summaryrefslogtreecommitdiffstats
path: root/src/threed/viewing/qglcamera.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/threed/viewing/qglcamera.cpp')
-rw-r--r--src/threed/viewing/qglcamera.cpp1328
1 files changed, 0 insertions, 1328 deletions
diff --git a/src/threed/viewing/qglcamera.cpp b/src/threed/viewing/qglcamera.cpp
deleted file mode 100644
index 4f236507..00000000
--- a/src/threed/viewing/qglcamera.cpp
+++ /dev/null
@@ -1,1328 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation ([email protected])
-**
-** This file is part of the QtQuick3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** This file may be used under the terms of the GNU Lesser General Public
-** License version 2.1 as published by the Free Software Foundation and
-** appearing in the file LICENSE.LGPL included in the packaging of this
-** file. Please review the following information to ensure the GNU Lesser
-** General Public License version 2.1 requirements will be met:
-** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qglcamera.h"
-#include "qglpainter.h"
-#include <QtGui/qquaternion.h>
-#include <QtCore/qmath.h>
-
-QT_BEGIN_NAMESPACE
-
-/*!
- \class QGLCamera
- \brief The QGLCamera class defines the projection to apply to simulate a camera's position, orientation, and optics.
- \since 4.8
- \ingroup qt3d
- \ingroup qt3d::viewing
-
- \section1 Modelview and projection transformations
-
- A QGLCamera 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, QGLCamera 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 QGLCamera 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.
-
- \section1 Stereo projections
-
- QGLCamera can adjust the camera position for rendering separate left
- and right eye images by setting eyeSeparation() to a non-zero value.
- The eyeSeparation() is in world co-ordinates.
-
- Objects that are placed at center() will coincide in the left and
- right eye images, establishing the logical center of the stereo
- effect. Objects that are closer to the eye() will be rendered
- to appear closer in the stereo effect, and objects that are further
- away from eye() than center() will be rendered to appear further away.
-
- Perspective and Orthographic projections incorporate the
- eyeSeparation() into the modelViewMatrix() by altering the
- eye() position.
-
- \sa QGLView, QGLPainter
-*/
-
-/*!
- \qmlclass Camera QGLCamera
- \brief The Camera item defines the viewing position and projection for a 3D scene.
- \since 4.8
- \ingroup qt3d::qml3d
-
- Camera instances are defined on a \l Viewport item using the
- Viewport::camera property:
-
- \code
- import QtQuick 1.0
- import Qt3D 1.0
-
- Viewport {
- width: 640; height: 480
- camera: Camera {
- eye: Qt.vector3d(-1, 2, 10)
- }
- light: Light {}
- Item3D {
- mesh: Mesh { source: "meshes/teapot.bez" }
- effect: Effect {}
- }
- }
- \endcode
-
- \section1 Positioning and orienting the view
-
- The viewer position and orientation are defined by \l eye, \l center,
- and \l upVector. The location of the viewer in world co-ordinates is
- given by \l eye, the viewer is looking at the object of interest located
- at \l center, and the \l upVector specifies the direction that should
- be considered "up" with respect to the viewer.
-
- The vector from the \l eye to the \l center is called the "view vector",
- and the cross-product of the view vector and \l 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 \l 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 \l 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 \l 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 \l 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 \l fieldOfView property function can be used to simulate the effect
- of a camera lens. The smaller the \l fieldOfView, the closer the object
- will appear. The lighting calculation will be the same as for the
- unzoomed scene.
-
- If \l fieldOfView is zero, then a standard perspective frustum of
- is used to define the viewing volume based on the width and height
- of the \l Viewport.
-
- \section1 Stereo projections
-
- Camera can adjust the camera position for rendering separate left
- and right eye images by setting the \l eyeSeparation property
- to a non-zero value. The \l eyeSeparation is in world co-ordinates.
