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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include "q3dscene_p.h"
++ #include "q3dcamera_p.h"
++ #include "q3dlight_p.h"
++
++ QT_BEGIN_NAMESPACE
++
++ /*!
++ * \class Q3DScene
++ * \inmodule QtDataVisualization
++ * \brief Q3DScene class provides description of the 3D scene being visualized.
++ * \since QtDataVisualization 1.0
++ *
++ * The 3D scene contains a single active camera and a single active light source.
++ * Visualized data is assumed to be at a fixed location.
++ *
++ * The 3D scene also keeps track of the viewport in which visualization rendering is done,
++ * the primary subviewport inside the viewport where the main 3D data visualization view resides
++ * and the secondary subviewport where the 2D sliced view of the data resides. The subviewports are
++ * by default resized by the \a Q3DScene. To override the resize behavior you need to listen to both
++ * \l viewportChanged() and \l slicingActiveChanged() signals and recalculate the subviewports accordingly.
++ *
++ * Also the scene has flag for tracking if the secondary 2D slicing view is currently active or not.
++ * \note Not all visualizations support the secondary 2D slicing view.
++ */
++
++ /*!
++ * \class Q3DSceneChangeBitField
++ * \internal
++ */
++
++ /*!
++ * \qmltype Scene3D
++ * \inqmlmodule QtDataVisualization
++ * \since QtDataVisualization 1.0
++ * \ingroup datavisualization_qml
++ * \nativetype Q3DScene
++ * \brief Scene3D type provides description of the 3D scene being visualized.
++ *
++ * The 3D scene contains a single active camera and a single active light source.
++ * Visualized data is assumed to be at a fixed location.
++ *
++ * The 3D scene also keeps track of the viewport in which visualization rendering is done,
++ * the primary subviewport inside the viewport where the main 3D data visualization view resides
++ * and the secondary subviewport where the 2D sliced view of the data resides.
++ *
++ * Also the scene has flag for tracking if the secondary 2D slicing view is currently active or not.
++ * \note Not all visualizations support the secondary 2D slicing view.
++ */
++
++ /*!
++ * \qmlproperty rect Scene3D::viewport
++ *
++ * The current viewport rectangle where all 3D rendering is targeted.
++ */
++
++ /*!
++ * \qmlproperty rect Scene3D::primarySubViewport
++ *
++ * The current subviewport rectangle inside the viewport where the
++ * primary view of the data visualization is targeted.
++ *
++ * If slicingActive is \c false, the primary sub viewport will be equal to the
++ * viewport. If slicingActive is \c true and the primary sub viewport has not
++ * been explicitly set, it will be one fifth of the viewport.
++ * \note Setting primarySubViewport larger than or outside of viewport resizes viewport accordingly.
++ */
++
++ /*!
++ * \qmlproperty rect Scene3D::secondarySubViewport
++ *
++ * The secondary viewport rectangle inside the viewport. The secondary viewport
++ * is used for drawing the 2D slice view in some visualizations. If it has not
++ * been explicitly set, it will be null. If slicingActive is \c true, it will
++ * be equal to the viewport.
++ * \note If the secondary sub viewport is larger than or outside of the
++ * viewport, the viewport is resized accordingly.
++ */
++
++ /*!
++ * \qmlproperty point Scene3D::selectionQueryPosition
++ *
++ * The coordinates for the user input that should be processed
++ * by the scene as a selection. If this property is set to a value other than
++ * invalidSelectionPoint, the
++ * graph tries to select a data item at the given point within the primary viewport.
++ * After the rendering pass, the property is returned to its default state of
++ * invalidSelectionPoint.
++ */
++
++ /*!
++ * \qmlproperty point Scene3D::graphPositionQuery
++ *
++ * The coordinates for the user input that should be processed by the scene as a
++ * graph position query. If this property is set to value other than
++ * invalidSelectionPoint, the graph tries to match a graph position to the given point
++ * within the primary viewport.
