// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qardboard 1.0 Entity { id: root property real convergence: 2000.0 property real eyeSeparation: 35.0 property real aspectRatio: _window.width / _window.height property real fieldOfView: 60.0 property real nearPlane: 1. property real farPlane: 1000.0 property vector3d position: Qt.vector3d(0.0, 0.0, 0.0) property vector3d viewDirection: Qt.vector3d(0.0, 0.0, 1.0) property vector3d viewUp: Qt.vector3d(0.0, 1.0, 0.0) property alias viewMatrix: eyeTransform.matrix readonly property real _fov2: Math.tan(fieldOfView * Math.PI / 180 * 0.5) readonly property real top: nearPlane * _fov2 readonly property real a: aspectRatio * _fov2 * convergence DeviceOrientation { id: orientation enabled: true } CameraLens { id: leftEyeLens projectionType: CameraLens.FrustumProjection nearPlane : root.nearPlane farPlane : root.farPlane left: -(a - eyeSeparation * 0.5) * nearPlane / convergence right: (a + eyeSeparation * 0.5) * nearPlane / convergence top: root.top bottom: -root.top } CameraLens { id: rightEyeLens projectionType: CameraLens.FrustumProjection nearPlane : root.nearPlane farPlane : root.farPlane left: -(a + eyeSeparation * 0.5) * nearPlane / convergence right: (a - eyeSeparation * 0.5) * nearPlane / convergence top: root.top bottom: -root.top } Transform { id: eyeTransform function computeMatrix(roll, pitch, yaw) { var n = Qt.matrix4x4() n.rotate(-roll, Qt.vector3d(1, 0, 0)) n.rotate(yaw, Qt.vector3d(0, 1, 0)) var vd = n.times(stereoCamera.viewDirection) var vu = n.times(stereoCamera.viewUp) var vc = stereoCamera.position.minus(vd) var m = Qt.matrix4x4(); m.translate(stereoCamera.position) var zAxis = stereoCamera.position.minus(vc).normalized() var xAxis = vu.crossProduct(zAxis).normalized(); var yAxis = zAxis.crossProduct(xAxis); var r = Qt.matrix4x4(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1) return m.times(r); } matrix: computeMatrix(orientation.roll, orientation.pitch, orientation.yaw) } components: [ eyeTransform ] property Entity leftCamera: Entity { components: [ leftEyeLens ] } property Entity rightCamera: Entity { id: rightCameraEntity components: [ rightEyeLens ] } }