-
- Objects that are placed at \l center will coincide in the left and
- right eye images, establishing the logical center of the stereo
- effect. Objects that are closer to the \l eye will be rendered
- to appear closer in the stereo effect, and objects that are further
- away from \l eye than \l center will be rendered to appear further away.
-
- \sa Viewport
-*/
-
-class QGLCameraPrivate
-{
-public:
- QGLCameraPrivate();
-
- QGLCamera::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;
-};
-
-QGLCameraPrivate::QGLCameraPrivate()
- : projectionType(QGLCamera::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 QGLCamera with the default properties and
- attaches it to \a parent.
-*/
-QGLCamera::QGLCamera(QObject *parent)
- : QObject(parent), d_ptr(new QGLCameraPrivate)
-{
-}
-
-/*!
- Destroys this QGLCamera object.
-*/
-QGLCamera::~QGLCamera()
-{
- delete d_ptr;
-}
-
-/*!
- \enum QGLCamera::ProjectionType
- This enum defines the type of view projection to use for a QGLCamera.
-
- \value Perspective Use a perspective view.
- \value Orthographic Use an orthographic view.
-*/
-
-/*!
- \property QGLCamera::projectionType
- \brief the projection type for this camera. The default is Perspective.
-*/
-
-/*!
- \qmlproperty enumeration Camera::projectionType
-
- The projection type for this camera, which is one of:
-
- \list
- \o Perspective Use a perspective view. This is the default.
- \o Orthographic Use an orthographic view.
- \endlist
-*/
-
-QGLCamera::ProjectionType QGLCamera::projectionType() const
-{
- Q_D(const QGLCamera);
- return d->projectionType;
-}
-
-void QGLCamera::setProjectionType(QGLCamera::ProjectionType value)
-{
- Q_D(QGLCamera);
- if (d->projectionType != value) {
- d->projectionType = value;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::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 not Perspective.
-
- \sa viewSize()
-*/
-
-/*!
- \qmlproperty real Camera::fieldOfView
- The field of view in degrees for a perspective projection.
-
- The default value is zero, which indicates a standard perspective
- frustum view volume.
-
- This value is ignored if projectionType is not Perspective.
-
- \sa projectionType
-*/
-
-qreal QGLCamera::fieldOfView() const
-{
- Q_D(const QGLCamera);
- return d->fieldOfView;
-}
-
-void QGLCamera::setFieldOfView(qreal angle)
-{
- Q_D(QGLCamera);
- if (d->fieldOfView != angle) {
- d->fieldOfView = angle;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::nearPlane
- \brief the distance from the eye to the near clipping plane.
- The default value is 5.
-
- \sa farPlane()
-*/
-
-/*!
- \qmlproperty real Camera::nearPlane
- The distance from the eye to the near clipping plane.
- The default value is 5.
-
- \sa farPlane
-*/
-
-qreal QGLCamera::nearPlane() const
-{
- Q_D(const QGLCamera);
- return d->nearPlane;
-}
-
-void QGLCamera::setNearPlane(qreal value)
-{
- Q_D(QGLCamera);
- if (d->nearPlane != value) {
- d->nearPlane = value;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::farPlane
- \brief the distance from the eye to the far clipping plane.
- The default value is 1000.
-
- \sa nearPlane()
-*/
-
-/*!
- \qmlproperty real Camera::farPlane
- The distance from the eye to the far clipping plane.
- The default value is 1000.
