| 1 | // Copyright (C) 2019 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dnode_p.h" |
| 5 | #include "qquick3dnode_p_p.h" |
| 6 | |
| 7 | #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h> |
| 8 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
| 9 | #include <QtQuick3D/private/qquick3dobject_p.h> |
| 10 | |
| 11 | #include <QtMath> |
| 12 | |
| 13 | QT_BEGIN_NAMESPACE |
| 14 | |
| 15 | QQuick3DNodePrivate::QQuick3DNodePrivate(QQuick3DObjectPrivate::Type t) |
| 16 | : QQuick3DObjectPrivate(t) |
| 17 | { |
| 18 | |
| 19 | } |
| 20 | |
| 21 | QQuick3DNodePrivate::~QQuick3DNodePrivate() |
| 22 | { |
| 23 | |
| 24 | } |
| 25 | |
| 26 | void QQuick3DNodePrivate::init() |
| 27 | { |
| 28 | |
| 29 | } |
| 30 | |
| 31 | void QQuick3DNodePrivate::setIsHiddenInEditor(bool isHidden) |
| 32 | { |
| 33 | Q_Q(QQuick3DNode); |
| 34 | if (isHidden == m_isHiddenInEditor) |
| 35 | return; |
| 36 | m_isHiddenInEditor = isHidden; |
| 37 | q->update(); |
| 38 | } |
| 39 | |
| 40 | void QQuick3DNodePrivate::setLocalTransform(const QMatrix4x4 &transform) |
| 41 | { |
| 42 | Q_Q(QQuick3DNode); |
| 43 | |
| 44 | // decompose the 4x4 affine transform into scale, rotation and translation |
| 45 | QVector3D scale; |
| 46 | QQuaternion rotation; |
| 47 | QVector3D position; |
| 48 | |
| 49 | if (QSSGUtils::mat44::decompose(m: transform, position, scale, rotation)) { |
| 50 | q->setScale(scale); |
| 51 | q->setRotation(rotation); |
| 52 | q->setPosition(position); |
| 53 | } |
| 54 | |
| 55 | // We set the local transform as-is regardless if it could be decomposed or not. |
| 56 | // We'd likely want some way to notify about this, but for now the transform |
| 57 | // can potentially change silently. |
| 58 | m_localTransform = transform; |
| 59 | // Note: If any of the transform properties are set before the update |
| 60 | // the explicit local transform should be ignored by setting this value to false. |
| 61 | m_hasExplicitLocalTransform = true; |
| 62 | |
| 63 | q->update(); |
| 64 | } |
| 65 | |
| 66 | /*! |
| 67 | \qmltype Node |
| 68 | \inherits Object3D |
| 69 | \inqmlmodule QtQuick3D |
| 70 | \brief The base component for an object that exists in a 3D scene. |
| 71 | |
| 72 | The Node type serves as the base class for other spatial types, such as, \l Model, \l Camera, \l Light. |
| 73 | These objects represent an entity that exists in the 3D scene, due to having a position and |
| 74 | other properties in the 3D world. With the exception of the root node(s), all Node types are |
| 75 | transformed relative to their parent Node, that is, in local coordinates. In many ways the Node |
| 76 | type serves the same purpose in Qt Quick 3D scenes as \l Item does for Qt Quick scenes. |
| 77 | |
| 78 | In addition to types deriving from Node, it is also possible to parent other types to |
| 79 | a Node. This includes QObject instances, where the Node merely serves as the |
| 80 | \l{QObject::parent()}{QObject parent}, and \l{Qt Quick 3D Scenes with 2D Content}{Qt |
| 81 | Quick items}. |
| 82 | |
| 83 | Wrapping other objects for the purpose of grouping them into components or sub-trees can be |
| 84 | a convenient way to, for example, animated a group of nodes as a whole. This snippet shows how |
