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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D Editor of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "editorcameracontroller.h"
#include "editorutils.h"
#include "editorviewportitem.h"
#include <Qt3DRender/QCamera>
#include <Qt3DInput/QAxis>
#include <Qt3DInput/QAnalogAxisInput>
#include <Qt3DInput/QAction>
#include <Qt3DInput/QActionInput>
#include <Qt3DInput/QLogicalDevice>
#include <Qt3DInput/QMouseDevice>
#include <Qt3DInput/QMouseEvent>
#include <Qt3DInput/QMouseHandler>
#include <Qt3DLogic/QFrameAction>
EditorCameraController::EditorCameraController(EditorViewportItem *viewport,
Qt3DCore::QNode *parent)
: Qt3DCore::QEntity(parent)
, m_camera(nullptr)
, m_leftMouseButtonAction(new Qt3DInput::QAction())
, m_rightMouseButtonAction(new Qt3DInput::QAction())
, m_middleMouseButtonAction(new Qt3DInput::QAction())
, m_rxAxis(new Qt3DInput::QAxis())
, m_ryAxis(new Qt3DInput::QAxis())
, m_leftMouseButtonInput(new Qt3DInput::QActionInput())
, m_rightMouseButtonInput(new Qt3DInput::QActionInput())
, m_middleMouseButtonInput(new Qt3DInput::QActionInput())
, m_mouseRxInput(new Qt3DInput::QAnalogAxisInput())
, m_mouseRyInput(new Qt3DInput::QAnalogAxisInput())
, m_mouseDevice(new Qt3DInput::QMouseDevice())
, m_logicalDevice(new Qt3DInput::QLogicalDevice())
, m_frameAction(new Qt3DLogic::QFrameAction())
, m_ignoreFirstLeftMousePress(false)
, m_ignoreFirstRightMousePress(false)
, m_ignoreFirstMiddleMousePress(false)
, m_adjustCameraAtMouseRelease(false)
, m_cameraUp(QVector3D(0.0f, 1.0f, 0.0f))
, m_panSpeed(360.0f)
, m_orbitSpeed(600.0f)
, m_translateSpeed(7.0f)
, m_wheelSpeed(-0.05f)
, m_viewport(viewport)
{
init();
}
EditorCameraController::~EditorCameraController()
{
}
void EditorCameraController::init()
{
// Left Mouse Button Action
m_leftMouseButtonInput->setButtons(QVector<int>() << Qt3DInput::QMouseEvent::LeftButton);
m_leftMouseButtonInput->setSourceDevice(m_mouseDevice);
m_leftMouseButtonAction->addInput(m_leftMouseButtonInput);
// Right Mouse Button Action
m_rightMouseButtonInput->setButtons(QVector<int>() << Qt3DInput::QMouseEvent::RightButton);
m_rightMouseButtonInput->setSourceDevice(m_mouseDevice);
m_rightMouseButtonAction->addInput(m_rightMouseButtonInput);
// Middle Mouse Button Action
m_middleMouseButtonInput->setButtons(QVector<int>() << Qt3DInput::QMouseEvent::MiddleButton);
m_middleMouseButtonInput->setSourceDevice(m_mouseDevice);
m_middleMouseButtonAction->addInput(m_middleMouseButtonInput);
// Mouse X
m_mouseRxInput->setAxis(Qt3DInput::QMouseDevice::X);
m_mouseRxInput->setSourceDevice(m_mouseDevice);
m_rxAxis->addInput(m_mouseRxInput);
// Mouse Y
m_mouseRyInput->setAxis(Qt3DInput::QMouseDevice::Y);
m_mouseRyInput->setSourceDevice(m_mouseDevice);
m_ryAxis->addInput(m_mouseRyInput);
m_logicalDevice->addAction(m_leftMouseButtonAction);
m_logicalDevice->addAction(m_rightMouseButtonAction);
m_logicalDevice->addAction(m_middleMouseButtonAction);
m_logicalDevice->addAxis(m_rxAxis);
m_logicalDevice->addAxis(m_ryAxis);
QObject::connect(m_frameAction, &Qt3DLogic::QFrameAction::triggered,
this, &EditorCameraController::handleTriggered);
addComponent(m_frameAction);
addComponent(m_logicalDevice);
}
void EditorCameraController::adjustCamera(const QVector3D &translateVec)
{
// Adjust viewcenter so that it is on a plane intersecting origin, if possible.
// That way we get nice orbiting with middle button.
