameraType == EditCameraTypes::Directional) {
rx = !qFuzzyIsNull(m_direction.x()) ? (m_direction.x() < 0.f ? 90.f : 270.f) : 0.f;
rx += !qFuzzyIsNull(m_direction.z()) ? (m_direction.z() < 0.f ? 180.f : 0.f) : 0.f;
ry = !qFuzzyIsNull(m_direction.y()) ? (m_direction.y() < 0.f ? 90.f : -90.f) : 0.f;
} else {
rx = float(m_xRotation);
ry = float(-m_yRotation);
}
rotationMatrix.rotate(QQuaternion::fromEulerAngles(QVector3D(ry, rx, 0)));
return rotationMatrix;
}
QVector3D SEditCameraPersistentInformation::left() const
{
return (rotationMatrix() * QVector4D(1.f, 0.f, 0.f, 0.f)).toVector3D();
}
QVector3D SEditCameraPersistentInformation::up() const
{
return (rotationMatrix() * QVector4D(0.f, 1.f, 0.f, 0.f)).toVector3D();
}
QVector3D SEditCameraPersistentInformation::front() const
{
return (rotationMatrix() * QVector4D(0.f, 0.f, 1.f, 0.f)).toVector3D();
}
void SEditCameraPersistentInformation::applyToCamera(Q3DSCameraNode &camera,
const QSizeF &viewport)
{
Q3DSPropertyChangeList changeList;
changeList.append(camera.setClipFar(2000000.f));
changeList.append(camera.setClipNear(1.f));
QVector3D posAdjust = front() * 600.f;
if (m_cameraType == EditCameraTypes::Perspective) {
changeList.append(camera.setFov(g_editCameraFOV));
changeList.append(camera.setOrthographic(false));
changeList.append(camera.setZoom(1.f));
// Handle perspective zooming by adjusting the camera position, as scaling projection
// matrix after the fact doesn't work correctly for our purposes
qreal factor = zoomFactor(viewport);
if (factor > 1)
posAdjust *= float(factor);
else
posAdjust *= -1.f + (2.f * factor);
} else {
changeList.append(camera.setOrthographic(true));
// Orthogonal views can't zoom by adjusting position
changeList.append(camera.setZoom(zoomFactor(viewport)));
}
QVector3D pos = m_position - posAdjust;
float rx, ry;
if (m_cameraType == EditCameraTypes::Directional) {
rx = !qFuzzyIsNull(m_direction.x()) ? (m_direction.x() < 0.f ? 90.f : 270.f) : 0.f;
rx += !qFuzzyIsNull(m_direction.z()) ? (m_direction.z() < 0.f ? 180.f : 0.f) : 0.f;
ry = !qFuzzyIsNull(m_direction.y()) ? (m_direction.y() < 0.f ? 90.f : -90.f) : 0.f;
} else {
rx = float(m_xRotation);
ry = float(-m_yRotation);
}
changeList.append(camera.setPosition(pos));
changeList.append(camera.setRotation(QVector3D(ry, rx, 0)));
if (!changeList.isEmpty())
camera.notifyPropertyChanges(changeList);
}
qreal SEditCameraPersistentInformation::zoomFactor(const QSizeF &viewport) const
{
qreal zoom = 1.;
if (m_cameraType != EditCameraTypes::Perspective) {
qreal theViewport = qMin(viewport.width(), viewport.height());
zoom = 2. * m_viewRadius / theViewport;
} else {
zoom = m_viewRadius / defaultEditCameraRadius;
}
return zoom;
}
}
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