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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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4 ** All rights reserved. |
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5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
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6 ** |
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7 ** This file is part of the Qt3D module of the Qt Toolkit. |
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9 ** $QT_BEGIN_LICENSE:LGPL$ |
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11 ** This file contains pre-release code and may not be distributed. |
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14 ** this package. |
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16 ** GNU Lesser General Public License Usage |
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17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
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19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
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24 ** In addition, as a special exception, Nokia gives you certain additional |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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38 ** $QT_END_LICENSE$ |
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39 ** |
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40 ****************************************************************************/ |
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41 |
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42 #include "camera.h" |
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43 #include <QtGui/qquaternion.h> |
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44 #include <QtCore/qmath.h> |
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45 |
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46 /*! |
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47 \class Camera |
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48 \brief The Camera class defines the projection to apply to simulate a camera's position, orientation, and optics. |
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49 \since 4.7 |
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50 \ingroup qt3d |
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51 \ingroup qt3d::viewing |
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52 |
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53 \section1 Modelview and projection transformations |
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54 |
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55 A Camera instance is applied to the scene in two phases: |
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56 modelview transformation and projection transformation. |
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57 |
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58 During the modelview transformation, the eye(), center(), and |
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59 upVector() are used to generate a 4x4 transformation matrix that |
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60 reflects the viewer's current position and orientation. |
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61 |
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62 During the projection transformation, the projectionType(), |
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63 nearPlane(), farPlane(), fieldOfView(), and viewSize() are used |
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64 to define a viewing volume as a 4x4 transformation matrix. |
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65 |
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66 The modelview transformation matrix is returned by modelViewMatrix(). |
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67 The projection transformation matrix is returned by projectionMatrix(). |
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68 |
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69 \section1 Positioning and orienting the view |
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70 |
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71 The viewer position and orientation are defined by eye(), center(), |
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72 and upVector(). The location of the viewer in world co-ordinates is |
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73 given by eye(), the viewer is looking at the object of interest located |
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74 at center(), and the upVector() specifies the direction that should |
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75 be considered "up" with respect to the viewer. |
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76 |
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77 The vector from the eye() to the center() is called the "view vector", |
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78 and the cross-product of the view vector and upVector() is called |
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79 the "side vector". The view vector specifies the direction the |
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80 viewer is looking, and the side vector points off to the right of |
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81 the viewer. |
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82 |
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83 It is recommended that the view vector and upVector() be at right angles |
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84 to each other, but this is not required as long as the angle between |
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85 them is close to 90 degrees. |
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86 |
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87 The most common use of view and up vectors that are not at right angles |
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88 is to simulate a human eye at a specific height above the ground looking |
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89 down at a lower object or up at a higher object. In this case, the |
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90 the view vector will not be true horizontal, but the upVector() indicating |
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91 the human's upright stance will be true vertical. |
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92 |
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93 \section1 Zooming the camera image |
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94 |
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95 There are two ways to zoom the image seen through the camera: either |
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96 the camera eye() position can be moved closer to the object of interest, |
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97 or the field of view of the camera lens can be changed to make it appear |
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98 as though the object is moving closer. |
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99 |
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100 Changing the eye() position changes the lighting calculation in the |
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101 scene because the viewer is in a different position, changing the |
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102 angle of light reflection on the object's surface. |
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103 |
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104 The setFieldOfView() function can be used to simulate the effect of a |
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105 camera lens. The smaller the fieldOfView(), the closer the object |
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106 will appear. The lighting calculation will be the same as for the |