// Otherwise just adjust it same as position.
float t = 0.0f;
QVector3D newPosition = m_camera->position() + translateVec;
QVector3D intersection = EditorUtils::findIntersection(newPosition,
m_camera->viewVector().normalized(),
0, EditorUtils::cameraNormal(m_camera),
t);
if (t > 0.0f)
m_camera->setViewCenter(intersection);
else
m_camera->setViewCenter(m_camera->viewCenter() + translateVec);
m_camera->setPosition(newPosition);
}
void EditorCameraController::handleTriggered(float dt)
{
if (m_camera) {
if (m_rightMouseButtonAction->isActive()) {
// Ignore first press so you don't get the initial jolt,
// as the mouse delta is usually maximum into some direction.
if (m_ignoreFirstRightMousePress) {
m_ignoreFirstRightMousePress = false;
} else {
// Move camera around with right mouse button
QMatrix4x4 viewMatrix = m_camera->viewMatrix().inverted();
float translateMultiplier = m_translateSpeed * dt * m_camera->viewVector().length();
QVector3D translateVec(m_rxAxis->value() * translateMultiplier,
m_ryAxis->value() * translateMultiplier, 0.0f);
translateVec = viewMatrix.mapVector(translateVec);
adjustCamera(translateVec);
}
} else if (m_leftMouseButtonAction->isActive()) {
if (m_ignoreFirstLeftMousePress) {
m_ignoreFirstLeftMousePress = false;
} else {
// Pan and tilt the camera with left mouse button
m_camera->pan(m_rxAxis->value() * m_panSpeed * dt, m_cameraUp);
m_camera->tilt(m_ryAxis->value() * m_panSpeed * dt);
m_adjustCameraAtMouseRelease = true;
}
} else if (m_middleMouseButtonAction->isActive()) {
if (m_ignoreFirstMiddleMousePress) {
m_ignoreFirstMiddleMousePress = false;
} else {
// Orbit camera around viewCenter with middle mouse button
m_camera->panAboutViewCenter(-m_rxAxis->value() * m_orbitSpeed * dt, m_cameraUp);
m_camera->tiltAboutViewCenter(-m_ryAxis->value() * m_orbitSpeed * dt);
m_adjustCameraAtMouseRelease = true;
}
}
}
}
void EditorCameraController::handleWheel(QWheelEvent *event)
{
if (m_camera) {
// Find intersection of cursor and camera far plane.
QVector3D planeNormal = EditorUtils::cameraNormal(m_camera);
QVector3D planeOrigin = m_camera->position() + m_camera->viewVector();
float cosAngle = QVector3D::dotProduct(planeOrigin.normalized(), planeNormal);
float planeOffset = planeOrigin.length() * cosAngle;
QVector3D ray = EditorUtils::unprojectRay(m_camera->viewMatrix(),
m_camera->projectionMatrix(),
m_viewport->width(), m_viewport->height(),
event->pos());
float t = 0.0f;
QVector3D intersection = EditorUtils::findIntersection(m_camera->position(), ray,
planeOffset, planeNormal, t);
// We want to keep the same world position under cursor, so we use this formula to find
// correct translation:
// x = camera viewVector
// y = vector from camera viewCenter to intersection
// x_delta = Camera translation in x vector direction
// y_delta = Camera translation in y vector direction
// To solve y_delta, we can use similar triangles:
// x.len()/y.len() = x_delta/y_delta
// --> y_delta = (y.len() * x_delta) / x.len()
QMatrix4x4 viewMatrix = m_camera->viewMatrix().inverted();
QVector3D translateVec(0.0f, 0.0f, event->angleDelta().y() * m_wheelSpeed);
translateVec = viewMatrix.mapVector(translateVec); // just x_delta vector for now
float x_delta = translateVec.length();
if (event->angleDelta().y() < 0)
x_delta = -x_delta;
// Add y_delta vector
translateVec += ((intersection - m_camera->viewCenter()) * x_delta)
/ m_camera->viewVector().length();
adjustCamera(translateVec);
}
}
void EditorCameraController::handleMousePress(QMouseEvent *event)
{
if (event->buttons() & Qt::LeftButton)
m_ignoreFirstLeftMousePress = true;
if (event->buttons() & Qt::RightButton)
m_ignoreFirstRightMousePress = true;
if (event->buttons() & Qt::MiddleButton)
m_ignoreFirstMiddleMousePress = true;
}
void EditorCameraController::handleMouseRelease(QMouseEvent *event)
{
Q_UNUSED(event)
if (m_adjustCameraAtMouseRelease) {
// Make sure we have nice viewCenter at the end of pan/orbit
adjustCamera(QVector3D());
m_adjustCameraAtMouseRelease = false;
}
}
Qt3DRender::QCamera *EditorCameraController::camera() const
{
return m_camera;
}
void EditorCameraController::setCamera(Qt3DRender::QCamera *camera)
{
if (m_camera != camera)
m_camera = camera;
}
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