| 85 | to use Node to animate a camera: |
| 86 | |
| 87 | \qml |
| 88 | Node { |
| 89 | PerspectiveCamera { |
| 90 | position: Qt.vector3d(0, 0, -600) |
| 91 | } |
| 92 | |
| 93 | SequentialAnimation on eulerRotation.y { |
| 94 | loops: Animation.Infinite |
| 95 | PropertyAnimation { |
| 96 | duration: 5000 |
| 97 | from: 0 |
| 98 | to: 360 |
| 99 | } |
| 100 | } |
| 101 | } |
| 102 | \endqml |
| 103 | |
| 104 | Node has to be used also if creating a scene outside of \l View3D, for example for the |
| 105 | purpose of switching scenes on the fly, or showing the same scene on multiple views. |
| 106 | |
| 107 | \qml |
| 108 | Node { |
| 109 | id: standAloneScene |
| 110 | |
| 111 | DirectionalLight {} |
| 112 | |
| 113 | Model { |
| 114 | source: "#Sphere" |
| 115 | materials: [ DefaultMaterial {} ] |
| 116 | } |
| 117 | |
| 118 | PerspectiveCamera { |
| 119 | z: 600 |
| 120 | } |
| 121 | } |
| 122 | |
| 123 | View3D { |
| 124 | importScene: standAloneScene |
| 125 | } |
| 126 | \endqml |
| 127 | */ |
| 128 | |
| 129 | QQuick3DNode::QQuick3DNode(QQuick3DNode *parent) |
| 130 | : QQuick3DObject(*(new QQuick3DNodePrivate(QQuick3DNodePrivate::Type::Node)), parent) |
| 131 | { |
| 132 | Q_D(QQuick3DNode); |
| 133 | d->init(); |
| 134 | } |
| 135 | |
| 136 | QQuick3DNode::QQuick3DNode(QQuick3DNodePrivate &dd, QQuick3DNode *parent) |
| 137 | : QQuick3DObject(dd, parent) |
| 138 | { |
| 139 | Q_ASSERT_X(QSSGRenderGraphObject::isNodeType(dd.type), "" , "Type needs to be identified as a node type!" ); |
| 140 | |
| 141 | Q_D(QQuick3DNode); |
| 142 | d->init(); |
| 143 | } |
| 144 | |
| 145 | QQuick3DNode::~QQuick3DNode() {} |
| 146 | |
| 147 | /*! |
| 148 | \qmlproperty real QtQuick3D::Node::x |
| 149 | |
| 150 | This property contains the x value of the position translation in |
| 151 | local coordinate space. |
| 152 | |
| 153 | \sa position |
| 154 | */ |
| 155 | float QQuick3DNode::x() const |
| 156 | { |
| 157 | Q_D(const QQuick3DNode); |
| 158 | return d->m_position.x(); |
| 159 | } |
| 160 | |
| 161 | /*! |
| 162 | \qmlproperty real QtQuick3D::Node::y |
| 163 | |
| 164 | This property contains the y value of the position translation in |
| 165 | local coordinate space. |
| 166 | |
| 167 | \sa position |
| 168 | */ |
| 169 | float QQuick3DNode::y() const |
| 170 | { |
| 171 | Q_D(const QQuick3DNode); |
| 172 | return d->m_position.y(); |
| 173 | } |
| 174 | |
| 175 | /*! |
| 176 | \qmlproperty real QtQuick3D::Node::z |
| 177 | |
| 178 | This property contains the z value of the position translation in |
| 179 | local coordinate space. |
| 180 | |
| 181 | \sa position |
| 182 | */ |
| 183 | float QQuick3DNode::z() const |
| 184 | { |
| 185 | Q_D(const QQuick3DNode); |
| 186 | return d->m_position.z(); |
| 187 | } |
| 188 | |
| 189 | /*! |
| 190 | \qmlproperty quaternion QtQuick3D::Node::rotation |
| 191 | |
| 192 | This property contains the rotation values for the node. |
| 193 | These values are stored as a quaternion. |
| 194 | */ |
| 195 | QQuaternion QQuick3DNode::rotation() const |
| 196 | { |
| 197 | Q_D(const QQuick3DNode); |
| 198 | return d->m_rotation; |
| 199 | } |
| 200 | |
| 201 | /*! |
| 202 | \qmlproperty vector3d QtQuick3D::Node::position |
| 203 | |
