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Refactor camera pose to a separate class outside of the camera contro…

…ller

This will allow easier storage of camera configuration when it is needed outside
of the camera controller.
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wonder-sk committed Jul 27, 2018
1 parent 88ddd4b commit c28de6d3b5314563272bfe0ceabd1ecc641cff46
@@ -8,6 +8,7 @@




class QgsVector3D
{
%Docstring
@@ -29,6 +30,10 @@ Constructs a null vector
QgsVector3D( double x, double y, double z );
%Docstring
Constructs a vector from given coordinates
%End
QgsVector3D( const QVector3D &v );
%Docstring
Constructs a vector from single-precision QVector3D
%End
bool isNull() const;
%Docstring
@@ -8,6 +8,7 @@ SET(QGIS_3D_SRCS
qgs3dmapsettings.cpp
qgs3dutils.cpp
qgscameracontroller.cpp
qgscamerapose.cpp
qgsoffscreen3dengine.cpp
qgsphongmaterialsettings.cpp
qgsraycastingutils_p.cpp
@@ -81,6 +82,7 @@ SET(QGIS_3D_HDRS
qgs3dmapsettings.h
qgs3dutils.h
qgscameracontroller.h
qgscamerapose.h
qgsoffscreen3dengine.h
qgsphongmaterialsettings.h
qgsraycastingutils_p.h
@@ -161,7 +161,7 @@ void QgsCameraController::setCamera( Qt3DRender::QCamera *camera )
return;
mCamera = camera;

mCameraData.setCamera( mCamera ); // initial setup
mCameraPose.updateCamera( mCamera ); // initial setup

// TODO: set camera's parent if not set already?
// TODO: registerDestructionHelper (?)
@@ -177,21 +177,6 @@ void QgsCameraController::setViewport( const QRect &viewport )
emit viewportChanged();
}

void QgsCameraController::setCameraData( float x, float y, float elev, float dist, float pitch, float yaw )
{
mCameraData.x = x;
mCameraData.y = y;
mCameraData.elev = elev;
mCameraData.dist = dist;
mCameraData.pitch = pitch;
mCameraData.yaw = yaw;

if ( mCamera )
{
mCameraData.setCamera( mCamera );
}
}


static QVector3D unproject( const QVector3D &v, const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport )
{
@@ -241,18 +226,21 @@ QPointF screen_point_to_point_on_plane( const QPointF &pt, const QRect &viewport

void QgsCameraController::rotateCamera( float diffPitch, float diffYaw )
{
if ( mCameraData.pitch + diffPitch > 180 )
diffPitch = 180 - mCameraData.pitch; // prevent going over the head
if ( mCameraData.pitch + diffPitch < 0 )
diffPitch = 0 - mCameraData.pitch; // prevent going over the head
float pitch = mCameraPose.pitchAngle();
float yaw = mCameraPose.headingAngle();

if ( pitch + diffPitch > 180 )
diffPitch = 180 - pitch; // prevent going over the head
if ( pitch + diffPitch < 0 )
diffPitch = 0 - pitch; // prevent going over the head

// Is it always going to be love/hate relationship with quaternions???
// This quaternion combines two rotations:
// - first it undoes the previously applied rotation so we have do not have any rotation compared to world coords
// - then it applies new rotation
// (We can't just apply our euler angles difference because the camera may be already rotated)
QQuaternion q = QQuaternion::fromEulerAngles( mCameraData.pitch + diffPitch, mCameraData.yaw + diffYaw, 0 ) *
QQuaternion::fromEulerAngles( mCameraData.pitch, mCameraData.yaw, 0 ).conjugated();
QQuaternion q = QQuaternion::fromEulerAngles( pitch + diffPitch, yaw + diffYaw, 0 ) *
QQuaternion::fromEulerAngles( pitch, yaw, 0 ).conjugated();

// get camera's view vector, rotate it to get new view center
QVector3D position = mCamera->position();
@@ -261,11 +249,9 @@ void QgsCameraController::rotateCamera( float diffPitch, float diffYaw )
QVector3D cameraToCenter = q * viewVector;
viewCenter = position + cameraToCenter;

mCameraData.x = viewCenter.x();
mCameraData.y = viewCenter.z();
mCameraData.elev = viewCenter.y();
mCameraData.pitch += diffPitch;
mCameraData.yaw += diffYaw;
mCameraPose.setCenterPoint( viewCenter );
mCameraPose.setPitchAngle( pitch + diffPitch );
mCameraPose.setHeadingAngle( yaw + diffYaw );
}


@@ -274,46 +260,56 @@ void QgsCameraController::frameTriggered( float dt )
if ( mCamera == nullptr )
return;