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107 unzoomed scene. |
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108 |
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109 If fieldOfView() is zero, then a standard perspective frustum of |
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110 viewSize() is used to define the viewing volume. The viewSize() |
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111 can be adjusted with setViewSize() to zoom the view. A smaller |
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112 viewSize() will make the the object appear closer. |
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113 |
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114 The fieldOfView() or viewSize() is applied as part of the |
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115 projectionMatrix(). |
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116 |
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117 \section1 Rotating the viewer or object of interest |
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118 |
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119 Rotating a viewer in 3D space is a very delicate process. It is very |
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120 easy to construct the rotation incorrectly and end up in a "gimbal lock" |
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121 state where further rotations are impossible in certain directions. |
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122 |
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123 To help alleviate this problem, Camera uses a quaternion-based |
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124 approach to generate rotations. A quaternion is a compact representation |
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125 of a rotation in 3D space. Rotations can be combined through quaternion |
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126 multiplication. More information on quaternions can be found in the |
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127 documentation for QQuaternion. |
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128 |
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129 Before rotating the view, you should first decide the type |
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130 of rotation you want to perform: |
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131 |
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132 \list |
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133 \i Tilting or panning a fixed eye to reveal the scene in different |
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134 directions and orientations. This is equivalent to mounting a camera |
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135 on a fixed tripod and then adjusting the direction of view and |
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136 orientation with the tripod controls. |
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137 \i Rotating a moving viewer about the object of interest. This is |
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138 equivalent to moving the viewer around the object at a fixed distance, |
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139 but with the viewer always pointing at the object. |
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140 \endlist |
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141 |
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142 In the Camera class, the first type of rotation is performed with |
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143 rotateEye() and the second with rotateCenter(). Each of these functions |
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144 take a quaternion argument that defines the type of rotation to perform. |
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145 |
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146 The tilt(), pan(), and roll() functions return values that can help with |
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147 constructing the rotation quaternions to pass to rotateEye() and |
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148 rotateCenter(). Tilt and pan are also known as "pitch" and "yaw" in |
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149 flight dynamics. |
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150 |
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151 Three axes of rotation are used to compute the quaternions. The tilt() |
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152 quaternion is computed with respect to the side vector, the pan() |
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153 quaterion is computed with respect to the upVector(), and the roll() |
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154 quaternion is computed with respect to the view vector. |
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155 |
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156 The following example tilts the direction the eye() is pointing |
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157 by 5 degrees, and then pans by 45 degrees: |
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158 |
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159 \code |
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160 camera.rotateEye(camera.tilt(5)); |
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161 camera.rotateEye(camera.pan(45)); |
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162 \endcode |
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163 |
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164 The next example performs the two rotations in a single fluid step |
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165 (note that the rotation to be performed first is multiplied last): |
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166 |
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167 \code |
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168 camera.rotateEye(camera.pan(45) * camera.tilt(5)); |
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169 \endcode |
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170 |
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171 These two examples will not produce the same visual result, even though |
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172 it looks like they might. In the first example, the upVector() is tilted |
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173 before the pan() quaternion is computed. In the second example, the pan() |
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174 quaternion is computed using the original upVector(). |
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175 |
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176 This difference in behavior is useful in different situations. Some |
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177 applications may wish to perform all rotations relative to the original |
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178 viewer orientation, and other applications may wish to perform rotations |
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179 relative to the current viewer orientation. These application types |
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180 correspond to the second and first examples above. |
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181 |
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182 \section1 Moving the viewer or object of interest |
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183 |
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184 The simplest way to move the viewer or object of interest is to call |
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185 setEye() or setCenter() respectively and supply a new position in |