-
- \sa nearPlane
-*/
-
-qreal QGLCamera::farPlane() const
-{
- Q_D(const QGLCamera);
- return d->farPlane;
-}
-
-void QGLCamera::setFarPlane(qreal value)
-{
- Q_D(QGLCamera);
- if (d->farPlane != value) {
- d->farPlane = value;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::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 QGLCamera::viewSize() const
-{
- Q_D(const QGLCamera);
- return d->viewSize;
-}
-
-void QGLCamera::setViewSize(const QSizeF& size)
-{
- Q_D(QGLCamera);
- QSizeF sz(size);
- if (qAbs(sz.width()) < d->minViewSize.width()) {
- if (sz.width() >= 0.0f)
- sz.setWidth(d->minViewSize.width());
- else
- sz.setWidth(-d->minViewSize.width());
- }
- if (qAbs(sz.height()) < d->minViewSize.height()) {
- if (sz.height() >= 0.0f)
- sz.setHeight(d->minViewSize.height());
- else
- sz.setHeight(-d->minViewSize.height());
- }
- if (d->viewSize != sz) {
- d->viewSize = sz;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::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 QGLCamera::minViewSize() const
-{
- Q_D(const QGLCamera);
- return d->minViewSize;
-}
-
-void QGLCamera::setMinViewSize(const QSizeF& size)
-{
- Q_D(QGLCamera);
- if (d->minViewSize != size) {
- d->minViewSize = size;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::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 QGLCamera::screenRotation() const
-{
- Q_D(const QGLCamera);
- return d->screenRotation;
-}
-
-void QGLCamera::setScreenRotation(int angle)
-{
- Q_D(QGLCamera);
- if (d->screenRotation != angle) {
- d->screenRotation = angle;
- emit projectionChanged();
- }
-}
-
-/*!
- \property QGLCamera::eye
- \brief the position of the viewer's eye. The default value is (0, 0, 10).
-
- \sa translateEye(), upVector(), center(), eyeSeparation()
- \sa motionAdjustment()
-*/
-
-/*!
- \qmlproperty vector3D Camera::eye
- The position of the viewer's eye. The default value is (0, 0, 10).
-
- \sa upVector, center, eyeSeparation
-*/
-QVector3D QGLCamera::eye() const
-{
- Q_D(const QGLCamera);
- return d->eye;
-}
-
-void QGLCamera::setEye(const QVector3D& vertex)
-{
- Q_D(QGLCamera);
- 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
- (\a x, \a y, \a z), where the components are interpreted relative
- to the viewer's current orientation. See translation() for more
- information.
-
- This function is accessible to QML on the Camera item.
-
- \sa eye(), setEye(), translateCenter()
-*/
-void QGLCamera::translateEye(qreal x, qreal y, qreal z)
-{
- Q_D(QGLCamera);
- d->eye += translation(x, y, z);
- d->viewVector = d->center - d->eye;
- emit viewChanged();
-}
-
-/*!
- \property QGLCamera::upVector
- \brief the up vector for the viewer. The default value is (0, 1, 0).
-
- \sa eye(), center()
-*/
-
-/*!
- \qmlproperty vector3D Camera::upVector
- The up vector for the viewer. The default value is (0, 1, 0).
-
- \sa eye, center
-*/
-
-QVector3D QGLCamera::upVector() const
-{
- Q_D(const QGLCamera);
- return d->upVector;
-}
-
-void QGLCamera::setUpVector(const QVector3D& vector)
-{
- Q_D(QGLCamera);
- if (d->upVector != vector) {
- d->upVector = vector;
- emit viewChanged();
- }
-}
-
-/*!
- \property QGLCamera::center
- \brief the center of the view visible from the viewer's position.
- The default value is (0, 0, 0).
-
- \sa translateCenter(), eye(), upVector()
-*/
-
-/*!
- \qmlproperty vector3D Camera::center
- The center of the view visible from the viewer's position.
- The default value is (0, 0, 0).
-
- \sa eye, upVector
-*/
-
-QVector3D QGLCamera::center() const
-{
- Q_D(const QGLCamera);
- return d->center;
-}
-
-void QGLCamera::setCenter(const QVector3D& vertex)
-{
- Q_D(QGLCamera);
- if (d->center != vertex) {
- d->center = vertex;
- d->viewVector = d->center - d->eye;
- emit viewChanged();
- }
-}
-
-/*!
- Adjusts the center of the view by the components (\a x, \a y, \a z),
- where the components are interpreted relative to the viewer's current
- orientation. See translation() for more information.