CameraData oldCamData = mCameraData;
QgsCameraPose oldCamPose = mCameraPose;
float dist = mCameraPose.distanceFromCenterPoint();
float yaw = mCameraPose.headingAngle();
float pitch = mCameraPose.pitchAngle();
QgsVector3D center = mCameraPose.centerPoint();

int dx = mMousePos.x() - mLastMousePos.x();
int dy = mMousePos.y() - mLastMousePos.y();
mLastMousePos = mMousePos;

double scaling = ( mCtrlAction->isActive() ? 0.1 : 1.0 );
mCameraData.dist -= scaling * mCameraData.dist * mWheelAxis->value() * 10 * dt;
dist -= scaling * dist * mWheelAxis->value() * 10 * dt;

if ( mRightMouseButtonAction->isActive() )
{
mCameraData.dist -= mCameraData.dist * dy * 0.01;
dist -= dist * dy * 0.01;
}

float tx = mTxAxis->value() * dt * mCameraData.dist * 1.5;
float ty = -mTyAxis->value() * dt * mCameraData.dist * 1.5;
float tx = mTxAxis->value() * dt * dist * 1.5;
float ty = -mTyAxis->value() * dt * dist * 1.5;
float telev = mTelevAxis->value() * dt * 300;

mCameraPose.setDistanceFromCenterPoint( dist );

if ( !mShiftAction->isActive() && !mCtrlAction->isActive() && ( tx || ty ) )
{
// moving with keyboard - take into account yaw of camera
float t = sqrt( tx * tx + ty * ty );
float a = atan2( ty, tx ) - mCameraData.yaw * M_PI / 180;
float a = atan2( ty, tx ) - yaw * M_PI / 180;
float dx = cos( a ) * t;
float dy = sin( a ) * t;
mCameraData.x += dx;
mCameraData.y += dy;
center.set( center.x() + dx, center.y(), center.z() + dy );
mCameraPose.setCenterPoint( center );
}

if ( ( mLeftMouseButtonAction->isActive() && mShiftAction->isActive() ) || mMiddleMouseButtonAction->isActive() )
{
// rotate/tilt using mouse (camera moves as it rotates around its view center)
mCameraData.pitch += dy;
mCameraData.yaw -= dx / 2;
pitch += dy;
yaw -= dx / 2;
mCameraPose.setPitchAngle( pitch );
mCameraPose.setHeadingAngle( yaw );
}
else if ( mShiftAction->isActive() && ( mTxAxis->value() || mTyAxis->value() ) )
{
// rotate/tilt using keyboard (camera moves as it rotates around its view center)
mCameraData.pitch -= mTyAxis->value(); // down key = moving camera toward terrain
mCameraData.yaw -= mTxAxis->value(); // right key = moving camera clockwise
pitch -= mTyAxis->value(); // down key = moving camera toward terrain
yaw -= mTxAxis->value(); // right key = moving camera clockwise
mCameraPose.setPitchAngle( pitch );
mCameraPose.setHeadingAngle( yaw );
}
else if ( mCtrlAction->isActive() && mLeftMouseButtonAction->isActive() )
{
@@ -339,33 +335,36 @@ void QgsCameraController::frameTriggered( float dt )
QPointF p1 = screen_point_to_point_on_plane( QPointF( mMousePos - QPoint( dx, dy ) ), mViewport, mCamera, z );
QPointF p2 = screen_point_to_point_on_plane( QPointF( mMousePos ), mViewport, mCamera, z );

mCameraData.x -= p2.x() - p1.x();
mCameraData.y -= p2.y() - p1.y();
center.set( center.x() - ( p2.x() - p1.x() ), center.y(), center.z() - ( p2.y() - p1.y() ) );
mCameraPose.setCenterPoint( center );
}

if ( telev != 0 )
mCameraData.elev += telev;
{
center.set( center.x(), center.y() + telev, center.z() );
mCameraPose.setCenterPoint( center );
}

if ( std::isnan( mCameraData.x ) || std::isnan( mCameraData.y ) )
if ( std::isnan( mCameraPose.centerPoint().x() ) || std::isnan( mCameraPose.centerPoint().y() ) || std::isnan( mCameraPose.centerPoint().z() ) )
{
// something went horribly wrong but we need to at least try to fix it somehow
qDebug() << "camera position got NaN!";
mCameraData.x = mCameraData.y = 0;
center.set( 0, 0, 0 );
mCameraPose.setCenterPoint( center );
}

if ( mCameraData.pitch > 180 )
mCameraData.pitch = 180; // prevent going over the head
if ( mCameraData.pitch < 0 )
mCameraData.pitch = 0; // prevent going over the head
if ( mCameraData.dist < 10 )
mCameraData.dist = 10;
if ( mCameraPose.pitchAngle() > 180 )
mCameraPose.setPitchAngle( 180 ); // prevent going over the head
if ( mCameraPose.pitchAngle() < 0 )
mCameraPose.setPitchAngle( 0 ); // prevent going over the head
if ( mCameraPose.distanceFromCenterPoint() < 10 )
mCameraPose.setDistanceFromCenterPoint( 10 );

if ( mCameraData != oldCamData )
if ( mCameraPose != oldCamPose )
{
mCameraData.setCamera( mCamera );
mCameraPose.updateCamera( mCamera );