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186 world co-ordinates. However, this can lead to non-intuitive movements |
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187 if the viewer orientation is not aligned with the world co-ordinate axes. |
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188 |
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189 For example, subtracting 3 from the eye() x co-ordinate will appear to |
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190 move the eye left 3 units if the viewer orientation is aligned with the |
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191 world co-ordinate axes. But it will not appear to move the eye left 3 |
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192 units in any other orientation. |
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193 |
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194 The translation() function can be used to construct a translation |
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195 vector that is aligned with the viewer's current orientation. |
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196 Movement in the x direction will move along the side vector, movement in |
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197 the y direction will move along upVector(), and movement in the z |
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198 direction will move along the view vector. |
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199 |
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200 The translation() function is useful when implementing operations such |
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201 as "step left", "jump up", and so on where the movement should be |
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202 interpreted relative to the viewer's current orientation, not the |
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203 world co-ordinate axes, |
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204 |
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205 In other words, the following two lines of code are not equivalent |
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206 unless the view is oriented with the world co-ordinate axes: |
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207 |
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208 \code |
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209 camera.translateEye(camera.translation(x, y, z)); |
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210 |
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211 camera.translateEye(QVector3D(x, y, z)); |
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212 \endcode |
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213 |
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214 The following example translates the eye() position while |
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215 keeping the object of interest at the original center(): |
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216 |
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217 \code |
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218 camera.translateEye(camera.translation(x, y, z)); |
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219 \endcode |
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220 |
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221 The following example translates the object of interest at |
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222 center() while keeping the eye() position fixed: |
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223 |
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224 \code |
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225 camera.translateCenter(camera.translation(x, y, z)); |
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226 \endcode |
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227 |
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228 The following example translates both the eye() and the center() |
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229 by the same amount, which will maintain the original view vector. |
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230 |
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231 \code |
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232 QVector3D vector = camera.translation(x, y, z); |
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233 camera.translateEye(vector); |
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234 camera.translateCenter(vector); |
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235 \endcode |
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236 |
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237 It is important that the translation vector for center() be computed |
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238 before eye() is translated if both eye() and center() must move by the |
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239 same amount. The following code translates center() in the viewer |
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240 orientation after the eye() is translated: |
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241 |
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242 \code |
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243 camera.translateEye(camera.translation(x, y, z)); |
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244 camera.translateCenter(camera.translation(x, y, z)); |
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245 \endcode |
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246 |
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247 Translating both eye() and center() by the same amount can be used |
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248 to simulate sliding a viewer past a scene while always looking in the |
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249 same direction (for example, filming a scene from a moving vehicle). |
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250 An alternative is to fix the viewer and move the scene itself: |
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251 the negation of the translation() vector can be applied to the |
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252 scene's modelview transformation. |
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253 |
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254 \section1 Motion tracking |
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255 |
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256 Viewing of 3D scenes can be enhanced if there is some way to track |
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257 the motion of the viewer or the orientation of the display device. |
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258 |
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259 Applications can use setMotionAdjustment() to alter the position |
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260 of the camera to account for the viewer's motion. This indicates |
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261 the viewer's position relative to the center of the screen. |
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262 The motionAdjustment() vector is used to determine by how much |
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263 the camera position should be adjusted. The distance of the viewer |
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264 from the screen is ignored. |
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265 |
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266 On handheld devices that use accelerometers to determine the |
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267 orientation of the device, the down vector due to gravity |
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268 can be adjusted to serve as a motion tracking vector. |
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269 |