-
- This function is accessible to QML on the Camera item.
-
- \sa center(), setCenter(), translateEye()
-*/
-void QGLCamera::translateCenter(qreal x, qreal y, qreal z)
-{
- Q_D(QGLCamera);
- d->center += translation(x, y, z);
- d->viewVector = d->center - d->eye;
- emit viewChanged();
-}
-
-/*!
- \property QGLCamera::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()
-*/
-
-/*!
- \qmlproperty real Camera::eyeSeparation
- The separation between the eyes when stereo viewing is in use,
- with \l eye property specifying the mid-point between the eyes.
- The default value is 0.
-
- \sa eye
-*/
-
-qreal QGLCamera::eyeSeparation() const
-{
- Q_D(const QGLCamera);
- return d->eyeSeparation;
-}
-
-void QGLCamera::setEyeSeparation(qreal value)
-{
- Q_D(QGLCamera);
- if (d->eyeSeparation != value) {
- d->eyeSeparation = value;
- emit viewChanged();
- }
-}
-
-/*!
- \property QGLCamera::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 modelViewMatrix() 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(), modelViewMatrix()
-*/
-
-QVector3D QGLCamera::motionAdjustment() const
-{
- Q_D(const QGLCamera);
- return d->motionAdjustment;
-}
-
-void QGLCamera::setMotionAdjustment(const QVector3D& vector)
-{
- Q_D(QGLCamera);
- 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 QGLCamera::adjustForAspectRatio
- \brief the adjustment state of the aspect ratio in the viewing volume.
-
- By default, QGLCamera 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.
-*/
-
-/*!
- \qmlproperty bool Camera::adjustForAspectRatio
- The adjustment state of the aspect ratio in the viewing volume.
-
- By default, the camera adjusts the viewing volume for the aspect
- ratio of the window so that pixels appear square without the
- application needing to adjust the view size manually.
-
- If this property is false, then the aspect ratio adjustment is
- not performed.
-
- \sa projectionType
-*/
-
-bool QGLCamera::adjustForAspectRatio() const
-{
- Q_D(const QGLCamera);
- return d->adjustForAspectRatio;
-}
-
-void QGLCamera::setAdjustForAspectRatio(bool value)
-{
- Q_D(QGLCamera);
- 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 QGLCamera::tilt(qreal angle) const
-{
- Q_D(const QGLCamera);
- 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 QGLCamera::pan(qreal angle) const
-{
- Q_D(const QGLCamera);
- 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 QGLCamera::roll(qreal angle) const
-{
- Q_D(const QGLCamera);
- 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 QGLCamera::rotateEye(const QQuaternion& q)
-{
- Q_D(QGLCamera);
- 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 QGLCamera::rotateCenter(const QQuaternion& q)
-{
- Q_D(QGLCamera);
- 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 following example moves the eye() 2 units to the right of the
- current eye position while keeping the same center() of interest:
-
- \code
- camera.setEye(camera.eye() + camera.translation(2, 0, 0));
- \endcode
-
- \sa translateEye(), translateCenter()
-*/
-QVector3D QGLCamera::translation(qreal x, qreal y, qreal z) const
-{
- Q_D(const QGLCamera);
- 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 modelViewMatrix()
-*/
-QMatrix4x4 QGLCamera::projectionMatrix(qreal aspectRatio) const
-{
- Q_D(const QGLCamera);
- 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.
-
- The \a eye parameter is used to adjust the camera's position
- horizontally by half of eyeSeparation() if \a eye is QGL::LeftEye
- or QGL::RightEye.