| 204 | This property contains the position translation in local coordinate space. |
| 205 | |
| 206 | \sa x, y, z |
| 207 | */ |
| 208 | QVector3D QQuick3DNode::position() const |
| 209 | { |
| 210 | Q_D(const QQuick3DNode); |
| 211 | return d->m_position; |
| 212 | } |
| 213 | |
| 214 | |
| 215 | /*! |
| 216 | \qmlproperty vector3d QtQuick3D::Node::scale |
| 217 | |
| 218 | This property contains the scale values for the x, y, and z axis. |
| 219 | */ |
| 220 | QVector3D QQuick3DNode::scale() const |
| 221 | { |
| 222 | Q_D(const QQuick3DNode); |
| 223 | return d->m_scale; |
| 224 | } |
| 225 | |
| 226 | /*! |
| 227 | \qmlproperty vector3d QtQuick3D::Node::pivot |
| 228 | |
| 229 | This property contains the pivot values for the x, y, and z axis. These |
| 230 | values are used as the pivot points when applying rotations to the node. |
| 231 | |
| 232 | */ |
| 233 | QVector3D QQuick3DNode::pivot() const |
| 234 | { |
| 235 | Q_D(const QQuick3DNode); |
| 236 | return d->m_pivot; |
| 237 | } |
| 238 | |
| 239 | /*! |
| 240 | \qmlproperty real QtQuick3D::Node::opacity |
| 241 | |
| 242 | This property contains the local opacity value of the Node. Since Node |
| 243 | objects are not necessarily visible, this value might not have any effect, |
| 244 | but this value is inherited by all children of the Node, which might be visible. |
| 245 | |
| 246 | */ |
| 247 | float QQuick3DNode::localOpacity() const |
| 248 | { |
| 249 | Q_D(const QQuick3DNode); |
| 250 | return d->m_opacity; |
| 251 | } |
| 252 | |
| 253 | /*! |
| 254 | \qmlproperty bool QtQuick3D::Node::visible |
| 255 | |
| 256 | When this property is true, the Node (and its children) can be visible. |
| 257 | |
| 258 | */ |
| 259 | bool QQuick3DNode::visible() const |
| 260 | { |
| 261 | Q_D(const QQuick3DNode); |
| 262 | return d->m_visible; |
| 263 | } |
| 264 | |
| 265 | /*! |
| 266 | \qmlproperty int QtQuick3D::Node::staticFlags |
| 267 | \since 5.15 |
| 268 | |
| 269 | This property defines the static flags that are used to evaluate how the node is rendered. |
| 270 | Currently doesn't do anything but act as a placeholder for a future implementation. |
| 271 | */ |
| 272 | int QQuick3DNode::staticFlags() const |
| 273 | { |
| 274 | Q_D(const QQuick3DNode); |
| 275 | return d->m_staticFlags; |
| 276 | } |
| 277 | |
| 278 | QQuick3DNode *QQuick3DNode::parentNode() const |
| 279 | { |
| 280 | // The parent of a QQuick3DNode should never be anything else than a (subclass |
| 281 | // of) QQuick3DNode (but the children/leaf nodes can be something else). |
| 282 | return static_cast<QQuick3DNode *>(parentItem()); |
| 283 | } |
| 284 | |
| 285 | /*! |
| 286 | \qmlproperty vector3d QtQuick3D::Node::forward |
| 287 | \readonly |
| 288 | |
| 289 | This property returns a normalized vector of the nodes forward direction |
| 290 | in scene space. |
| 291 | |
| 292 | \sa up, right, mapDirectionToScene |
| 293 | */ |
| 294 | QVector3D QQuick3DNode::forward() const |
| 295 | { |
| 296 | return mapDirectionToScene(localDirection: QVector3D(0, 0, -1)).normalized(); |
| 297 | } |
| 298 | |
| 299 | /*! |
| 300 | \qmlproperty vector3d QtQuick3D::Node::up |
| 301 | \readonly |
| 302 | |
| 303 | This property returns a normalized vector of the nodes up direction |