++ * After the rendering pass, this property is returned to its default state of
++ * invalidSelectionPoint. The queried graph position can be read from the
++ * AbstractGraph3D::queriedGraphPosition property after the next render pass.
++ *
++ * There is no single correct 3D coordinate to match a particular screen position, so to be
++ * consistent, the queries are always done against the inner sides of an invisible box surrounding
++ * the graph.
++ *
++ * \note Bar graphs allow graph position queries only at the graph floor level.
++ *
++ * \sa AbstractGraph3D::queriedGraphPosition
++ */
++
++ /*!
++ * \qmlproperty bool Scene3D::slicingActive
++ *
++ * Defines whether the 2D slicing view is currently active. If \c true,
++ * AbstractGraph3D::selectionMode must have either the
++ * \l{QAbstract3DGraph::SelectionRow}{AbstractGraph3D.SelectionRow} or
++ * \l{QAbstract3DGraph::SelectionColumn}{AbstractGraph3D.SelectionColumn}
++ * set to a valid selection.
++ * \note Not all visualizations support the 2D slicing view.
++ */
++
++ /*!
++ * \qmlproperty bool Scene3D::secondarySubviewOnTop
++ *
++ * Defines whether the 2D slicing view or the 3D view is drawn on top.
++ */
++
++ /*!
++ * \qmlproperty Camera3D Scene3D::activeCamera
++ *
++ * The currently active camera in the 3D scene.
++ * When a Camera3D is set in the property, it is automatically added as child of
++ * the scene.
++ */
++
++ /*!
++ * \qmlproperty Light3D Scene3D::activeLight
++ *
++ * The currently active light in the 3D scene.
++ * When a Light3D is set in the property, it is automatically added as child of
++ * the scene.
++ */
++
++ /*!
++ * \qmlproperty real Scene3D::devicePixelRatio
++ *
++ * The current device pixel ratio that is used when mapping input
++ * coordinates to pixel coordinates.
++ */
++
++ /*!
++ * \qmlproperty point Scene3D::invalidSelectionPoint
++ * A constant property providing an invalid point for selection.
++ */
++
++ /*!
++ * Constructs a basic scene with one light and one camera in it. An
++ * optional \a parent parameter can be given and is then passed to QObject constructor.
++ */
++ Q3DScene::Q3DScene(QObject *parent) :
++ QObject(parent),
++ d_ptr(new Q3DScenePrivate(this))
++ {
++ setActiveCamera(new Q3DCamera(0));
++ setActiveLight(new Q3DLight(0));
++ }
++
++ /*!
++ * Destroys the 3D scene and all the objects contained within it.
++ */
++ Q3DScene::~Q3DScene()
++ {
++ }
++
++ /*!
++ * \property Q3DScene::viewport
++ *
++ * \brief A read only property that contains the current viewport rectangle
++ * where all the 3D rendering is targeted.
++ */
++ QRect Q3DScene::viewport() const
++ {
++ return d_ptr->m_viewport;
++ }
++
++ /*!
++ * \property Q3DScene::primarySubViewport
++ *
++ * \brief The current subviewport rectangle inside the viewport where the
++ * primary view of the data visualization is targeted.
++ *
++ * If isSlicingActive() is \c false, the primary sub viewport is equal to
++ * viewport(). If isSlicingActive() is \c true and the primary sub viewport has
++ * not been explicitly set, it will be one fifth of viewport().
++ *
++ * \note Setting primarySubViewport larger than or outside of the viewport
++ * resizes the viewport accordingly.