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270 The output of motion tracking hardware can be very noisy, |
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271 with minor fluctuations due to viewer twitch movements or |
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272 environmental factors. The application is responsible for |
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273 cleaning up the signal and removing these fluctuations before |
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274 setMotionAdjustment() is called. |
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275 */ |
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276 |
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277 class CameraPrivate |
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278 { |
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279 public: |
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280 CameraPrivate(); |
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281 |
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282 Camera::ProjectionType projectionType; |
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283 qreal fieldOfView; |
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284 qreal nearPlane; |
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285 qreal farPlane; |
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286 QSizeF viewSize; |
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287 QSizeF minViewSize; |
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288 int screenRotation; |
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289 QVector3D eye; |
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290 QVector3D upVector; |
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291 QVector3D center; |
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292 QVector3D viewVector; |
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293 qreal eyeSeparation; |
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294 QVector3D motionAdjustment; |
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295 QQuaternion motionQuaternion; |
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296 bool adjustForAspectRatio; |
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297 }; |
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298 |
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299 CameraPrivate::CameraPrivate() |
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300 : projectionType(Camera::Perspective), |
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301 fieldOfView(0.0f), |
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302 nearPlane(5.0f), |
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303 farPlane(1000.0f), |
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304 viewSize(2.0f, 2.0f), |
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305 minViewSize(0.0001f, 0.0001f), |
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306 screenRotation(0), |
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307 eye(0.0f, 0.0f, 10.0f), |
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308 upVector(0.0f, 1.0f, 0.0f), |
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309 center(0.0f, 0.0f, 0.0f), |
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310 viewVector(0.0f, 0.0f, -10.0f), |
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311 eyeSeparation(0.0f), |
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312 motionAdjustment(0.0f, 0.0f, 1.0f), |
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313 adjustForAspectRatio(true) |
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314 { |
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315 } |
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316 |
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317 /*! |
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318 Constructs a Camera with the default properties and |
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319 attaches it to \a parent. |
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320 */ |
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321 Camera::Camera(QObject *parent) |
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322 : QObject(parent), d_ptr(new CameraPrivate) |
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323 { |
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324 } |
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325 |
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326 /*! |
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327 Destroys this Camera object. |
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328 */ |
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329 Camera::~Camera() |
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330 { |
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331 delete d_ptr; |
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332 } |
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333 |
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334 /*! |
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335 \enum Camera::ProjectionType |
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336 This enum defines the type of view projection to use for a Camera. |
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337 |
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338 \value Perspective Use a perspective view. |
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339 \value Orthographic Use an ortographic view. |
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340 */ |
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341 |
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342 /*! |
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343 \property Camera::projectionType |
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344 \brief the projection type for this camera. The default is Perspective. |
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345 */ |
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346 Camera::ProjectionType Camera::projectionType() const |
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347 { |
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348 Q_D(const Camera); |
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349 return d->projectionType; |
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350 } |
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351 |
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352 void Camera::setProjectionType(Camera::ProjectionType value) |
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353 { |
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354 Q_D(Camera); |
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355 if (d->projectionType != value) { |
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356 d->projectionType = value; |
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357 emit projectionChanged(); |
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358 } |
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359 } |
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360 |
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361 /*! |
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362 \property Camera::fieldOfView |
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363 \brief the field of view in degrees for a perspective projection. |
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364 |
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365 The default value is zero, which indicates a standard perspective |
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366 frustum view volume of viewSize() in size. If the value is not |
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367 zero, then viewSize() is ignored. |
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368 |
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369 This value is ignored if projectionType() is Orthographic. |
