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camera_zoom.qml
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import Qt3D.Core 2.0
import Qt3D.Input 2.0
import VirtualKey 1.0
import "Components"
Scene2 {
id: scene
children: VirtualKeys {
target: scene
gameButtonsEnabled: false
color: "transparent"
}
Entity {
id: root
RenderSettings1 {}
InputSettings {}
KeyboardDevice {
id: keyboardDevice
}
property var keys: {
"up":false, "down":false, "left":false, "right": false
}
KeyboardHandler {
id: keyboardHandler
sourceDevice: keyboardDevice
focus: true
onPressed: {
switch (event.key) {
case Qt.key_W:
case 'W'.charCodeAt(0):
case Qt.Key_Up:
root.keys.up = true
break
case Qt.key_S:
case 'S'.charCodeAt(0):
case Qt.Key_Down:
root.keys.down = true
break
case Qt.key_A:
case 'A'.charCodeAt(0):
case Qt.Key_Left:
root.keys.left = true
break
case Qt.key_D:
case 'D'.charCodeAt(0):
case Qt.Key_Right:
root.keys.right = true
break
}
}
onReleased: {
switch (event.key) {
case Qt.key_W:
case 'W'.charCodeAt(0):
case Qt.Key_Up:
root.keys.up = false
break
case Qt.key_S:
case 'S'.charCodeAt(0):
case Qt.Key_Down:
root.keys.down = false
break
case Qt.key_A:
case 'A'.charCodeAt(0):
case Qt.Key_Left:
root.keys.left = false
break
case Qt.key_D:
case 'D'.charCodeAt(0):
case Qt.Key_Right:
root.keys.right = false
break
}
}
}
MouseDevice {
/*
MouseDevice wraps mouse input devices
If you are using Qt3D logic to bind input event with object data(position, angle ...)
sensitivity is multiplied automatically and internally
*/
id: mouseDevice
sensitivity: .5 / Units.dp
}
MouseHandler {
/*
MouseHandler, the Qt3D version of MouseArea
the default event variable is mouse and wheel
*/
id: mouseHandler
sourceDevice: mouseDevice
property int posX
property int posY
onPressed: {
posX = mouse.x
posY = mouse.y
}
onPositionChanged: {
var sensitivity = mouseDevice.sensitivity
if (mouse.modifiers & Qt.ShiftModifier)
sensitivity *= .1
var yaw = camera.yaw + (mouse.x - posX) * sensitivity
var pitch = camera.pitch + (mouse.y - posY) * sensitivity
pitch = (pitch>89.)?89.:(pitch<-89.)?-89.:pitch
camera.yaw = yaw
camera.pitch = pitch
posX = mouse.x
posY = mouse.y
}
onWheel: {
var d = wheel.angleDelta.y * 1e-3
if (d>0)
camera.fieldOfView = Geo.mix(camera.fieldOfView, 1., d)
else
camera.fieldOfView = Geo.mix(camera.fieldOfView, 180., -d)
}
}
FrameSwap {
property real cameraSpeed: 5.
onTriggered: {
if (root.keys.up)
camera.position = camera.position.plus(
camera.frontVector.times(cameraSpeed * dt))
if (root.keys.down)
camera.position = camera.position.minus(
camera.frontVector.times(cameraSpeed * dt))
if (root.keys.right)
camera.position = camera.position.plus(
camera.rightVector.times(cameraSpeed * dt))
if (root.keys.left)
camera.position = camera.position.minus(
camera.rightVector.times(cameraSpeed * dt))
}
}
Entity {
id: camera
property real yaw: 0
property real pitch: 0
property real fieldOfView: 45
property vector3d position: "0,0,3"
property vector3d viewCenter: position.plus(frontVector)
property vector3d upVector: "0,1,0"
property vector3d frontVector: Qt.vector3d(
Math.cos(pitch * Math.PI / 180.) * Math.sin(yaw * Math.PI / 180.),
-Math.sin(pitch * Math.PI / 180.),
-Math.cos(pitch * Math.PI / 180.) * Math.cos(yaw * Math.PI / 180.)
)
property vector3d rightVector: frontVector.crossProduct(upVector).normalized()
property matrix4x4 viewMatrix: {
var m = Qt.matrix4x4()
m.lookAt(position, viewCenter, upVector)
return m
}
property matrix4x4 projectionMatrix: {
var aspect = scene.width / scene.height
var zNear = .1
var zFar = 100.
var h = Math.tan(fieldOfView * Math.PI / 360) * zNear
var w = h * aspect
var m = Qt.matrix4x4()
m.m11 = zNear / w
m.m22 = zNear / h
m.m33 = - (zNear + zFar) / (zFar - zNear)
m.m34 = -2 * zNear * zFar / (zFar - zNear)
m.m43 = -1
m.m44 = 0
return m
}
}
property var cubePositions: [
Qt.vector3d( 0.0, 0.0, 0.0),
Qt.vector3d( 2.0, 5.0, -15.0),
Qt.vector3d(-1.5, -2.2, -2.5),
Qt.vector3d(-3.8, -2.0, -12.3),
Qt.vector3d( 2.4, -0.4, -3.5),
Qt.vector3d(-1.7, 3.0, -7.5),
Qt.vector3d( 1.3, -2.0, -2.5),
Qt.vector3d( 1.5, 2.0, -2.5),
Qt.vector3d( 1.5, 0.2, -1.5),
Qt.vector3d(-1.3, 1.0, -1.5),
]
NodeInstantiator {
model: root.cubePositions
delegate: TextureCube0 {
transform: Transform {
translation: modelData
rotation: fromAxisAndAngle(Qt.vector3d(0.5, 1.0, 0.0), 20 * index)
}
viewMatrix: camera.viewMatrix
projectionMatrix: camera.projectionMatrix
}
}
}
}