-
- \sa projectionMatrix()
-*/
-QMatrix4x4 QGLCamera::modelViewMatrix(QGL::Eye eye) const
-{
- Q_D(const QGLCamera);
- QMatrix4x4 m;
- QVector3D adjust;
- if (eye == QGL::LeftEye)
- adjust = translation(-d->eyeSeparation / 2.0f, 0.0f, 0.0f);
- else if (eye == QGL::RightEye)
- adjust = translation(d->eyeSeparation / 2.0f, 0.0f, 0.0f);
- if (d->motionQuaternion.isIdentity()) {
- m.lookAt(d->eye + adjust, d->center, d->upVector);
- } else {
- QVector3D up = d->motionQuaternion.rotatedVector(d->upVector);
- QVector3D view = d->motionQuaternion.rotatedVector(d->viewVector);
- m.lookAt(d->center - view + adjust, d->center, up);
- }
- return m;
-}
-
-/*!
- Maps \a point from viewport co-ordinates to eye co-ordinates.
- The size of the viewport is given by \a viewportSize, and its
- aspect ratio by \a aspectRatio.
-
- The returned vector will have its x and y components set to the
- position of the point on the near plane, and the z component
- set to -nearPlane().
-
- This function is used for converting a mouse event's position
- into eye co-ordinates within the current camera view.
-*/
-QVector3D QGLCamera::mapPoint
- (const QPoint& point, qreal aspectRatio, const QSize& viewportSize) const
-{
- Q_D(const QGLCamera);
-
- // Rotate the co-ordinate system to account for the screen rotation.
- int x = point.x();
- int y = point.y();
- int width = viewportSize.width();
- int height = viewportSize.height();
- if (!d->adjustForAspectRatio)
- aspectRatio = 1.0f;
- if (d->screenRotation == 90) {
- if (aspectRatio != 0.0f)
- aspectRatio = 1.0f / aspectRatio;
- qSwap(x, y);
- qSwap(width, height);
- y = height - 1 - y;
- } else if (d->screenRotation == 180) {
- x = width - 1 - x;
- y = height - 1 - y;
- } else if (d->screenRotation == 270) {
- if (aspectRatio != 0.0f)
- aspectRatio = 1.0f / aspectRatio;
- qSwap(x, y);
- qSwap(width, height);
- }
-
- // Determine the relative distance from the middle of the screen.
- // After this xrel and yrel are typically between -1.0 and +1.0
- // (unless the point was outside the viewport). The yrel is
- // flipped upside down to account for the incoming co-ordinate
- // being left-handed, but the world being right-handed.
- qreal xrel, yrel;
- if (width)
- xrel = (((qreal)(x * 2)) - (qreal)width) / (qreal)width;
- else
- xrel = 0.0f;
- if (height)
- yrel = -(((qreal)(y * 2)) - (qreal)height) / (qreal)height;
- else
- yrel = 0.0f;
-
- // Reverse the projection and return the point in world co-ordinates.
- QMatrix4x4 m = projectionMatrix(aspectRatio);
- QMatrix4x4 invm = m.inverted();
- return invm.map(QVector3D(xrel, yrel, -1.0f));
-}
-
-/*!
- \fn void QGLCamera::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 QGLCamera::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()
-*/
-
-/*!
- \enum QGLCamera::RotateOrder
- This enum defines the order to perform a tilt, pan, and roll
- of a QGLCamera eye or center.
-
- \value TiltPanRoll Tilt, then pan, then roll.
- \value TiltRollPan Tilt, then roll, then pan.
- \value PanTiltRoll Pan, then tilt, then roll.
- \value PanRollTilt Pan, then roll, then tilt.
- \value RollTiltPan Roll, then tilt, then pan.
- \value RollPanTilt Roll, then pan, then tilt.
-*/
-
-/*!
- Tilts the center() up or down by \a tiltAngle degrees,
- pans the center() left or right by \a panAngle degrees,
- and rolls the center() left or right by \a rollAngle degrees,
- all in a single fluid movement. The \a order parameter
- indicates the order in which to perform the rotations.
-
- This function is accessible to QML on the Camera item.
- It is provided as a convenience for navigation items that
- rotate the center in multiple directions at the same time
- based on mouse movements.
