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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ #include "scatterdatamodifier.h"
++ #include <QtCore/qmath.h>
++ #include <QtCore/qrandom.h>
++ #include <QtGraphs/q3dscene.h>
++ #include <QtGraphs/qgraphstheme.h>
++ #include <QtGraphs/qscatter3dseries.h>
++ #include <QtGraphs/qscatterdataproxy.h>
++ #include <QtGraphs/qvalue3daxis.h>
++ #include <QtWidgets/qcombobox.h>
++
++ using namespace Qt::StringLiterals;
++
++ // #define RANDOM_SCATTER // Uncomment this to switch to random scatter
++
++ const int numberOfItems = 10000;
++ const float curveDivider = 7.5f;
++ const int lowerNumberOfItems = 900;
++ const float lowerCurveDivider = 0.75f;
++
++ ScatterDataModifier::ScatterDataModifier(Q3DScatterWidgetItem *scatter, QObject *parent)
++ : QObject(parent)
++ , m_graph(scatter)
++ , m_itemCount(lowerNumberOfItems)
++ , m_curveDivider(lowerCurveDivider)
++ {
++ //! [0]
++ m_graph->setShadowQuality(QtGraphs3D::ShadowQuality::SoftHigh);
++ m_graph->setCameraPreset(QtGraphs3D::CameraPreset::Front);
++ m_graph->setCameraZoomLevel(80.f);
++ // These are set through active theme
++ m_graph->activeTheme()->setTheme(QGraphsTheme::Theme::MixSeries);
++ m_graph->activeTheme()->setColorScheme(QGraphsTheme::ColorScheme::Dark);
++ //! [0]
++
++ //! [1]
++ auto *proxy = new QScatterDataProxy;
++ auto *series = new QScatter3DSeries(proxy);
++ series->setItemLabelFormat(u"@xTitle: @xLabel @yTitle: @yLabel @zTitle: @zLabel"_s);
++ series->setMeshSmooth(m_smooth);
++ m_graph->addSeries(series);
++ //! [1]
++
++
++ // Give ownership of the handler to the graph and make it the active handler
++ //! [8]
++ connect(m_graph,
++ &Q3DGraphsWidgetItem::selectedElementChanged,
++ this,
++ &ScatterDataModifier::handleElementSelected);
++ connect(m_graph, &Q3DGraphsWidgetItem::dragged, this, &ScatterDataModifier::handleAxisDragging);
++ m_graph->setDragButton(Qt::LeftButton);
++ //! [8]
++
++ //! [2]
++ addData();
++ //! [2]
++ }
++
++ ScatterDataModifier::~ScatterDataModifier() = default;
++
++ void ScatterDataModifier::addData()
++ {
++ // Configure the axes according to the data
++ //! [3]
++ m_graph->axisX()->setTitle("X");
++ m_graph->axisY()->setTitle("Y");
++ m_graph->axisZ()->setTitle("Z");
++ //! [3]
++
++ //! [4]
++ QScatterDataArray dataArray;
++ dataArray.reserve(m_itemCount);
++ //! [4]
++
++ #ifdef RANDOM_SCATTER
++ for (int i = 0; i < m_itemCount; ++i)
++ dataArray->append(QScatterDataItem(randVector()));
++ #else
++ //! [5]
++ const float limit = qSqrt(m_itemCount) / 2.0f;
++ for (int i = -limit; i < limit; ++i) {
++ for (int j = -limit; j < limit; ++j) {
++ const float x = float(i) + 0.5f;
++ const float y = qCos(qDegreesToRadians(float(i * j) / m_curveDivider));
++ const float z = float(j) + 0.5f;
++ dataArray.append(QScatterDataItem(x, y, z));
++ }
++ }
++ //! [5]
++ #endif
++
++ //! [6]
++ m_graph->seriesList().at(0)->dataProxy()->resetArray(dataArray);
++ //! [6]
++ }
++
++ void ScatterDataModifier::changeStyle(int style)
++ {
++ const auto *comboBox = qobject_cast<QComboBox *>(sender());
++ if (comboBox) {
++ m_style = comboBox->itemData(style).value<QAbstract3DSeries::Mesh>();
++ if (!m_graph->seriesList().isEmpty())
++ m_graph->seriesList().at(0)->setMesh(m_style);
++ }
++ }
++
++ void ScatterDataModifier::setSmoothDots(int smooth)
++ {
++ m_smooth = bool(smooth);
++ QScatter3DSeries *series = m_graph->seriesList().at(0);
++ series->setMeshSmooth(m_smooth);
++ }
++
++ void ScatterDataModifier::changeTheme(int theme)
++ {
++ QGraphsTheme *currentTheme = m_graph->activeTheme();
++ currentTheme->setTheme(QGraphsTheme::Theme(theme));
++ emit backgroundVisibleChanged(currentTheme->isPlotAreaBackgroundVisible());
++ emit gridVisibleChanged(currentTheme->isGridVisible());
++ }
++
++ void ScatterDataModifier::changePresetCamera()
++ {
++ static int preset = int(QtGraphs3D::CameraPreset::FrontLow);
++
++ m_graph->setCameraPreset((QtGraphs3D::CameraPreset) preset);
++
++ if (++preset > int(QtGraphs3D::CameraPreset::DirectlyBelow))
++ preset = int(QtGraphs3D::CameraPreset::FrontLow);
++ }
++
++ void ScatterDataModifier::shadowQualityUpdatedByVisual(QtGraphs3D::ShadowQuality sq)
++ {
