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import Qt3D.Core 2.0
import Qt3D.Render 2.0
Entity {
id: root
property real convergence: 2000.0
property real eyeSeparation: 35.0
property real aspectRatio: _window.width / _window.height
property real fieldOfView: 60.0
property real nearPlane: 10.0
property real farPlane: 10000.0
property vector3d viewCenter: Qt.vector3d(0.0, 0.0, 0.0)
property vector3d position: Qt.vector3d(0.0, 0.0, 1.0)
property vector3d upVector: Qt.vector3d(0.0, 1.0, 0.0)
readonly property real _fov2: Math.tan(fieldOfView * Math.PI / 180 * 0.5)
readonly property real top: nearPlane * _fov2
readonly property real a: aspectRatio * _fov2 * convergence
CameraLens {
id: leftEyeLens
projectionType: CameraLens.FrustumProjection
nearPlane : root.nearPlane
farPlane : root.farPlane
left: -(a - eyeSeparation * 0.5) * nearPlane / convergence
right: (a + eyeSeparation * 0.5) * nearPlane / convergence
top: root.top
bottom: -root.top
}
CameraLens {
id: rightEyeLens
projectionType: CameraLens.FrustumProjection
nearPlane : root.nearPlane
farPlane : root.farPlane
left: -(a + eyeSeparation * 0.5) * nearPlane / convergence
right: (a - eyeSeparation * 0.5) * nearPlane / convergence
top: root.top
bottom: -root.top
}
Transform {
id: eyeTransform
matrix: {
var m = Qt.matrix4x4();
m.translate(root.position)
var zAxis = root.position.minus(root.viewCenter).normalized()
var xAxis = root.upVector.crossProduct(zAxis).normalized();
var yAxis = zAxis.crossProduct(xAxis);
var r = Qt.matrix4x4(xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1)
return m.times(r);
}
}
components: [ eyeTransform ]
property Entity leftCamera: Entity {
components: [ leftEyeLens ]
}
property Entity rightCamera: Entity {
id: rightCameraEntity
components: [ rightEyeLens ]
}
}