-
- \sa tiltPanRollEye()
-*/
-void QGLCamera::tiltPanRollCenter
- (qreal tiltAngle, qreal panAngle, qreal rollAngle,
- QGLCamera::RotateOrder order)
-{
- switch (order) {
- case QGLCamera::TiltPanRoll:
- rotateCenter(roll(rollAngle) * pan(panAngle) * tilt(tiltAngle));
- break;
- case QGLCamera::TiltRollPan:
- rotateCenter(pan(panAngle) * roll(rollAngle) * tilt(tiltAngle));
- break;
- case QGLCamera::PanTiltRoll:
- rotateCenter(roll(rollAngle) * tilt(tiltAngle) * pan(panAngle));
- break;
- case QGLCamera::PanRollTilt:
- rotateCenter(tilt(tiltAngle) * roll(rollAngle) * pan(panAngle));
- break;
- case QGLCamera::RollTiltPan:
- rotateCenter(pan(panAngle) * tilt(tiltAngle) * roll(rollAngle));
- break;
- case QGLCamera::RollPanTilt:
- rotateCenter(tilt(tiltAngle) * pan(panAngle) * roll(rollAngle));
- break;
- }
-}
-
-/*!
- Tilts the eye() up or down by \a tiltAngle degrees,
- pans the eye() left or right by \a panAngle degrees,
- and rolls the eye() left or right by \a rollAngle degrees,
- all in a single fluid movement. The \a order parameter
- indicates the order in which to perform the rotations.
-
- This function is accessible to QML on the Camera item.
- It is provided as a convenience for navigation items that
- rotate the eye in multiple directions at the same time
- based on mouse movements.
-
- \sa tiltPanRollCenter()
-*/
-void QGLCamera::tiltPanRollEye
- (qreal tiltAngle, qreal panAngle, qreal rollAngle,
- QGLCamera::RotateOrder order)
-{
- switch (order) {
- case QGLCamera::TiltPanRoll:
- rotateEye(roll(rollAngle) * pan(panAngle) * tilt(tiltAngle));
- break;
- case QGLCamera::TiltRollPan:
- rotateEye(pan(panAngle) * roll(rollAngle) * tilt(tiltAngle));
- break;
- case QGLCamera::PanTiltRoll:
- rotateEye(roll(rollAngle) * tilt(tiltAngle) * pan(panAngle));
- break;
- case QGLCamera::PanRollTilt:
- rotateEye(tilt(tiltAngle) * roll(rollAngle) * pan(panAngle));
- break;
- case QGLCamera::RollTiltPan:
- rotateEye(pan(panAngle) * tilt(tiltAngle) * roll(rollAngle));
- break;
- case QGLCamera::RollPanTilt:
- rotateEye(tilt(tiltAngle) * pan(panAngle) * roll(rollAngle));
- break;
- }
-}
-
-QDebug operator<<(QDebug dbg, const QGLCamera &cam)
-{
- dbg << "QGLCamera";
- if (!cam.objectName().isEmpty())
- dbg << cam.objectName();
- dbg << "\n";
- dbg << " projection:" << ( cam.projectionType() == QGLCamera::Perspective ?
- "Perspective" : "Orthographic" );
- dbg << "-- viewsize:" << cam.viewSize().width() << "x" << cam.viewSize().height() << "\n";
- dbg << " near-plane:" << cam.nearPlane() << "-- far-plane:" << cam.farPlane();
- dbg << "-- field-of-view:" << cam.fieldOfView() << "\n";
- dbg << " rotation:" << cam.screenRotation() << " -- motion adjust:" <<
- cam.motionAdjustment() << " -- aspect adjust:" << cam.adjustForAspectRatio() << "\n";
- dbg << " eye:" << cam.eye() << "-- center:" << cam.center();
- dbg << "-- up:" << cam.upVector() << "\n";
- return dbg;
-}
-
-QT_END_NAMESPACE