++ */
++ QRect Q3DScene::primarySubViewport() const
++ {
++ QRect primary = d_ptr->m_primarySubViewport;
++ if (primary.isNull()) {
++ if (d_ptr->m_isSlicingActive)
++ primary = d_ptr->m_defaultSmallViewport;
++ else
++ primary = d_ptr->m_defaultLargeViewport;
++ }
++ return primary;
++ }
++
++ void Q3DScene::setPrimarySubViewport(const QRect &primarySubViewport)
++ {
++ if (d_ptr->m_primarySubViewport != primarySubViewport) {
++ if (!primarySubViewport.isValid() && !primarySubViewport.isNull()) {
++ qWarning("Viewport is invalid.");
++ return;
++ }
++
++ // If viewport is smaller than primarySubViewport, enlarge it
++ if ((d_ptr->m_viewport.width() < (primarySubViewport.width()
++ + primarySubViewport.x()))
++ || (d_ptr->m_viewport.height() < (primarySubViewport.height()
++ + primarySubViewport.y()))) {
++ d_ptr->m_viewport.setWidth(qMax(d_ptr->m_viewport.width(),
++ primarySubViewport.width() + primarySubViewport.x()));
++ d_ptr->m_viewport.setHeight(qMax(d_ptr->m_viewport.height(),
++ primarySubViewport.height() + primarySubViewport.y()));
++ d_ptr->calculateSubViewports();
++ }
++
++ d_ptr->m_primarySubViewport = primarySubViewport;
++ d_ptr->updateGLSubViewports();
++ d_ptr->m_changeTracker.primarySubViewportChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit primarySubViewportChanged(primarySubViewport);
++ emit d_ptr->needRender();
++ }
++ }
++
++ /*!
++ * Returns whether the given \a point resides inside the primary subview or not.
++ * \return \c true if the point is inside the primary subview.
++ * \note If subviews are superimposed, and the given \a point resides inside both, result is
++ * \c true only when the primary subview is on top.
++ */
++ bool Q3DScene::isPointInPrimarySubView(const QPoint &point)
++ {
++ int x = point.x();
++ int y = point.y();
++ bool isInSecondary = d_ptr->isInArea(secondarySubViewport(), x, y);
++ if (!isInSecondary || (isInSecondary && !d_ptr->m_isSecondarySubviewOnTop))
++ return d_ptr->isInArea(primarySubViewport(), x, y);
++ else
++ return false;
++ }
++
++ /*!
++ * Returns whether the given \a point resides inside the secondary subview or not.
++ * \return \c true if the point is inside the secondary subview.
++ * \note If subviews are superimposed, and the given \a point resides inside both, result is
++ * \c true only when the secondary subview is on top.
++ */
++ bool Q3DScene::isPointInSecondarySubView(const QPoint &point)
++ {
++ int x = point.x();
++ int y = point.y();
++ bool isInPrimary = d_ptr->isInArea(primarySubViewport(), x, y);
++ if (!isInPrimary || (isInPrimary && d_ptr->m_isSecondarySubviewOnTop))
++ return d_ptr->isInArea(secondarySubViewport(), x, y);
++ else
++ return false;
++ }
++
++ /*!
++ * \property Q3DScene::secondarySubViewport
++ *
++ * \brief The secondary viewport rectangle inside the viewport.
++ *
++ * The secondary viewport is used for drawing the 2D slice view in some
++ * visualizations. If it has not been explicitly set, it will be equal to
++ * QRect. If isSlicingActive() is \c true, it will be equal to \l viewport.
++ * \note If the secondary sub viewport is larger than or outside of the
++ * viewport, the viewport is resized accordingly.