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370 |
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371 \sa viewSize() |
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372 */ |
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373 qreal Camera::fieldOfView() const |
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374 { |
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375 Q_D(const Camera); |
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376 return d->fieldOfView; |
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377 } |
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378 |
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379 void Camera::setFieldOfView(qreal angle) |
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380 { |
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381 Q_D(Camera); |
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382 if (d->fieldOfView != angle) { |
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383 d->fieldOfView = angle; |
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384 emit projectionChanged(); |
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385 } |
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386 } |
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387 |
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388 /*! |
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389 \property Camera::nearPlane |
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390 \brief the distance from the eye to the near clipping plane. |
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391 The default value is 5. |
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392 |
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393 \sa farPlane() |
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394 */ |
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395 qreal Camera::nearPlane() const |
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396 { |
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397 Q_D(const Camera); |
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398 return d->nearPlane; |
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399 } |
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400 |
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401 void Camera::setNearPlane(qreal value) |
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402 { |
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403 Q_D(Camera); |
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404 if (d->nearPlane != value) { |
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405 d->nearPlane = value; |
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406 emit projectionChanged(); |
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407 } |
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408 } |
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409 |
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410 /*! |
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411 \property Camera::farPlane |
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412 \brief the distance from the eye to the far clipping plane. |
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413 The default value is 1000. |
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414 |
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415 \sa nearPlane() |
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416 */ |
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417 qreal Camera::farPlane() const |
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418 { |
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419 Q_D(const Camera); |
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420 return d->farPlane; |
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421 } |
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422 |
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423 void Camera::setFarPlane(qreal value) |
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424 { |
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425 Q_D(Camera); |
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426 if (d->farPlane != value) { |
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427 d->farPlane = value; |
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428 emit projectionChanged(); |
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429 } |
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430 } |
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431 |
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432 /*! |
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433 \property Camera::viewSize |
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434 \brief the size of the front of the projection viewing volume. |
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435 The viewing volume is assumed to be centered on the origin. |
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436 |
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437 The default value is (2, 2), which indicates a viewing volume front |
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438 from (-1, -1) to (1, 1). |
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439 |
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440 If the width or height of the viewing volume is negative, then the |
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441 co-ordinates will be swapped. For example, a size of (2, -2) will |
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442 flip the vertical axis upside down for a viewing volume from |
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443 (-1, 1) to (1, -1). |
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444 |
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445 The view size will be further adjusted by the window's aspect ratio |
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446 when projectionMatrix() is called. For best results, the width and |
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447 height of the view size should be the same to define an ideal square |
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448 viewing volume, which is then extended to the final viewing volume |
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449 width and height based on the window's aspect ratio. |
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450 |
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451 \sa projectionMatrix(), minViewSize() |
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452 */ |
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453 QSizeF Camera::viewSize() const |
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454 { |
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455 Q_D(const Camera); |
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456 return d->viewSize; |
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457 } |
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458 |
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459 void Camera::setViewSize(const QSizeF& size) |
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460 { |
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461 Q_D(Camera); |
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462 QSizeF sz(size); |
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463 if (sz.width() < d->minViewSize.width()) |
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464 sz.setWidth(d->minViewSize.width()); |
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465 if (sz.height() < d->minViewSize.height()) |
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466 sz.setHeight(d->minViewSize.height()); |
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467 if (d->viewSize != sz) { |
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468 d->viewSize = sz; |
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469 emit projectionChanged(); |
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470 } |
