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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "camerahelper_p.h"
#include <QtCore/qmath.h>
#include <QtGui/QMatrix4x4>
QT_BEGIN_NAMESPACE
CameraHelper::CameraHelper(QObject *parent) :
QObject(parent),
m_position(0, 0.25, 3),
m_target(0, 0, 0),
m_up(0, 1, 0),
m_previousMousePos(0,0),
m_xRotation(0),
m_yRotation(0),
m_defaultXRotation(0),
m_defaultYRotation(0),
m_rotationSpeed(100)
{
}
CameraHelper::~CameraHelper()
{
}
void CameraHelper::setRotationSpeed(int speed)
{
// increase for faster rotation
m_rotationSpeed = speed;
}
void CameraHelper::setCameraRotation(const QPointF &rotation)
{
m_xRotation = rotation.x();
m_defaultXRotation = m_xRotation;
m_yRotation = rotation.y();
m_defaultYRotation = m_yRotation;
}
void CameraHelper::setDefaultCameraOrientation(const QVector3D &defaultPosition,
const QVector3D &defaultTarget,
const QVector3D &defaultUp)
{
m_position = defaultPosition;
m_target = defaultTarget;
m_up = defaultUp;
}
QMatrix4x4 CameraHelper::calculateViewMatrix(const QPoint &mousePos, int zoom,
int screenWidth, int screenHeight, bool showUnder)
{
QMatrix4x4 viewMatrix;
GLfloat lowerLimit = 0.0f;
if (showUnder)
lowerLimit = -90.0f;
// Calculate mouse movement since last frame
GLfloat mouseMoveX = GLfloat(m_previousMousePos.x() - mousePos.x())
/ (screenWidth / m_rotationSpeed);
GLfloat mouseMoveY = GLfloat(m_previousMousePos.y() - mousePos.y())
/ (screenHeight / m_rotationSpeed);
// Apply to rotations
m_xRotation -= mouseMoveX;
m_yRotation -= mouseMoveY;
// Reset at 360 in x and limit to 0...90 in y
if (qAbs(m_xRotation) >= 360.0f)
m_xRotation = 0.0f;
if (m_yRotation >= 90.0f)
m_yRotation = 90.0f;
else if (m_yRotation <= lowerLimit)
m_yRotation = lowerLimit;
// Apply to view matrix
viewMatrix.lookAt(m_position, m_target, m_up);
// Compensate for translation (if m_target is off origin)
viewMatrix.translate(m_target.x(), m_target.y(), m_target.z());
// Apply rotations
// Handle x and z rotation when y -angle is other than 0
viewMatrix.rotate(m_xRotation, 0, qCos(qDegreesToRadians(m_yRotation)),
qSin(qDegreesToRadians(m_yRotation)));
// y rotation is always "clean"
viewMatrix.rotate(m_yRotation, 1.0f, 0.0f, 0.0f);
// handle zoom by scaling
viewMatrix.scale((GLfloat)zoom / 100.0f);
// Compensate for translation (if m_target is off origin)
viewMatrix.translate(-m_target.x(), -m_target.y(), -m_target.z());
m_previousMousePos = mousePos;
return viewMatrix;
}
QVector3D CameraHelper::calculateLightPosition(const QVector3D &lightPosition,
GLfloat fixedRotation, GLfloat distanceModifier)
{
// Move light with camera
QVector3D newLightPosition;
GLfloat radiusFactor = lightPosition.z() * (1.5f + distanceModifier); // for making sure light is outside the scene at its lowest point
GLfloat xAngle;
GLfloat yAngle;
if (!fixedRotation) {
xAngle = qDegreesToRadians(m_xRotation);
yAngle = qDegreesToRadians(m_yRotation);
} else {
xAngle = qDegreesToRadians(fixedRotation);
yAngle = 0;
}
GLfloat radius = (radiusFactor + lightPosition.y()); // set radius to match the highest height of the light
GLfloat zPos = radius * qCos(xAngle) * qCos(yAngle);
GLfloat xPos = radius * qSin(xAngle) * qCos(yAngle);
GLfloat yPos = (radiusFactor + lightPosition.y()) * qSin(yAngle);