++ */
++ QRect Q3DScene::secondarySubViewport() const
++ {
++ QRect secondary = d_ptr->m_secondarySubViewport;
++ if (secondary.isNull() && d_ptr->m_isSlicingActive)
++ secondary = d_ptr->m_defaultLargeViewport;
++ return secondary;
++ }
++
++ void Q3DScene::setSecondarySubViewport(const QRect &secondarySubViewport)
++ {
++ if (d_ptr->m_secondarySubViewport != secondarySubViewport) {
++ if (!secondarySubViewport.isValid() && !secondarySubViewport.isNull()) {
++ qWarning("Viewport is invalid.");
++ return;
++ }
++
++ // If viewport is smaller than secondarySubViewport, enlarge it
++ if ((d_ptr->m_viewport.width() < (secondarySubViewport.width()
++ + secondarySubViewport.x()))
++ || (d_ptr->m_viewport.height() < (secondarySubViewport.height()
++ + secondarySubViewport.y()))) {
++ d_ptr->m_viewport.setWidth(qMax(d_ptr->m_viewport.width(),
++ secondarySubViewport.width()
++ + secondarySubViewport.x()));
++ d_ptr->m_viewport.setHeight(qMax(d_ptr->m_viewport.height(),
++ secondarySubViewport.height()
++ + secondarySubViewport.y()));
++ d_ptr->calculateSubViewports();
++ }
++
++ d_ptr->m_secondarySubViewport = secondarySubViewport;
++ d_ptr->updateGLSubViewports();
++ d_ptr->m_changeTracker.secondarySubViewportChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit secondarySubViewportChanged(secondarySubViewport);
++ emit d_ptr->needRender();
++ }
++ }
++
++ /*!
++ * \property Q3DScene::selectionQueryPosition
++ *
++ * \brief The coordinates for the user input that should be processed
++ * by the scene as a selection.
++ *
++ * If this property is set to a value other than invalidSelectionPoint(), the
++ * graph tries to select a data item, axis label, or a custom item at the
++ * specified coordinates within the primary viewport.
++ * After the rendering pass, the property is returned to its default state of
++ * invalidSelectionPoint().
++ *
++ * \sa QAbstract3DGraph::selectedElement
++ */
++ void Q3DScene::setSelectionQueryPosition(const QPoint &point)
++ {
++ if (point != d_ptr->m_selectionQueryPosition) {
++ d_ptr->m_selectionQueryPosition = point;
++ d_ptr->m_changeTracker.selectionQueryPositionChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit selectionQueryPositionChanged(point);
++ emit d_ptr->needRender();
++ }
++ }
++
++ QPoint Q3DScene::selectionQueryPosition() const
++ {
++ return d_ptr->m_selectionQueryPosition;
++ }
++
++ /*!
++ * \return a QPoint signifying an invalid selection position.
++ */
++ QPoint Q3DScene::invalidSelectionPoint()
++ {
++ static const QPoint invalidSelectionPos(-1, -1);
++ return invalidSelectionPos;
++ }
++
++ /*!
++ * \property Q3DScene::graphPositionQuery
++ *
++ * \brief The coordinates for the user input that should be processed
++ * by the scene as a graph position query.
++ *
++ * If this property is set to a value other than invalidSelectionPoint(), the
++ * graph tries to match a graph position to the specified coordinates
++ * within the primary viewport.
++ * After the rendering pass, this property is returned to its default state of
++ * invalidSelectionPoint(). The queried graph position can be read from the
++ * QAbstract3DGraph::queriedGraphPosition property after the next render pass.
++ *
++ * There is no single correct 3D coordinate to match a particular screen position, so to be
++ * consistent, the queries are always done against the inner sides of an invisible box surrounding
++ * the graph.
++ *
++ * \note Bar graphs allow graph position queries only at the graph floor level.
++ *
++ * \sa QAbstract3DGraph::queriedGraphPosition
++ */
++ void Q3DScene::setGraphPositionQuery(const QPoint &point)
++ {
++ if (point != d_ptr->m_graphPositionQueryPosition) {
++ d_ptr->m_graphPositionQueryPosition = point;
++ d_ptr->m_changeTracker.graphPositionQueryPositionChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit graphPositionQueryChanged(point);
++ emit d_ptr->needRender();
++ }
++ }
++
++ QPoint Q3DScene::graphPositionQuery() const
++ {
++ return d_ptr->m_graphPositionQueryPosition;
++ }
++
++ /*!
++ * \property Q3DScene::slicingActive
++ *
++ * \brief Whether the 2D slicing view is currently active.
