1 | // Copyright (C) 2022 The Qt Company Ltd. |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
3 | |
4 | #include "lookatnode_p.h" |
5 | |
6 | #include <QtMath> |
7 | |
8 | /*! |
9 | \qmltype LookAtNode |
10 | \inqmlmodule QtQuick3D.Helpers |
11 | \inherits Node |
12 | \brief A helper node that is automatically kept pointing at another node. |
13 | \since 6.4 |
14 | |
15 | This helper implements a node that automatically rotates so that it is always |
16 | pointed towards a specified node. The rotation only happens over X and Y axes. |
17 | |
18 | For example, the following snippet keeps the cylinder pointed at the cube. |
19 | |
20 | \badcode |
21 | View3D { |
22 | anchors.fill: parent |
23 | camera: camera |
24 | |
25 | PerspectiveCamera { |
26 | id: camera |
27 | } |
28 | |
29 | DirectionalLight {} |
30 | |
31 | LookAtNode { |
32 | target: cube |
33 | |
34 | Model { |
35 | id: cylinder |
36 | source: "#Cone" |
37 | eulerRotation.x: -90 |
38 | materials: [ |
39 | PrincipledMaterial {} |
40 | ] |
41 | } |
42 | } |
43 | |
44 | Model { |
45 | id: cube |
46 | position: Qt.vector3d(300, 300, 0); |
47 | source: "#Cube" |
48 | materials: [ PrincipledMaterial {} ] |
49 | } |
50 | } |
51 | \endcode |
52 | */ |
53 | |
54 | /*! \qmlproperty Node LookAtNode::target |
55 | Specifies the target node to look at. The default value is \c{null}. |
56 | */ |
57 | |
58 | LookAtNode::LookAtNode() |
59 | : QQuick3DNode() |
60 | { |
61 | } |
62 | |
63 | LookAtNode::~LookAtNode() |
64 | { |
65 | } |
66 | |
67 | QQuick3DNode *LookAtNode::target() const |
68 | { |
69 | return m_target; |
70 | } |
71 | |
72 | void LookAtNode::setTarget(QQuick3DNode *node) |
73 | { |
74 | if (node == m_target) |
75 | return; |
76 | |
77 | if (m_target) { |
78 | disconnect(sender: m_target, signal: &QQuick3DNode::scenePositionChanged, receiver: this, slot: &LookAtNode::updateLookAt); |
79 | disconnect(sender: this, signal: &QQuick3DNode::scenePositionChanged, receiver: this, slot: &LookAtNode::updateLookAt); |
80 | } |
81 | |
82 | m_target = node; |
83 | |
84 | if (m_target) { |
85 | connect(sender: m_target, signal: &QQuick3DNode::scenePositionChanged, context: this, slot: &LookAtNode::updateLookAt); |
86 | connect(sender: this, signal: &QQuick3DNode::scenePositionChanged, context: this, slot: &LookAtNode::updateLookAt); |
87 | } |
88 | |
89 | emit targetChanged(); |
90 | updateLookAt(); |
91 | } |
92 | |
93 | void LookAtNode::updateLookAt() |
94 | { |
95 | if (m_target) { |
96 | // Note: This code was originally copied from QQuick3DCamera::lookAt method. |
97 | |
98 | // Assumption: we never want the node to roll. |
99 | // We use Euler angles here to avoid roll to sneak in through numerical instability. |
100 | |
101 | const QVector3D targetPosition = m_target->scenePosition(); |
102 | auto sourcePosition = scenePosition(); |
103 | |
104 | QVector3D targetVector = sourcePosition - targetPosition; |
105 | |
106 | float yaw = qRadiansToDegrees(radians: atan2(y: targetVector.x(), x: targetVector.z())); |
107 | |
108 | QVector2D p(targetVector.x(), targetVector.z()); // yaw vector projected to horizontal plane |
109 | float pitch = qRadiansToDegrees(radians: atan2(y: p.length(), x: targetVector.y())) - 90; |
110 | |
111 | const float previousRoll = eulerRotation().z(); |
112 | setEulerRotation(QVector3D(pitch, yaw, previousRoll)); |
113 | } |
114 | } |
115 | |