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471 } |
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472 |
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473 /*! |
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474 \property Camera::minViewSize |
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475 \brief the minimum size of the front of the projection viewing volume. |
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476 |
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477 The minimum view size is used to clamp viewSize() when zooming |
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478 the camera closer to an object to prevent it "passing through" |
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479 the object and causing the scale factor to become infinite. |
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480 |
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481 The default value is (0.0001, 0.0001). |
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482 |
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483 \sa projectionMatrix(), viewSize() |
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484 */ |
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485 QSizeF Camera::minViewSize() const |
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486 { |
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487 Q_D(const Camera); |
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488 return d->minViewSize; |
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489 } |
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490 |
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491 void Camera::setMinViewSize(const QSizeF& size) |
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492 { |
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493 Q_D(Camera); |
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494 if (d->viewSize != size) { |
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495 d->viewSize = size; |
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496 emit projectionChanged(); |
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497 } |
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498 } |
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499 |
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500 /*! |
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501 \property Camera::screenRotation |
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502 \brief the screen rotation angle in degrees. The default |
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503 value is 0. If this value is 90 or 270, then the view |
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504 will be flipped width for height. The only supported values |
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505 are 0, 90, 180, and 270. The screen is rotated around the |
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506 positive z axis. |
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507 |
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508 This setting is intended for simple screen rotations on handheld |
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509 devices that can be held in either portrait or landscape orientations. |
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510 The entire screen image is rotated so that it can be viewed in a |
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511 different device orientation. |
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512 |
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513 Use rotateEye() or rotateCenter() for more complex rotations |
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514 that are not aligned with 0, 90, 180, or 270 degrees. |
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515 */ |
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516 int Camera::screenRotation() const |
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517 { |
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518 Q_D(const Camera); |
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519 return d->screenRotation; |
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520 } |
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521 |
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522 void Camera::setScreenRotation(int angle) |
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523 { |
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524 Q_D(Camera); |
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525 if (d->screenRotation != angle) { |
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526 d->screenRotation = angle; |
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527 emit projectionChanged(); |
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528 } |
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529 } |
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530 |
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531 /*! |
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532 \property Camera::xEye |
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533 \brief the x position of the viewer's eye. The default value is 0. |
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534 |
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535 \sa eye(), translateEye(), upVector(), center(), eyeSeparation() |
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536 \sa motionAdjustment() |
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537 */ |
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538 qreal Camera::xEye() const |
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539 { |
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540 Q_D(Camera); |
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541 return d->eye.x(); |
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542 } |
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543 |
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544 void Camera::setXEye(qreal value) |
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545 { |
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546 Q_D(Camera); |
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547 d->eye.setX(value); |
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548 emit viewChanged(); |
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549 } |
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550 |
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551 /*! |
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552 \property Camera::yEye |
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553 \brief the y position of the viewer's eye. The default value is 0. |
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554 |
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555 \sa eye(), translateEye(), upVector(), center(), eyeSeparation() |
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556 \sa motionAdjustment() |
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557 */ |
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558 qreal Camera::yEye() const |
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559 { |
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560 Q_D(Camera); |
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561 return d->eye.y(); |
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562 } |
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563 |
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564 void Camera::setYEye(qreal value) |
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565 { |
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566 Q_D(Camera); |
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567 d->eye.setY(value); |
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568 emit viewChanged(); |
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569 } |
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570 |
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571 /*! |