++ *
++ * If \c true, QAbstract3DGraph::selectionMode must have either
++ * QAbstract3DGraph::SelectionRow or QAbstract3DGraph::SelectionColumn set
++ * to a valid selection.
++ * \note Not all visualizations support the 2D slicing view.
++ */
++ bool Q3DScene::isSlicingActive() const
++ {
++ return d_ptr->m_isSlicingActive;
++ }
++
++ void Q3DScene::setSlicingActive(bool isSlicing)
++ {
++ if (d_ptr->m_isSlicingActive != isSlicing) {
++ d_ptr->m_isSlicingActive = isSlicing;
++ d_ptr->m_changeTracker.slicingActivatedChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ // Set secondary subview behind primary to achieve default functionality (= clicking on
++ // primary disables slice)
++ setSecondarySubviewOnTop(!isSlicing);
++
++ d_ptr->calculateSubViewports();
++ emit slicingActiveChanged(isSlicing);
++ emit d_ptr->needRender();
++ }
++ }
++
++ /*!
++ * \property Q3DScene::secondarySubviewOnTop
++ *
++ * \brief Whether the 2D slicing view or the 3D view is drawn on top.
++ */
++ bool Q3DScene::isSecondarySubviewOnTop() const
++ {
++ return d_ptr->m_isSecondarySubviewOnTop;
++ }
++
++ void Q3DScene::setSecondarySubviewOnTop(bool isSecondaryOnTop)
++ {
++ if (d_ptr->m_isSecondarySubviewOnTop != isSecondaryOnTop) {
++ d_ptr->m_isSecondarySubviewOnTop = isSecondaryOnTop;
++ d_ptr->m_changeTracker.subViewportOrderChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit secondarySubviewOnTopChanged(isSecondaryOnTop);
++ emit d_ptr->needRender();
++ }
++ }
++
++ /*!
++ * \property Q3DScene::activeCamera
++ *
++ * \brief The currently active camera in the 3D scene.
++ *
++ * When a new Q3DCamera object is set, it is automatically added as child of
++ * the scene.
++ */
++ Q3DCamera *Q3DScene::activeCamera() const
++ {
++ return d_ptr->m_camera;
++ }
++
++ void Q3DScene::setActiveCamera(Q3DCamera *camera)
++ {
++ Q_ASSERT(camera);
++
++ // Add new camera as child of the scene
++ if (camera->parent() != this)
++ camera->setParent(this);
++
++ if (camera != d_ptr->m_camera) {
++ if (d_ptr->m_camera) {
++ disconnect(d_ptr->m_camera, &Q3DCamera::xRotationChanged, d_ptr.data(),
++ &Q3DScenePrivate::needRender);
++ disconnect(d_ptr->m_camera, &Q3DCamera::yRotationChanged, d_ptr.data(),
++ &Q3DScenePrivate::needRender);
++ disconnect(d_ptr->m_camera, &Q3DCamera::zoomLevelChanged, d_ptr.data(),
++ &Q3DScenePrivate::needRender);
++ }
++
++ d_ptr->m_camera = camera;
++ d_ptr->m_changeTracker.cameraChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++
++ if (camera) {
++ connect(camera, &Q3DCamera::xRotationChanged, d_ptr.data(),
++ &Q3DScenePrivate::needRender);
++ connect(camera, &Q3DCamera::yRotationChanged, d_ptr.data(),
++ &Q3DScenePrivate::needRender);
++ connect(camera, &Q3DCamera::zoomLevelChanged, d_ptr.data(),
++ &Q3DScenePrivate::needRender);
++ }
++
++ emit activeCameraChanged(camera);
++ emit d_ptr->needRender();
++ }
++ }
++
++ /*!
++ * \property Q3DScene::activeLight
++ *
++ * \brief The currently active light in the 3D scene.
++ *
++ * When a new Q3DLight objects is set, it is automatically added as child of
++ * the scene.
