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#include "qquick3dperspectivecamera_p.h"
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtMath>
#include <QtQuick3DUtils/private/qssgutils_p.h>
#include "qquick3dutils_p.h"
QT_BEGIN_NAMESPACE
/*!
\qmltype PerspectiveCamera
\inherits Camera
\inqmlmodule QtQuick3D
\brief Defines a Perspective 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.
Perspective camera is the standard camera type, which uses field of view and near and far
clip planes to specify the projection.
\sa OrthographicCamera, FrustumCamera, CustomCamera
*/
/*!
\internal
*/
QQuick3DPerspectiveCamera::QQuick3DPerspectiveCamera() {}
/*!
\qmlproperty real PerspectiveCamera::clipNear
This property holds the near value of the camara's view frustum. This value determines
what the closest distance to the camera that items will be shown.
*/
float QQuick3DPerspectiveCamera::clipNear() const
{
return m_clipNear;
}
/*!
\qmlproperty real PerspectiveCamera::clipFar
This property holds the far value of the camara's view frustum. This value determines
what the furthest distance to the camera that items will be shown.
*/
float QQuick3DPerspectiveCamera::clipFar() const
{
return m_clipFar;
}
/*!
\qmlproperty real PerspectiveCamera::fieldOfView
This property holds the field of view of the camera in degrees. This can be either the
vertical or horizontal field of view depending on if the fieldOfViewOrientation property
is set to \c {Camera.Vertical} or \c {Camera.Horizontal}.
*/
float QQuick3DPerspectiveCamera::fieldOfView() const
{
return m_fieldOfView;
}
/*!
\qmlproperty enumeration PerspectiveCamera::fieldOfViewOrientation
This property determines if the field of view property reflects the vertical or the horizontal
field of view. The default value is \c {Camera.Vertical}.
*/
QQuick3DCamera::FieldOfViewOrientation QQuick3DPerspectiveCamera::fieldOfViewOrientation() const
{
return m_fieldOfViewOrientation;
}
void QQuick3DPerspectiveCamera::setClipNear(float clipNear)
{
if (qFuzzyCompare(m_clipNear, clipNear))
return;
m_clipNear = clipNear;
emit clipNearChanged();
update();
}
void QQuick3DPerspectiveCamera::setClipFar(float clipFar)
{
if (qFuzzyCompare(m_clipFar, clipFar))
return;
m_clipFar = clipFar;
emit clipFarChanged();
update();
}
void QQuick3DPerspectiveCamera::setFieldOfView(float fieldOfView)
{
if (qFuzzyCompare(m_fieldOfView, fieldOfView))
return;
m_fieldOfView = fieldOfView;
emit fieldOfViewChanged();
update();
}
void QQuick3DPerspectiveCamera::setFieldOfViewOrientation(QQuick3DCamera::FieldOfViewOrientation
fieldOfViewOrientation)
{
if (m_fieldOfViewOrientation == fieldOfViewOrientation)
return;
m_fieldOfViewOrientation = fieldOfViewOrientation;
emit fieldOfViewOrientationChanged();
update();
}
/*!
\internal
*/
QSSGRenderGraphObject *QQuick3DPerspectiveCamera::updateSpatialNode(QSSGRenderGraphObject *node)
{
if (!node) {
markAllDirty();
node = new QSSGRenderCamera();
}
QQuick3DNode::updateSpatialNode(node);
QSSGRenderCamera *camera = static_cast<QSSGRenderCamera *>(node);
bool changed = false;
changed |= qUpdateIfNeeded(camera->clipNear, m_clipNear);
changed |= qUpdateIfNeeded(camera->clipFar, m_clipFar);
changed |= qUpdateIfNeeded(camera->fov, qDegreesToRadians(m_fieldOfView));
changed |= qUpdateIfNeeded(camera->fovHorizontal, m_fieldOfViewOrientation
== QQuick3DCamera::FieldOfViewOrientation::Horizontal);
changed |= qUpdateIfNeeded(camera->enableFrustumClipping, frustumCullingEnabled());
setCameraNode(camera);
if (changed)
camera->flags.setFlag(QSSGRenderNode::Flag::CameraDirty);
return node;
}
QT_END_NAMESPACE