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572 \property Camera::zEye |
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573 \brief the z position of the viewer's eye. The default value is 10. |
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574 |
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575 \sa eye(), translateEye(), upVector(), center(), eyeSeparation() |
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576 \sa motionAdjustment() |
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577 */ |
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578 qreal Camera::zEye() const |
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579 { |
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580 Q_D(Camera); |
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581 return d->eye.z(); |
|
582 } |
|
583 |
|
584 void Camera::setZEye(qreal value) |
|
585 { |
|
586 Q_D(Camera); |
|
587 d->eye.setZ(value); |
|
588 emit viewChanged(); |
|
589 } |
|
590 |
|
591 /*! |
|
592 \property Camera::eye |
|
593 \brief the position of the viewer's eye. The default value is (0, 0, 10). |
|
594 |
|
595 \sa translateEye(), upVector(), center(), eyeSeparation() |
|
596 \sa motionAdjustment() |
|
597 */ |
|
598 QVector3D Camera::eye() const |
|
599 { |
|
600 Q_D(const Camera); |
|
601 return d->eye; |
|
602 } |
|
603 |
|
604 void Camera::setEye(const QVector3D& vertex) |
|
605 { |
|
606 Q_D(Camera); |
|
607 if (d->eye != vertex) { |
|
608 d->eye = vertex; |
|
609 d->viewVector = d->center - d->eye; |
|
610 emit viewChanged(); |
|
611 } |
|
612 } |
|
613 |
|
614 /*! |
|
615 Adjusts the position of the viewer's eye by the components of \a vector. |
|
616 The final position is eye() + \a vector. |
|
617 |
|
618 \sa eye(), setEye(), translateCenter() |
|
619 */ |
|
620 void Camera::translateEye(const QVector3D& vector) |
|
621 { |
|
622 Q_D(Camera); |
|
623 d->eye += vector; |
|
624 d->viewVector = d->center - d->eye; |
|
625 emit viewChanged(); |
|
626 } |
|
627 |
|
628 /*! |
|
629 \property Camera::upVector |
|
630 \brief the up vector for the viewer. The default value is (0, 1, 0). |
|
631 |
|
632 \sa eye(), center() |
|
633 */ |
|
634 QVector3D Camera::upVector() const |
|
635 { |
|
636 Q_D(const Camera); |
|
637 return d->upVector; |
|
638 } |
|
639 |
|
640 void Camera::setUpVector(const QVector3D& vector) |
|
641 { |
|
642 Q_D(Camera); |
|
643 if (d->upVector != vector) { |
|
644 d->upVector = vector; |
|
645 emit viewChanged(); |
|
646 } |
|
647 } |
|
648 |
|
649 /*! |
|
650 \property Camera::xCentre |
|
651 \brief the x position of the center of the view visible from the viewer's |
|
652 position. The default value is 0. |
|
653 |
|
654 \sa eye(), translateEye(), upVector(), center(), eyeSeparation() |
|
655 \sa motionAdjustment() |
|
656 */ |
|
657 qreal Camera::xCentre() const |
|
658 { |
|
659 Q_D(Camera); |
|
660 return d->center.x(); |
|
661 } |
|
662 |
|
663 void Camera::setXCentre(qreal value) |
|
664 { |
|
665 Q_D(Camera); |
|
666 d->center.setX(value); |
|
667 emit viewChanged(); |
|
668 } |
|
669 |
|
670 /*! |
|
671 \property Camera::yCentre |
|
672 \brief the y position of the center of the view visible from the |
|
673 viewer's position. The default value is 0. |
|
674 |
|
675 \sa eye(), translateEye(), upVector(), center(), eyeSeparation() |
|
676 \sa motionAdjustment() |
|
677 */ |
|
678 qreal Camera::yCentre() const |
|
679 { |
|
680 Q_D(Camera); |
|
681 return d->center.y(); |
|
682 } |
|
683 |
|
684 void Camera::setYCentre(qreal value) |
|
685 { |
|
686 Q_D(Camera); |
|
687 d->center.setY(value); |
|
688 emit viewChanged(); |
|
689 } |
|
690 |
|
691 /*! |
|
692 \property Camera::zCentre |
|
693 \brief the z position of the center of the view visible from the |
|
694 viewer's position. The default value is 0. |
|
695 |
|
696 \sa eye(), translateEye(), upVector(), center(), eyeSeparation() |
|
697 \sa motionAdjustment() |
|
698 */ |
|
699 qreal Camera::zCentre() const |
|
700 { |
|
701 Q_D(Camera); |
|
702 return d->center.z(); |
|
703 } |
|
704 |
|
705 void Camera::setZCentre(qreal value) |
|
706 { |
|
707 Q_D(Camera); |
|
708 d->center.setZ(value); |
|
709 emit viewChanged(); |
|
710 } |
|
711 |
|
712 /*! |
|
713 \property Camera::center |
|
714 \brief the center of the view visible from the viewer's position. |
|
715 The default value is (0, 0, 0). |
|
716 |
|
717 \sa translateCenter(), eye(), upVector() |
|
718 */ |
|
719 QVector3D Camera::center() const |
|
720 { |
|
721 Q_D(const Camera); |
|
722 return d->center; |
|
723 } |
|
724 |
|
725 void Camera::setCenter(const QVector3D& vertex) |
|
726 { |
|
727 Q_D(Camera); |
|
728 if (d->center != vertex) { |
|
729 d->center = vertex; |
|
730 d->viewVector = d->center - d->eye; |
|
731 emit viewChanged(); |
|
732 } |
|
733 } |
|
734 |
|
735 /*! |
|
736 Adjusts the center of the view by the components of \a vector. |
|
737 The final position is center() + \a vector. |
|
738 |
|
739 \sa center(), setCenter(), translateEye() |
|
740 */ |
|
741 void Camera::translateCenter(const QVector3D& vector) |
|
742 { |
|
743 Q_D(Camera); |
|
744 d->center += vector; |
|
745 d->viewVector = d->center - d->eye; |
|
746 emit viewChanged(); |
|
747 } |
|
748 |
|
749 /*! |
|
750 \property Camera::eyeSeparation |
|
751 \brief the separation between the eyes when stereo viewing is in use, |
|
752 with eye() specifying the mid-point between the eyes. The default |
|
753 value is 0. |
|
754 |
|
755 \sa eye() |
|
756 */ |
|
757 qreal Camera::eyeSeparation() const |
|
758 { |
|
759 Q_D(const Camera); |
|
760 return d->eyeSeparation; |
|
761 } |
|
762 |
|
763 void Camera::setEyeSeparation(qreal value) |
|
764 { |
|
765 Q_D(Camera); |
|
766 if (d->eyeSeparation != value) { |
|
767 d->eyeSeparation = value; |
|
768 emit viewChanged(); |
|
769 } |
|
770 } |
|
771 |
|
772 /*! |
|
773 \property Camera::motionAdjustment |
|
774 \brief the adjustment vector to apply to the eye() for user motion. |
|
775 |
|
776 This property is typically used to implement motion tracking. |
|
777 It is interpreted as a vector from the center of the screen to the |
|
778 current position of the viewer. The angle between the motion |
|
779 adjustment vector and the screen center is used to adjust the |
|
780 position of the eye() when apply() is called. |
|
781 |
|
782 The default value is (0, 0, 1), which indicates a viewer |
|
783 directly in front of the center of the screen. |
|
784 |
|
785 The units for the vector are unspecified. They could be |
|
786 meters, centimeters, or the force due to gravity in various |
|
787 directions from an accelerometer. The angle defined |
|
788 by the vector is used to perform the adjustment, not its |
|
789 magnitude. |
|
790 |
|
791 The output of motion tracking hardware can be very noisy, |
|
792 with minor fluctuations due to viewer twitch movements or |
|
793 environmental factors. The application is responsible for |
|
794 cleaning up the signal and removing these fluctuations before |
|
795 altering this property. |
|
796 |
|
797 \sa eye(), apply() |
|
798 */ |
|
799 |
|
800 QVector3D Camera::motionAdjustment() const |
|
801 { |
|
802 Q_D(const Camera); |
|
803 return d->motionAdjustment; |
|
804 } |
|
805 |
|
806 void Camera::setMotionAdjustment(const QVector3D& vector) |
|
807 { |
|
808 Q_D(Camera); |
|
809 if (d->motionAdjustment != vector) { |
|
810 d->motionAdjustment = vector; |
|
811 if (vector.x() == 0.0f && vector.y() == 0.0f) { |
|
812 // If the vector is centered, then don't perform any rotations. |
|
813 d->motionQuaternion = QQuaternion(); |
|
814 } else { |
|
815 // Determine the pan and tilt angles from the vector. |
|
816 QVector3D view = -vector.normalized(); |
|
817 if (view.z() < 0.0f) |
|
818 view = -view; |
|
819 qreal xangle = asin(view.x()) * 180.0f / M_PI; |
|
820 qreal yangle = asin(-view.y()) * 180.0f / M_PI; |
|
821 |
|
822 // Construct the pan and tilt quaternions. |
|
823 if (qFuzzyIsNull(xangle)) |
|
824 d->motionQuaternion = tilt(yangle); |
|
825 else if (qFuzzyIsNull(yangle)) |
|