++ */
++ Q3DLight *Q3DScene::activeLight() const
++ {
++ return d_ptr->m_light;
++ }
++
++ void Q3DScene::setActiveLight(Q3DLight *light)
++ {
++ Q_ASSERT(light);
++
++ // Add new light as child of the scene
++ if (light->parent() != this)
++ light->setParent(this);
++
++ if (light != d_ptr->m_light) {
++ d_ptr->m_light = light;
++ d_ptr->m_changeTracker.lightChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit activeLightChanged(light);
++ emit d_ptr->needRender();
++ }
++ }
++
++ /*!
++ * \property Q3DScene::devicePixelRatio
++ *
++ * \brief The device pixel ratio that is used when mapping input
++ * coordinates to pixel coordinates.
++ */
++ float Q3DScene::devicePixelRatio() const
++ {
++ return d_ptr->m_devicePixelRatio;
++ }
++
++ void Q3DScene::setDevicePixelRatio(float pixelRatio)
++ {
++ if (d_ptr->m_devicePixelRatio != pixelRatio) {
++ d_ptr->m_devicePixelRatio = pixelRatio;
++ d_ptr->m_changeTracker.devicePixelRatioChanged = true;
++ d_ptr->m_sceneDirty = true;
++
++ emit devicePixelRatioChanged(pixelRatio);
++ d_ptr->updateGLViewport();
++ emit d_ptr->needRender();
++ }
++ }
++
++ Q3DScenePrivate::Q3DScenePrivate(Q3DScene *q) :
++ QObject(0),
++ q_ptr(q),
++ m_isSecondarySubviewOnTop(true),
++ m_devicePixelRatio(1.f),
++ m_camera(),
++ m_light(),
++ m_isUnderSideCameraEnabled(false),
++ m_isSlicingActive(false),
++ m_selectionQueryPosition(Q3DScene::invalidSelectionPoint()),
++ m_graphPositionQueryPosition(Q3DScene::invalidSelectionPoint()),
++ m_windowSize(QSize(0, 0)),
++ m_sceneDirty(true)
++ {
++ }
++
++ Q3DScenePrivate::~Q3DScenePrivate()
++ {
++ delete m_camera;
++ delete m_light;
++ }
++
++ // Copies changed values from this scene to the other scene. If the other scene had same changes,
++ // those changes are discarded.
++ void Q3DScenePrivate::sync(Q3DScenePrivate &other)
++ {
++ if (m_changeTracker.windowSizeChanged) {
++ other.setWindowSize(windowSize());
++ m_changeTracker.windowSizeChanged = false;
++ other.m_changeTracker.windowSizeChanged = false;
++ }
++ if (m_changeTracker.viewportChanged) {
++ other.setViewport(m_viewport);
++ m_changeTracker.viewportChanged = false;
++ other.m_changeTracker.viewportChanged = false;
++ }
++ if (m_changeTracker.subViewportOrderChanged) {
++ other.q_ptr->setSecondarySubviewOnTop(q_ptr->isSecondarySubviewOnTop());
++ m_changeTracker.subViewportOrderChanged = false;
++ other.m_changeTracker.subViewportOrderChanged = false;
++ }
++ if (m_changeTracker.primarySubViewportChanged) {
++ other.q_ptr->setPrimarySubViewport(q_ptr->primarySubViewport());
++ m_changeTracker.primarySubViewportChanged = false;
++ other.m_changeTracker.primarySubViewportChanged = false;
++ }
++ if (m_changeTracker.secondarySubViewportChanged) {
++ other.q_ptr->setSecondarySubViewport(q_ptr->secondarySubViewport());
++ m_changeTracker.secondarySubViewportChanged = false;
++ other.m_changeTracker.secondarySubViewportChanged = false;
++ }
++ if (m_changeTracker.selectionQueryPositionChanged) {
++ other.q_ptr->setSelectionQueryPosition(q_ptr->selectionQueryPosition());
++ m_changeTracker.selectionQueryPositionChanged = false;
++ other.m_changeTracker.selectionQueryPositionChanged = false;
++ }
++ if (m_changeTracker.graphPositionQueryPositionChanged) {