++ int quality = int(sq);
++ emit shadowQualityChanged(quality); // connected to a checkbox in scattergraph.cpp
++ }
++
++ void ScatterDataModifier::handleElementSelected(QtGraphs3D::ElementType type)
++ {
++ //! [9]
++ switch (type) {
++ case QtGraphs3D::ElementType::AxisXLabel:
++ m_state = StateDraggingX;
++ break;
++ case QtGraphs3D::ElementType::AxisYLabel:
++ m_state = StateDraggingY;
++ break;
++ case QtGraphs3D::ElementType::AxisZLabel:
++ m_state = StateDraggingZ;
++ break;
++ default:
++ m_state = StateNormal;
++ break;
++ }
++ //! [9]
++ }
++
++ //! [10]
++ void ScatterDataModifier::handleAxisDragging(QVector2D delta)
++ //! [10]
++ {
++ float distance = 0.0f;
++ //! [11]
++ // Get scene orientation from active camera
++ float xRotation = m_graph->cameraXRotation();
++ float yRotation = m_graph->cameraYRotation();
++ //! [11]
++
++ //! [12]
++ // Calculate directional drag multipliers based on rotation
++ float xMulX = qCos(qDegreesToRadians(xRotation));
++ float xMulY = qSin(qDegreesToRadians(xRotation));
++ float zMulX = qSin(qDegreesToRadians(xRotation));
++ float zMulY = qCos(qDegreesToRadians(xRotation));
++ //! [12]
++
++ //! [13]
++ // Get the drag amount
++ QPoint move = delta.toPoint();
++
++ // Flip the effect of y movement if we're viewing from below
++ float yMove = (yRotation < 0) ? -move.y() : move.y();
++ //! [13]
++
++ //! [14]
++ // Adjust axes
++ QValue3DAxis *axis = nullptr;
++ switch (m_state) {
++ case StateDraggingX:
++ axis = m_graph->axisX();
++ distance = (move.x() * xMulX - yMove * xMulY) / m_dragSpeedModifier;
++ axis->setRange(axis->min() - distance, axis->max() - distance);
++ break;
++ case StateDraggingZ:
++ axis = m_graph->axisZ();
++ distance = (move.x() * zMulX + yMove * zMulY) / m_dragSpeedModifier;
++ axis->setRange(axis->min() + distance, axis->max() + distance);
++ break;
++ case StateDraggingY:
++ axis = m_graph->axisY();
++ distance = move.y() / m_dragSpeedModifier; // No need to use adjusted y move here
++ axis->setRange(axis->min() + distance, axis->max() + distance);
++ break;
++ default:
++ break;
++ }
++ //! [14]
++ }
++
++ void ScatterDataModifier::changeShadowQuality(int quality)
++ {
++ const auto sq = QtGraphs3D::ShadowQuality(quality);
++ m_graph->setShadowQuality(sq);
++ }
++
++ void ScatterDataModifier::setBackgroundVisible(int visible)
++ {
++ m_graph->activeTheme()->setPlotAreaBackgroundVisible((bool)visible);
++ }
++
++ void ScatterDataModifier::setGridVisible(int visible)
++ {
++ m_graph->activeTheme()->setGridVisible((bool)visible);
++ }
++
++ void ScatterDataModifier::toggleItemCount()
++ {
++ if (m_itemCount == numberOfItems) {
++ m_itemCount = lowerNumberOfItems;
++ m_curveDivider = lowerCurveDivider;
++ } else {
++ m_itemCount = numberOfItems;
++ m_curveDivider = curveDivider;
++ }
++ m_graph->seriesList().at(0)->dataProxy()->resetArray();
++ addData();
++ }
++
++ void ScatterDataModifier::toggleRanges()
++ {
++ if (!m_autoAdjust) {
++ m_graph->axisX()->setAutoAdjustRange(true);
++ m_graph->axisZ()->setAutoAdjustRange(true);
++ m_dragSpeedModifier = 1.5f;
++ m_autoAdjust = true;
++ } else {
++ m_graph->axisX()->setRange(-10.0f, 10.0f);
++ m_graph->axisZ()->setRange(-10.0f, 10.0f);
++ m_dragSpeedModifier = 15.0f;
++ m_autoAdjust = false;
++ }
++ }
++
++ void ScatterDataModifier::adjustMinimumRange(float range)
++ {
++ if (m_itemCount == lowerNumberOfItems)
++ range *= 1.45f;
++ else
++ range *= 4.95f;
++ m_graph->axisX()->setMin(range);
++ m_graph->axisZ()->setMin(range);
++ m_autoAdjust = false;
++ }
++
++ void ScatterDataModifier::adjustMaximumRange(float range)
++ {
++ if (m_itemCount == lowerNumberOfItems)
++ range *= 1.45f;
++ else
++ range *= 4.95f;
++ m_graph->axisX()->setMax(range);
++ m_graph->axisZ()->setMax(range);
++ m_autoAdjust = false;
++ }
++
++ QVector3D ScatterDataModifier::randVector()
++ {
++ auto *generator = QRandomGenerator::global();
++ const auto x = float(generator->bounded(100)) / 2.0f - float(generator->bounded(100)) / 2.0f;
++ const auto y = float(generator->bounded(100)) / 100.0f
++ - float(generator->bounded(100)) / 100.0f;
++ const auto z = float(generator->bounded(100)) / 2.0f - float(generator->bounded(100)) / 2.0f;
++ return {x, y, z};
++ }