| 304 | in scene space. |
| 305 | |
| 306 | \sa forward, right, mapDirectionToScene |
| 307 | */ |
| 308 | QVector3D QQuick3DNode::up() const |
| 309 | { |
| 310 | return mapDirectionToScene(localDirection: QVector3D(0, 1, 0)).normalized(); |
| 311 | } |
| 312 | |
| 313 | /*! |
| 314 | \qmlproperty vector3d QtQuick3D::Node::right |
| 315 | \readonly |
| 316 | |
| 317 | This property returns a normalized vector of the nodes right direction |
| 318 | in scene space. |
| 319 | |
| 320 | \sa forward, up, mapDirectionToScene |
| 321 | */ |
| 322 | QVector3D QQuick3DNode::right() const |
| 323 | { |
| 324 | return mapDirectionToScene(localDirection: QVector3D(1, 0, 0)).normalized(); |
| 325 | } |
| 326 | /*! |
| 327 | \qmlproperty vector3d QtQuick3D::Node::scenePosition |
| 328 | \readonly |
| 329 | |
| 330 | This property returns the position of the node in scene space. |
| 331 | |
| 332 | \note This is sometimes also referred to as the global position. But |
| 333 | then in the meaning "global in the 3D world", and not "global to the |
| 334 | screen or desktop" (which is usually the interpretation in other Qt APIs). |
| 335 | \note the position will be reported in the same orientation as the node. |
| 336 | |
| 337 | \sa mapPositionToScene |
| 338 | */ |
| 339 | QVector3D QQuick3DNode::scenePosition() const |
| 340 | { |
| 341 | return QSSGUtils::mat44::getPosition(m: sceneTransform()); |
| 342 | } |
| 343 | |
| 344 | /*! |
| 345 | \qmlproperty quaternion QtQuick3D::Node::sceneRotation |
| 346 | \readonly |
| 347 | |
| 348 | This property returns the rotation of the node in scene space. |
| 349 | */ |
| 350 | QQuaternion QQuick3DNode::sceneRotation() const |
| 351 | { |
| 352 | Q_D(const QQuick3DNode); |
| 353 | return QQuaternion::fromRotationMatrix(rot3x3: QSSGUtils::mat44::getUpper3x3(m: d->sceneRotationMatrix())).normalized(); |
| 354 | } |
| 355 | |
| 356 | /*! |
| 357 | \qmlproperty vector3d QtQuick3D::Node::sceneScale |
| 358 | \readonly |
| 359 | |
| 360 | This property returns the scale of the node in scene space. |
| 361 | */ |
| 362 | QVector3D QQuick3DNode::sceneScale() const |
| 363 | { |
| 364 | return QSSGUtils::mat44::getScale(m: sceneTransform()); |
| 365 | } |
| 366 | |
| 367 | /*! |
| 368 | \qmlproperty matrix4x4 QtQuick3D::Node::sceneTransform |
| 369 | \readonly |
| 370 | |
| 371 | This property returns the global transform matrix for this node. |
| 372 | \note the return value will be in right-handed coordinates. |
| 373 | */ |
| 374 | QMatrix4x4 QQuick3DNode::sceneTransform() const |
| 375 | { |
| 376 | Q_D(const QQuick3DNode); |
| 377 | if (d->m_sceneTransformDirty) |
| 378 | const_cast<QQuick3DNodePrivate *>(d)->calculateGlobalVariables(); |
| 379 | return d->m_sceneTransform; |
| 380 | } |
| 381 | |
| 382 | void QQuick3DNodePrivate::calculateGlobalVariables() |
| 383 | { |
| 384 | Q_Q(QQuick3DNode); |
| 385 | m_sceneTransformDirty = false; |
| 386 | QMatrix4x4 localTransform = QSSGRenderNode::calculateTransformMatrix(position: m_position, scale: m_scale, pivot: m_pivot, rotation: m_rotation); |
| 387 | QQuick3DNode *parent = q->parentNode(); |
| 388 | if (!parent) { |
| 389 | m_sceneTransform = localTransform; |
| 390 | m_hasInheritedUniformScale = true; |