826 d->motionQuaternion = pan(xangle); |
|
827 else |
|
828 d->motionQuaternion = tilt(yangle) * pan(xangle); |
|
829 } |
|
830 emit viewChanged(); |
|
831 } |
|
832 } |
|
833 |
|
834 /*! |
|
835 \property Camera::adjustForAspectRatio |
|
836 \brief the adjustment state of the aspect ratio in the viewing volume. |
|
837 |
|
838 By default, Camera adjusts the viewing volume for the aspect |
|
839 ratio of the window so that pixels appear square without the |
|
840 application needing to adjust viewSize() manually. |
|
841 |
|
842 If this property is false, then the aspect ratio adjustment is |
|
843 not performed. |
|
844 */ |
|
845 |
|
846 bool Camera::adjustForAspectRatio() const |
|
847 { |
|
848 Q_D(const Camera); |
|
849 return d->adjustForAspectRatio; |
|
850 } |
|
851 |
|
852 void Camera::setAdjustForAspectRatio(bool value) |
|
853 { |
|
854 Q_D(Camera); |
|
855 if (d->adjustForAspectRatio != value) { |
|
856 d->adjustForAspectRatio = value; |
|
857 emit viewChanged(); |
|
858 } |
|
859 } |
|
860 |
|
861 /*! |
|
862 Returns the quaternion corresponding to tilting the view up or |
|
863 down by \a angle degrees. The returned quaternion can be applied to |
|
864 the eye() position with rotateEye() or to the center() position with |
|
865 rotateCenter(). |
|
866 |
|
867 \sa pan(), roll(), rotateEye(), rotateCenter() |
|
868 */ |
|
869 QQuaternion Camera::tilt(qreal angle) const |
|
870 { |
|
871 Q_D(const Camera); |
|
872 QVector3D side = QVector3D::crossProduct(d->viewVector, d->upVector); |
|
873 return QQuaternion::fromAxisAndAngle(side, angle); |
|
874 } |
|
875 |
|
876 /*! |
|
877 Returns the quaternion corresponding to panning the view left or |
|
878 right by \a angle degrees. The returned quaternion can be applied to |
|
879 the eye() position with rotateEye() or to the center() position with |
|
880 rotateCenter(). |
|
881 |
|
882 \sa tilt(), roll(), rotateEye(), rotateCenter() |
|
883 */ |
|
884 QQuaternion Camera::pan(qreal angle) const |
|
885 { |
|
886 Q_D(const Camera); |
|
887 return QQuaternion::fromAxisAndAngle(d->upVector, angle); |
|
888 } |
|
889 |
|
890 /*! |
|
891 Returns the quaternion corresponding to rolling the view left or |
|
892 right by \a angle degrees. The returned quaternion can be applied to |
|
893 the eye() position with rotateEye() or to the center() position with |
|
894 rotateCenter(). |
|
895 |
|
896 \sa tilt(), pan(), rotateEye(), rotateCenter() |
|
897 */ |
|
898 QQuaternion Camera::roll(qreal angle) const |
|
899 { |
|
900 Q_D(const Camera); |
|
901 return QQuaternion::fromAxisAndAngle(d->viewVector, angle); |
|
902 } |
|
903 |
|
904 /*! |
|
905 Rotates the orientation of the eye() according to the quaternion \a q. |
|
906 The eye() will remain in the same position, but the upVector() and |
|
907 center() may be altered by the rotation. |
|
908 |
|
909 \sa rotateCenter(), tilt(), pan(), roll() |
|
910 */ |
|
911 void Camera::rotateEye(const QQuaternion& q) |
|
912 { |
|
913 Q_D(Camera); |
|
914 d->upVector = q.rotatedVector(d->upVector); |
|
915 d->viewVector = q.rotatedVector(d->viewVector); |
|
916 d->center = d->eye + d->viewVector; |
|
917 emit viewChanged(); |
|
918 } |
|
919 |
|
920 /*! |
|
921 Rotates the position and orientation of the eye() around center() |
|
922 according to the quaternion \a q. The center() will remain in the |
|
923 same position, but the upVector() and eye() may be altered by |
|
924 the rotation. |
|
925 |
|
926 \sa rotateEye(), tilt(), pan(), roll() |
|
927 */ |
|
928 void Camera::rotateCenter(const QQuaternion& q) |
|
929 { |
|
930 Q_D(Camera); |
|
931 d->upVector = q.rotatedVector(d->upVector); |
|
932 d->viewVector = q.rotatedVector(d->viewVector); |
|
933 d->eye = d->center - d->viewVector; |
|
934 emit viewChanged(); |
|
935 } |
|
936 |
|
937 /*! |
|
938 Returns a translation vector that can be used to adjust the eye() |
|
939 or center() by \a x units side-ways, \a y units up, |
|
940 and \a z units forwards. |
|
941 |
|
942 This function is useful when implementing operations such as |
|
943 "step left", "jump up", and so on where the movement should be |
|
944 interpreted relative to the viewer's current orientation, not the |
|
945 world co-ordinate axes, |
|
946 |
|
947 The translation vector can be applied to eye() or center() by |
|
948 calling translateEye() or translateCenter() respectively. |
|
949 |
|
950 \sa translateEye(), translateCenter() |
|
951 */ |
|
952 QVector3D Camera::translation(qreal x, qreal y, qreal z) const |
|
953 { |
|
954 Q_D(const Camera); |
|
955 QVector3D vector(0.0f, 0.0f, 0.0f); |
|
956 if (x != 0.0f) |
|
957 vector += QVector3D::normal(d->viewVector, d->upVector) * x; |
|
958 if (y != 0.0f) |
|
959 vector += d->upVector.normalized() * y; |
|
960 if (z != 0.0f) |
|
961 vector += d->viewVector.normalized() * z; |
|
962 return vector; |
|
963 } |
|
964 |
|
965 /*! |
|
966 Returns the transformation matrix to apply to the projection matrix |
|
967 to present the scene as viewed from the camera position. |
|
968 |
|
969 The \a aspectRatio specifies the aspect ratio of the window the |
|
970 camera view is being displayed in. An \a aspectRatio of 1 indicates that |
|
971 the window is square. An \a aspectRatio greater than 1 indicates that |
|
972 the window is wider than it is high. An \a aspectRatio less than 1 |
|
973 indicates that the window is higher than it is wide. |
|
974 |
|
975 \sa apply(), modelViewMatrix() |
|
976 */ |
|
977 QMatrix4x4 Camera::projectionMatrix(qreal aspectRatio) const |
|
978 { |
|
979 Q_D(const Camera); |
|
980 QMatrix4x4 m; |
|
981 if (!d->adjustForAspectRatio) |
|
982 aspectRatio = 1.0f; |
|
983 if (d->screenRotation != 0) { |
|
984 m.rotate((qreal)(d->screenRotation), 0.0f, 0.0f, 1.0f); |
|
985 if (d->screenRotation == 90 || d->screenRotation == 270) { |
|
986 if (aspectRatio != 0.0f) |
|
987 aspectRatio = 1.0f / aspectRatio; |
|
988 } |
|
989 } |
|
990 if (d->projectionType == Perspective && d->fieldOfView != 0.0f) { |
|
991 m.perspective(d->fieldOfView, aspectRatio, |
|
992 d->nearPlane, d->farPlane); |
|
993 } else { |
|
994 qreal halfWidth = d->viewSize.width() / 2.0f; |
|
995 qreal halfHeight = d->viewSize.height() / 2.0f; |
|
996 if (aspectRatio > 1.0f) { |
|
997 halfWidth *= aspectRatio; |
|
998 } else if (aspectRatio > 0.0f && aspectRatio < 1.0f) { |
|
999 halfHeight /= aspectRatio; |
|
1000 } |
|
1001 if (d->projectionType == Perspective) { |
|
1002 m.frustum(-halfWidth, halfWidth, -halfHeight, halfHeight, |
|
1003 d->nearPlane, d->farPlane); |
|
1004 } else { |
|
1005 m.ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, |
|
1006 d->nearPlane, d->farPlane); |
|
1007 } |
|
1008 } |
|
1009 return m; |
|
1010 } |
|
1011 |
|
1012 /*! |
|
1013 Returns the transformation to apply to the modelview matrix |
|
1014 to present the scene as viewed from the eye() position. |
|
1015 |
|
1016 \sa apply(), projectionMatrix() |
|
1017 */ |
|
1018 QMatrix4x4 Camera::modelViewMatrix() const |
|
1019 { |
|
1020 Q_D(const Camera); |
|
1021 QMatrix4x4 m; |
|
1022 if (d->motionQuaternion.isIdentity()) { |
|
1023 m.lookAt(d->eye, d->center, d->upVector); |
|
1024 } else { |
|
1025 QVector3D up = d->motionQuaternion.rotatedVector(d->upVector); |
|
1026 QVector3D view = d->motionQuaternion.rotatedVector(d->viewVector); |
|
1027 QVector3D eye = d->center - view; |
|
1028 m.lookAt(eye, d->center, up); |
|
1029 } |
|
1030 return m; |
|
1031 } |
|
1032 |
|
1033 /*! |
|
1034 \fn void Camera::projectionChanged() |
|
1035 |
|
1036 This signal is emitted when one of projectionType(), fieldOfView(), |
|
1037 nearPlane(), farPlane(), viewSize(), or screenRotation() changes, |
|
1038 indicating a modification to the optical properties of the camera |
|
1039 looking at the scene. |
|
1040 |
|
1041 \sa viewChanged() |
|
1042 */ |
|
1043 |
|
1044 /*! |
|
1045 \fn void Camera::viewChanged() |
|
1046 |
|
1047 This signal is emitted when one of eye(), upVector(), or center() |
|
1048 changes, indicating a modification to the viewer's position or |
|
1049 orientation. |
|
1050 |
|
1051 \sa projectionChanged() |
|
1052 */ |