// Keep light in the set position in relation to camera
newLightPosition = QVector3D(-xPos + lightPosition.x(),
yPos + lightPosition.y(),
zPos + lightPosition.z());
return newLightPosition;
}
void CameraHelper::updateMousePos(const QPoint &mousePos)
{
m_previousMousePos = mousePos;
// if mouse position is set to (0, 0), reset rotations
if (QPoint(0, 0) == mousePos) {
m_xRotation = m_defaultXRotation;
m_yRotation = m_defaultYRotation;
}
}
QPointF CameraHelper::getCameraRotations()
{
QPointF rotations(m_xRotation, m_yRotation);
return rotations;
}
void CameraHelper::setCameraPreset(Q3DCamera::CameraPreset preset)
{
switch (preset) {
case Q3DCamera::CameraPresetFrontLow: {
CameraHelper::setCameraRotation(QPointF(0.0f, 0.0f));
break;
}
case Q3DCamera::CameraPresetFront: {
CameraHelper::setCameraRotation(QPointF(0.0f, 22.5f));
break;
}
case Q3DCamera::CameraPresetFrontHigh: {
CameraHelper::setCameraRotation(QPointF(0.0f, 45.0f));
break;
}
case Q3DCamera::CameraPresetLeftLow: {
CameraHelper::setCameraRotation(QPointF(90.0f, 0.0f));
break;
}
case Q3DCamera::CameraPresetLeft: {
CameraHelper::setCameraRotation(QPointF(90.0f, 22.5f));
break;
}
case Q3DCamera::CameraPresetLeftHigh: {
CameraHelper::setCameraRotation(QPointF(90.0f, 45.0f));
break;
}
case Q3DCamera::CameraPresetRightLow: {
CameraHelper::setCameraRotation(QPointF(-90.0f, 0.0f));
break;
}
case Q3DCamera::CameraPresetRight: {
CameraHelper::setCameraRotation(QPointF(-90.0f, 22.5f));
break;
}
case Q3DCamera::CameraPresetRightHigh: {
CameraHelper::setCameraRotation(QPointF(-90.0f, 45.0f));
break;
}
case Q3DCamera::CameraPresetBehindLow: {
CameraHelper::setCameraRotation(QPointF(180.0f, 0.0f));
break;
}
case Q3DCamera::CameraPresetBehind: {
CameraHelper::setCameraRotation(QPointF(180.0f, 22.5f));
break;
}
case Q3DCamera::CameraPresetBehindHigh: {
CameraHelper::setCameraRotation(QPointF(180.0f, 45.0f));
break;
}
case Q3DCamera::CameraPresetIsometricLeft: {
CameraHelper::setCameraRotation(QPointF(45.0f, 22.5f));
break;
}
case Q3DCamera::CameraPresetIsometricLeftHigh: {
CameraHelper::setCameraRotation(QPointF(45.0f, 45.0f));
break;
}
case Q3DCamera::CameraPresetIsometricRight: {
CameraHelper::setCameraRotation(QPointF(-45.0f, 22.5f));
break;
}
case Q3DCamera::CameraPresetIsometricRightHigh: {
CameraHelper::setCameraRotation(QPointF(-45.0f, 45.0f));
break;
}
case Q3DCamera::CameraPresetDirectlyAbove: {
CameraHelper::setCameraRotation(QPointF(0.0f, 90.0f));
break;
}
case Q3DCamera::CameraPresetDirectlyAboveCW45: {
CameraHelper::setCameraRotation(QPointF(-45.0f, 90.0f));
break;
}
case Q3DCamera::CameraPresetDirectlyAboveCCW45: {
CameraHelper::setCameraRotation(QPointF(45.0f, 90.0f));
break;
}
case Q3DCamera::CameraPresetFrontBelow: {
CameraHelper::setCameraRotation(QPointF(0.0f, -45.0f));
break;
}
case Q3DCamera::CameraPresetLeftBelow: {
CameraHelper::setCameraRotation(QPointF(90.0f, -45.0f));
break;
}
case Q3DCamera::CameraPresetRightBelow: {
CameraHelper::setCameraRotation(QPointF(-90.0f, -45.0f));
break;
}
case Q3DCamera::CameraPresetBehindBelow: {
CameraHelper::setCameraRotation(QPointF(180.0f, -45.0f));
break;
}
case Q3DCamera::CameraPresetDirectlyBelow: {
CameraHelper::setCameraRotation(QPointF(0.0f, -90.0f));
break;
}
default:
break;
}
}
QT_END_NAMESPACE