| 391 | return; |
| 392 | } |
| 393 | QQuick3DNodePrivate *privateParent = QQuick3DNodePrivate::get(node: parent); |
| 394 | |
| 395 | if (privateParent->m_sceneTransformDirty) |
| 396 | privateParent->calculateGlobalVariables(); |
| 397 | m_sceneTransform = privateParent->m_sceneTransform * localTransform; |
| 398 | |
| 399 | // Check if we have an ancestor with non-uniform scale. This will decide whether |
| 400 | // or not we can use the sceneTransform to extract sceneRotation and sceneScale. |
| 401 | m_hasInheritedUniformScale = privateParent->m_hasInheritedUniformScale; |
| 402 | if (m_hasInheritedUniformScale) { |
| 403 | const QVector3D ps = privateParent->m_scale; |
| 404 | m_hasInheritedUniformScale = qFuzzyCompare(p1: ps.x(), p2: ps.y()) && qFuzzyCompare(p1: ps.x(), p2: ps.z()); |
| 405 | } |
| 406 | } |
| 407 | |
| 408 | QMatrix4x4 QQuick3DNodePrivate::localRotationMatrix() const |
| 409 | { |
| 410 | return QMatrix4x4(m_rotation.toRotationMatrix()); |
| 411 | } |
| 412 | |
| 413 | QMatrix4x4 QQuick3DNodePrivate::sceneRotationMatrix() const |
| 414 | { |
| 415 | Q_Q(const QQuick3DNode); |
| 416 | |
| 417 | if (m_sceneTransformDirty) { |
| 418 | // Ensure m_hasInheritedUniformScale is up to date |
| 419 | const_cast<QQuick3DNodePrivate *>(this)->calculateGlobalVariables(); |
| 420 | } |
| 421 | |
| 422 | if (m_hasInheritedUniformScale) { |
| 423 | // When we know that every node up to the root have a uniform scale, we can extract the |
| 424 | // rotation directly from the sceneTransform(). This is optimizing, since we reuse that |
| 425 | // matrix for more than just calculating the sceneRotation. |
| 426 | QMatrix4x4 rotationMatrix = q->sceneTransform(); |
| 427 | QSSGUtils::mat44::normalize(m&: rotationMatrix); |
| 428 | return rotationMatrix; |
| 429 | } |
| 430 | |
| 431 | // When we have an ancestor that has a non-uniform scale, we cannot extract |
| 432 | // the rotation from the sceneMatrix directly. Instead, we need to calculate |
| 433 | // it separately, which is slightly more costly. |
| 434 | const QMatrix4x4 parentRotationMatrix = QQuick3DNodePrivate::get(node: q->parentNode())->sceneRotationMatrix(); |
| 435 | return parentRotationMatrix * localRotationMatrix(); |
| 436 | } |
| 437 | |
| 438 | void QQuick3DNodePrivate::emitChangesToSceneTransform() |
| 439 | { |
| 440 | Q_Q(QQuick3DNode); |
| 441 | const QVector3D prevPosition = QSSGUtils::mat44::getPosition(m: m_sceneTransform); |
| 442 | const QQuaternion prevRotation = QQuaternion::fromRotationMatrix(rot3x3: QSSGUtils::mat44::getUpper3x3(m: m_sceneTransform)).normalized(); |
| 443 | const QVector3D prevScale = QSSGUtils::mat44::getScale(m: m_sceneTransform); |
| 444 | QVector3D prevForward, prevUp, prevRight; |
| 445 | QVector3D newForward, newUp, newRight; |
| 446 | // Do direction (forward, up, right) calculations only if they have connections |
| 447 | bool emitDirectionChanges = (m_directionConnectionCount > 0); |
| 448 | if (emitDirectionChanges) { |
| 449 | // Instead of calling forward(), up() and right(), calculate them here. |
| 450 | // This way m_sceneTransform isn't updated due to m_sceneTransformDirty and |
| 451 | // common theDirMatrix operations are not duplicated. |