bool viewCenterChanged = ( mCameraData.x != oldCamData.x || mCameraData.y != oldCamData.y || mCameraData.elev != oldCamData.elev );
if ( mTerrainEntity && viewCenterChanged )
if ( mTerrainEntity && mCameraPose.centerPoint() != oldCamPose.centerPoint() )
{
// figure out our distance from terrain and update the camera's view center
// so that camera tilting and rotation is around a point on terrain, not an point at fixed elevation
@@ -374,11 +373,9 @@ void QgsCameraController::frameTriggered( float dt )
if ( mTerrainEntity->rayIntersection( ray, intersectionPoint ) )
{
float dist = ( intersectionPoint - mCamera->position() ).length();
mCameraData.dist = dist;
mCameraData.x = intersectionPoint.x();
mCameraData.y = intersectionPoint.z();
mCameraData.elev = intersectionPoint.y();
mCameraData.setCamera( mCamera );
mCameraPose.setDistanceFromCenterPoint( dist );
mCameraPose.setCenterPoint( QgsVector3D( intersectionPoint ) );
mCameraPose.updateCamera( mCamera );
}
}

@@ -393,42 +390,52 @@ void QgsCameraController::resetView( float distance )

void QgsCameraController::setViewFromTop( float worldX, float worldY, float distance, float yaw )
{
setCameraData( worldX, worldY, 0, distance, 0, yaw );
QgsCameraPose camPose;
camPose.setCenterPoint( QgsVector3D( worldX, 0, worldY ) );
camPose.setDistanceFromCenterPoint( distance );
camPose.setHeadingAngle( yaw );

// a basic setup to make frustum depth range long enough that it does not cull everything
mCamera->setNearPlane( distance / 2 );
mCamera->setFarPlane( distance * 2 );

emit cameraChanged();
setCameraPose( camPose );
}

QgsVector3D QgsCameraController::lookingAtPoint() const
{
return QgsVector3D( mCameraData.x, mCameraData.elev, mCameraData.y );
return mCameraPose.centerPoint();
}

void QgsCameraController::setLookingAtPoint( const QgsVector3D &point, float dist )
void QgsCameraController::setLookingAtPoint( const QgsVector3D &point, float distance, float pitch, float yaw )
{
if ( dist < 0 )
dist = mCameraData.dist;
setCameraData( point.x(), point.z(), point.y(), dist, mCameraData.pitch, mCameraData.yaw );
emit cameraChanged();
QgsCameraPose camPose;
camPose.setCenterPoint( point );
camPose.setDistanceFromCenterPoint( distance );
camPose.setPitchAngle( pitch );
camPose.setHeadingAngle( yaw );
setCameraPose( camPose );
}

void QgsCameraController::setLookingAtPoint( const QgsVector3D &point, float distance, float pitch, float yaw )
void QgsCameraController::setCameraPose( const QgsCameraPose &camPose )
{
setCameraData( point.x(), point.z(), point.y(), distance, pitch, yaw );
mCameraPose = camPose;

if ( mCamera )
mCameraPose.updateCamera( mCamera );

emit cameraChanged();
}

QDomElement QgsCameraController::writeXml( QDomDocument &doc ) const
{
QDomElement elemCamera = doc.createElement( "camera" );
elemCamera.setAttribute( QStringLiteral( "x" ), mCameraData.x );
elemCamera.setAttribute( QStringLiteral( "y" ), mCameraData.y );
elemCamera.setAttribute( QStringLiteral( "elev" ), mCameraData.elev );
elemCamera.setAttribute( QStringLiteral( "dist" ), mCameraData.dist );
elemCamera.setAttribute( QStringLiteral( "pitch" ), mCameraData.pitch );
elemCamera.setAttribute( QStringLiteral( "yaw" ), mCameraData.yaw );
elemCamera.setAttribute( QStringLiteral( "x" ), mCameraPose.centerPoint().x() );
elemCamera.setAttribute( QStringLiteral( "y" ), mCameraPose.centerPoint().z() );
elemCamera.setAttribute( QStringLiteral( "elev" ), mCameraPose.centerPoint().y() );
elemCamera.setAttribute( QStringLiteral( "dist" ), mCameraPose.distanceFromCenterPoint() );
elemCamera.setAttribute( QStringLiteral( "pitch" ), mCameraPose.pitchAngle() );
elemCamera.setAttribute( QStringLiteral( "yaw" ), mCameraPose.headingAngle() );
return elemCamera;
}

@@ -440,7 +447,7 @@ void QgsCameraController::readXml( const QDomElement &elem )
float dist = elem.attribute( QStringLiteral( "dist" ) ).toFloat();
float pitch = elem.attribute( QStringLiteral( "pitch" ) ).toFloat();
float yaw = elem.attribute( QStringLiteral( "yaw" ) ).toFloat();
setCameraData( x, y, elev, dist, pitch, yaw );
setLookingAtPoint( QgsVector3D( x, elev, y ), dist, pitch, yaw );
}

void QgsCameraController::onPositionChanged( Qt3DInput::QMouseEvent *mouse )

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