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#include "qquick3dfrustumcamera_p.h"
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtMath>
#include <QtQuick3DUtils/private/qssgutils_p.h>
#include "qquick3dutils_p.h"
QT_BEGIN_NAMESPACE
/*!
\qmltype FrustumCamera
\inherits PerspectiveCamera
\inqmlmodule QtQuick3D
\brief Defines a Perspective Frustum Camera for viewing the content of a 3D scene.
A Camera is always necessary to view the content of a 3D scene. A camera
defines how to project the content of a 3D scene into a 2D coordinate space,
which can then be used on a 2D surface. When a camera is present in the scene
it can be used to direct what is displayed in a View3D.
To determine the projection of this camera a high level API is provided.
First it is possible to position this Camera like any other spatial Node in
the scene. This determines where the Camera is in the scene, and what
direction it is facing. The default direction of the camera is such that the
forward vector is looking up the +Z axis, and the up direction vector is up
the +Y axis. With this in mind any transformation applied to the camera as
well as the transformations inherited from it's parent Nodes you can define
exactly where and in what direction your camera is facing.
For finer grain control of how the frustum is defined, this is the camera to use.
FrustumCamera allows for setting the FrustumCamera::top, FrustumCamera::bottom,
FrustumCamera::right, and FrustumCamera::left properties. This is useful in
creating asymmetrical frustums.
\sa PerspectiveCamera, OrthographicCamera, CustomCamera
*/
/*!
* \internal
*/
QQuick3DFrustumCamera::QQuick3DFrustumCamera() {}
/*!
\qmlproperty real FrustumCamera::top
This property defines the top plane of the camera view frustum.
*/
float QQuick3DFrustumCamera::top() const
{
return m_top;
}
/*!
\qmlproperty real FrustumCamera::bottom
This property defines the bottom plane of the camera view frustum.
*/
float QQuick3DFrustumCamera::bottom() const
{
return m_bottom;
}
/*!
\qmlproperty real FrustumCamera::right
This property defines the right plane of the camera view frustum.
*/
float QQuick3DFrustumCamera::right() const
{
return m_right;
}
/*!
\qmlproperty real FrustumCamera::left
This property defines the left plane of the camera view frustum.
*/
float QQuick3DFrustumCamera::left() const
{
return m_left;
}
void QQuick3DFrustumCamera::setTop(float top)
{
if (qFuzzyCompare(m_top, top))
return;
m_top = top;
emit topChanged();
update();
}
void QQuick3DFrustumCamera::setBottom(float bottom)
{
if (qFuzzyCompare(m_bottom, bottom))
return;
m_bottom = bottom;
emit bottomChanged();
update();
}
void QQuick3DFrustumCamera::setRight(float right)
{
if (qFuzzyCompare(m_right, right))
return;
m_right = right;
emit rightChanged();
update();
}
void QQuick3DFrustumCamera::setLeft(float left)
{
if (qFuzzyCompare(m_left, left))
return;
m_left = left;
emit leftChanged();
update();
}
/*!
* \internal
*/
QSSGRenderGraphObject *QQuick3DFrustumCamera::updateSpatialNode(QSSGRenderGraphObject *node)
{
if (!node) {
markAllDirty();
node = new QSSGRenderCamera();
}
QQuick3DNode::updateSpatialNode(node);
QSSGRenderCamera *camera = static_cast<QSSGRenderCamera *>(node);
camera->flags.setFlag(QSSGRenderNode::Flag::CameraFrustumProjection, true);
bool changed = false;
changed |= qUpdateIfNeeded(camera->clipNear, clipNear());
changed |= qUpdateIfNeeded(camera->clipFar, clipFar());
changed |= qUpdateIfNeeded(camera->fov, qDegreesToRadians(fieldOfView()));
changed |= qUpdateIfNeeded(camera->fovHorizontal, fieldOfViewOrientation()
== QQuick3DCamera::FieldOfViewOrientation::Horizontal);
changed |= qUpdateIfNeeded(camera->enableFrustumClipping, frustumCullingEnabled());
changed |= qUpdateIfNeeded(camera->top, m_top);
changed |= qUpdateIfNeeded(camera->bottom, m_bottom);
changed |= qUpdateIfNeeded(camera->right, m_right);
changed |= qUpdateIfNeeded(camera->left, m_left);
setCameraNode(camera);
if (changed)
camera->flags.setFlag(QSSGRenderNode::Flag::CameraDirty);
return node;
}
QT_END_NAMESPACE