| 452 | QMatrix3x3 theDirMatrix = m_sceneTransform.normalMatrix(); |
| 453 | prevForward = QSSGUtils::mat33::transform(m: theDirMatrix, v: QVector3D(0, 0, -1)).normalized(); |
| 454 | prevUp = QSSGUtils::mat33::transform(m: theDirMatrix, v: QVector3D(0, 1, 0)).normalized(); |
| 455 | prevRight = QSSGUtils::mat33::transform(m: theDirMatrix, v: QVector3D(1, 0, 0)).normalized(); |
| 456 | } |
| 457 | |
| 458 | calculateGlobalVariables(); |
| 459 | |
| 460 | const QVector3D newPosition = QSSGUtils::mat44::getPosition(m: m_sceneTransform); |
| 461 | const QQuaternion newRotation = QQuaternion::fromRotationMatrix(rot3x3: QSSGUtils::mat44::getUpper3x3(m: m_sceneTransform)).normalized(); |
| 462 | const QVector3D newScale = QSSGUtils::mat44::getScale(m: m_sceneTransform); |
| 463 | if (emitDirectionChanges) { |
| 464 | QMatrix3x3 theDirMatrix = m_sceneTransform.normalMatrix(); |
| 465 | newForward = QSSGUtils::mat33::transform(m: theDirMatrix, v: QVector3D(0, 0, -1)).normalized(); |
| 466 | newUp = QSSGUtils::mat33::transform(m: theDirMatrix, v: QVector3D(0, 1, 0)).normalized(); |
| 467 | newRight = QSSGUtils::mat33::transform(m: theDirMatrix, v: QVector3D(1, 0, 0)).normalized(); |
| 468 | } |
| 469 | |
| 470 | const bool positionChanged = prevPosition != newPosition; |
| 471 | const bool rotationChanged = prevRotation != newRotation; |
| 472 | const bool scaleChanged = !qFuzzyCompare(v1: prevScale, v2: newScale); |
| 473 | |
| 474 | if (!positionChanged && !rotationChanged && !scaleChanged) |
| 475 | return; |
| 476 | |
| 477 | emit q->sceneTransformChanged(); |
| 478 | |
| 479 | if (positionChanged) |
| 480 | emit q->scenePositionChanged(); |
| 481 | if (rotationChanged) |
| 482 | emit q->sceneRotationChanged(); |
| 483 | if (scaleChanged) |
| 484 | emit q->sceneScaleChanged(); |
| 485 | if (emitDirectionChanges) { |
| 486 | const bool forwardChanged = prevForward != newForward; |
| 487 | const bool upChanged = prevUp != newUp; |
| 488 | const bool rightChanged = prevRight != newRight; |
| 489 | if (forwardChanged) |
| 490 | Q_EMIT q->forwardChanged(); |
| 491 | if (upChanged) |
| 492 | Q_EMIT q->upChanged(); |
| 493 | if (rightChanged) |
| 494 | Q_EMIT q->rightChanged(); |
| 495 | } |
| 496 | } |
| 497 | |
| 498 | bool QQuick3DNodePrivate::isSceneTransformRelatedSignal(const QMetaMethod &signal) const |
| 499 | { |
| 500 | // Return true if its likely that we need to emit |
| 501 | // the given signal when our global transform changes. |
| 502 | static const QMetaMethod sceneTransformSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::sceneTransformChanged); |
| 503 | static const QMetaMethod scenePositionSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::scenePositionChanged); |
| 504 | static const QMetaMethod sceneRotationSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::sceneRotationChanged); |
| 505 | static const QMetaMethod sceneScaleSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::sceneScaleChanged); |
| 506 | |
| 507 | return (signal == sceneTransformSignal |
| 508 | || signal == scenePositionSignal |
| 509 | || signal == sceneRotationSignal |
| 510 | || signal == sceneScaleSignal); |
| 511 | } |
| 512 | |
| 513 | bool QQuick3DNodePrivate::isDirectionRelatedSignal(const QMetaMethod &signal) const |