++ other.q_ptr->setGraphPositionQuery(q_ptr->graphPositionQuery());
++ m_changeTracker.graphPositionQueryPositionChanged = false;
++ other.m_changeTracker.graphPositionQueryPositionChanged = false;
++ }
++ if (m_changeTracker.cameraChanged) {
++ m_camera->setDirty(true);
++ m_changeTracker.cameraChanged = false;
++ other.m_changeTracker.cameraChanged = false;
++ }
++ m_camera->d_ptr->sync(*other.m_camera);
++
++ if (m_changeTracker.lightChanged) {
++ m_light->setDirty(true);
++ m_changeTracker.lightChanged = false;
++ other.m_changeTracker.lightChanged = false;
++ }
++ m_light->d_ptr->sync(*other.m_light);
++
++ if (m_changeTracker.slicingActivatedChanged) {
++ other.q_ptr->setSlicingActive(q_ptr->isSlicingActive());
++ m_changeTracker.slicingActivatedChanged = false;
++ other.m_changeTracker.slicingActivatedChanged = false;
++ }
++
++ if (m_changeTracker.devicePixelRatioChanged) {
++ other.q_ptr->setDevicePixelRatio(q_ptr->devicePixelRatio());
++ m_changeTracker.devicePixelRatioChanged = false;
++ other.m_changeTracker.devicePixelRatioChanged = false;
++ }
++
++ m_sceneDirty = false;
++ other.m_sceneDirty = false;
++ }
++
++ void Q3DScenePrivate::setViewport(const QRect &viewport)
++ {
++ if (m_viewport != viewport && viewport.isValid()) {
++ m_viewport = viewport;
++ calculateSubViewports();
++ emit needRender();
++ }
++ }
++
++ void Q3DScenePrivate::setViewportSize(int width, int height)
++ {
++ if (m_viewport.width() != width || m_viewport.height() != height) {
++ m_viewport.setWidth(width);
++ m_viewport.setHeight(height);
++ calculateSubViewports();
++ emit needRender();
++ }
++ }
++
++ /*!
++ * \internal
++ * Sets the size of the window being rendered to. With widget based graphs, this
++ * is equal to the size of the QWindow and is same as the bounding rectangle.
++ * With declarative graphs this is equal to the size of the QQuickWindow and
++ * can be different from the bounding rectangle.
++ */
++ void Q3DScenePrivate::setWindowSize(const QSize &size)
++ {
++ if (m_windowSize != size) {
++ m_windowSize = size;
++ updateGLViewport();
++ m_changeTracker.windowSizeChanged = true;
++ emit needRender();
++ }
++ }
++
++ QSize Q3DScenePrivate::windowSize() const
++ {
++ return m_windowSize;
++ }
++
++ void Q3DScenePrivate::calculateSubViewports()
++ {
++ // Calculates the default subviewport layout, used when slicing
++ const float smallerViewPortRatio = 0.2f;
++ m_defaultSmallViewport = QRect(0, 0,
++ m_viewport.width() * smallerViewPortRatio,
++ m_viewport.height() * smallerViewPortRatio);
++ m_defaultLargeViewport = QRect(0, 0,
++ m_viewport.width(),
++ m_viewport.height());
++
++ updateGLViewport();
++ }
++
++ void Q3DScenePrivate::updateGLViewport()
++ {
++ // Update GL viewport
++ m_glViewport.setX(m_viewport.x() * m_devicePixelRatio);
++ m_glViewport.setY((m_windowSize.height() - (m_viewport.y() + m_viewport.height()))
++ * m_devicePixelRatio);
++ m_glViewport.setWidth(m_viewport.width() * m_devicePixelRatio);
++ m_glViewport.setHeight(m_viewport.height() * m_devicePixelRatio);
++
++ m_changeTracker.viewportChanged = true;
++ m_sceneDirty = true;
++
++ // Do default subviewport changes first, then allow signal listeners to override.