| 514 | { |
| 515 | // Return true if its likely that we need to emit |
| 516 | // the given signal when our global transform changes. |
| 517 | static const QMetaMethod forwardSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::forwardChanged); |
| 518 | static const QMetaMethod upSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::upChanged); |
| 519 | static const QMetaMethod rightSignal = QMetaMethod::fromSignal(signal: &QQuick3DNode::rightChanged); |
| 520 | |
| 521 | return (signal == forwardSignal |
| 522 | || signal == upSignal |
| 523 | || signal == rightSignal); |
| 524 | } |
| 525 | |
| 526 | void QQuick3DNode::connectNotify(const QMetaMethod &signal) |
| 527 | { |
| 528 | Q_D(QQuick3DNode); |
| 529 | // Since we want to avoid calculating the global transform in the frontend |
| 530 | // unnecessary, we keep track of the number of connections/QML bindings |
| 531 | // that needs it. If there are no connections, we can skip calculating it |
| 532 | // whenever our geometry changes (unless someone asks for it explicitly). |
| 533 | if (d->isSceneTransformRelatedSignal(signal)) |
| 534 | d->m_sceneTransformConnectionCount++; |
| 535 | if (d->isDirectionRelatedSignal(signal)) |
| 536 | d->m_directionConnectionCount++; |
| 537 | } |
| 538 | |
| 539 | void QQuick3DNode::disconnectNotify(const QMetaMethod &signal) |
| 540 | { |
| 541 | Q_D(QQuick3DNode); |
| 542 | if (d->isSceneTransformRelatedSignal(signal)) |
| 543 | d->m_sceneTransformConnectionCount--; |
| 544 | if (d->isDirectionRelatedSignal(signal)) |
| 545 | d->m_directionConnectionCount--; |
| 546 | } |
| 547 | |
| 548 | void QQuick3DNode::componentComplete() |
| 549 | { |
| 550 | Q_D(QQuick3DNode); |
| 551 | QQuick3DObject::componentComplete(); |
| 552 | if (d->m_sceneTransformConnectionCount > 0 || d->m_directionConnectionCount > 0) |
| 553 | d->emitChangesToSceneTransform(); |
| 554 | } |
| 555 | |
| 556 | void QQuick3DNodePrivate::markSceneTransformDirty() |
| 557 | { |
| 558 | Q_Q(QQuick3DNode); |
| 559 | // Note: we recursively set m_sceneTransformDirty to true whenever our geometry |
| 560 | // changes. But we only set it back to false if someone actually queries our global |
| 561 | // transform (because only then do we need to calculate it). This means that if no |
| 562 | // one ever does that, m_sceneTransformDirty will remain true, perhaps through out |
| 563 | // the life time of the node. This is in contrast with the backend, which need to |
| 564 | // update dirty transform nodes for every scene graph sync (and clear the backend |
| 565 | // dirty transform flags - QQuick3DObjectPrivate::dirtyAttributes). |
| 566 | // This means that for most nodes, calling markSceneTransformDirty() should be |
| 567 | // cheap, since we normally expect to return early in the following test. |
| 568 | if (m_sceneTransformDirty) |
| 569 | return; |
| 570 | |
| 571 | m_sceneTransformDirty = true; |
| 572 | |
| 573 | if (m_sceneTransformConnectionCount > 0 || m_directionConnectionCount > 0) |
| 574 | emitChangesToSceneTransform(); |
| 575 | |
| 576 | auto children = QQuick3DObjectPrivate::get(item: q)->childItems; |
| 577 | for (auto child : children) { |