++ updateGLSubViewports();
++ emit q_ptr->viewportChanged(m_viewport);
++ }
++
++ void Q3DScenePrivate::updateGLSubViewports()
++ {
++ if (m_isSlicingActive) {
++ QRect primary = m_primarySubViewport;
++ QRect secondary = m_secondarySubViewport;
++ if (primary.isNull())
++ primary = m_defaultSmallViewport;
++ if (secondary.isNull())
++ secondary = m_defaultLargeViewport;
++
++ m_glPrimarySubViewport.setX((primary.x() + m_viewport.x()) * m_devicePixelRatio);
++ m_glPrimarySubViewport.setY((m_windowSize.height()
++ - (primary.y() + primary.height() + m_viewport.y()))
++ * m_devicePixelRatio);
++ m_glPrimarySubViewport.setWidth(primary.width() * m_devicePixelRatio);
++ m_glPrimarySubViewport.setHeight(primary.height() * m_devicePixelRatio);
++
++ m_glSecondarySubViewport.setX((secondary.x() + m_viewport.x()) * m_devicePixelRatio);
++ m_glSecondarySubViewport.setY((m_windowSize.height()
++ - (secondary.y() + secondary.height() + m_viewport.y()))
++ * m_devicePixelRatio);
++ m_glSecondarySubViewport.setWidth(secondary.width() * m_devicePixelRatio);
++ m_glSecondarySubViewport.setHeight(secondary.height() * m_devicePixelRatio);
++ } else {
++ m_glPrimarySubViewport.setX(m_viewport.x() * m_devicePixelRatio);
++ m_glPrimarySubViewport.setY((m_windowSize.height() - (m_viewport.y() + m_viewport.height()))
++ * m_devicePixelRatio);
++ m_glPrimarySubViewport.setWidth(m_viewport.width() * m_devicePixelRatio);
++ m_glPrimarySubViewport.setHeight(m_viewport.height() * m_devicePixelRatio);
++
++ m_glSecondarySubViewport = QRect();
++ }
++ }
++
++ QRect Q3DScenePrivate::glViewport()
++ {
++ return m_glViewport;
++ }
++
++ QRect Q3DScenePrivate::glPrimarySubViewport()
++ {
++ return m_glPrimarySubViewport;
++ }
++
++ QRect Q3DScenePrivate::glSecondarySubViewport()
++ {
++ return m_glSecondarySubViewport;
++ }
++
++ /*!
++ * \internal
++ * Calculates and sets the light position relative to the currently active camera using the given
++ * parameters.
++ * The relative 3D offset to the current camera position is defined in \a relativePosition.
++ * Optional \a fixedRotation fixes the light rotation around the data visualization area to the
++ * given value in degrees.
++ * Optional \a distanceModifier modifies the distance of the light from the data visualization.
++ */
++ void Q3DScenePrivate::setLightPositionRelativeToCamera(const QVector3D &relativePosition,
++ float fixedRotation, float distanceModifier)
++ {
++ m_light->setPosition(m_camera->d_ptr->calculatePositionRelativeToCamera(relativePosition,
++ fixedRotation,
++ distanceModifier));
++ }
++
++ void Q3DScenePrivate::markDirty()
++ {
++ m_sceneDirty = true;
++ emit needRender();
++ }
++
++ bool Q3DScenePrivate::isInArea(const QRect &area, int x, int y) const
++ {
++ int areaMinX = area.x();
++ int areaMaxX = area.x() + area.width();
++ int areaMinY = area.y();
++ int areaMaxY = area.y() + area.height();
++ return ( x >= areaMinX && x <= areaMaxX && y >= areaMinY && y <= areaMaxY );
++ }
++
++ QT_END_NAMESPACE