| 578 | if (auto node = qobject_cast<QQuick3DNode *>(object: child)) { |
| 579 | QQuick3DNodePrivate::get(node)->markSceneTransformDirty(); |
| 580 | } |
| 581 | } |
| 582 | } |
| 583 | |
| 584 | void QQuick3DNode::setX(float x) |
| 585 | { |
| 586 | Q_D(QQuick3DNode); |
| 587 | if (qFuzzyCompare(p1: d->m_position.x(), p2: x)) |
| 588 | return; |
| 589 | |
| 590 | d->m_position.setX(x); |
| 591 | d->markSceneTransformDirty(); |
| 592 | emit positionChanged(); |
| 593 | emit xChanged(); |
| 594 | update(); |
| 595 | } |
| 596 | |
| 597 | void QQuick3DNode::setY(float y) |
| 598 | { |
| 599 | Q_D(QQuick3DNode); |
| 600 | if (qFuzzyCompare(p1: d->m_position.y(), p2: y)) |
| 601 | return; |
| 602 | |
| 603 | d->m_position.setY(y); |
| 604 | d->markSceneTransformDirty(); |
| 605 | emit positionChanged(); |
| 606 | emit yChanged(); |
| 607 | update(); |
| 608 | } |
| 609 | |
| 610 | void QQuick3DNode::setZ(float z) |
| 611 | { |
| 612 | Q_D(QQuick3DNode); |
| 613 | if (qFuzzyCompare(p1: d->m_position.z(), p2: z)) |
| 614 | return; |
| 615 | |
| 616 | d->m_position.setZ(z); |
| 617 | d->markSceneTransformDirty(); |
| 618 | emit positionChanged(); |
| 619 | emit zChanged(); |
| 620 | update(); |
| 621 | } |
| 622 | |
| 623 | void QQuick3DNode::setRotation(const QQuaternion &rotation) |
| 624 | { |
| 625 | Q_D(QQuick3DNode); |
| 626 | if (d->m_rotation == rotation) |
| 627 | return; |
| 628 | |
| 629 | d->m_hasExplicitLocalTransform = false; |
| 630 | d->m_rotation = rotation; |
| 631 | d->markSceneTransformDirty(); |
| 632 | emit rotationChanged(); |
| 633 | emit eulerRotationChanged(); |
| 634 | |
| 635 | update(); |
| 636 | } |
| 637 | |
| 638 | void QQuick3DNode::setPosition(const QVector3D &position) |
| 639 | { |
| 640 | Q_D(QQuick3DNode); |
| 641 | if (d->m_position == position) |
| 642 | return; |
| 643 | |
| 644 | const bool xUnchanged = qFuzzyCompare(p1: position.x(), p2: d->m_position.x()); |
| 645 | const bool yUnchanged = qFuzzyCompare(p1: position.y(), p2: d->m_position.y()); |
| 646 | const bool zUnchanged = qFuzzyCompare(p1: position.z(), p2: d->m_position.z()); |
| 647 | |
| 648 | d->m_position = position; |
| 649 | d->markSceneTransformDirty(); |
| 650 | emit positionChanged(); |
| 651 | |
| 652 | if (!xUnchanged) |
| 653 | emit xChanged(); |
| 654 | if (!yUnchanged) |
| 655 | emit yChanged(); |
| 656 | if (!zUnchanged) |
| 657 | emit zChanged(); |
| 658 | |
| 659 | d->m_hasExplicitLocalTransform = false; |
| 660 | |
| 661 | update(); |
| 662 | } |
| 663 | |
| 664 | void QQuick3DNode::setScale(const QVector3D &scale) |
| 665 | { |
| 666 | Q_D(QQuick3DNode); |
| 667 | if (d->m_scale == scale) |
| 668 | return; |
| 669 | |
| 670 | d->m_hasExplicitLocalTransform = false; |
| 671 | d->m_scale = scale; |
| 672 | d->markSceneTransformDirty(); |
| 673 | emit scaleChanged(); |
| 674 | update(); |
| 675 | } |
| 676 | |
| 677 | void QQuick3DNode::setPivot(const QVector3D &pivot) |
| 678 | { |
| 679 | Q_D(QQuick3DNode); |
| 680 | if (d->m_pivot == pivot) |
| 681 | return; |
| 682 | |
| 683 | d->m_hasExplicitLocalTransform = false; |
| 684 | d->m_pivot = pivot; |
| 685 | d->markSceneTransformDirty(); |
| 686 | emit pivotChanged(); |
| 687 | update(); |
| 688 | } |
| 689 | |
| 690 | void QQuick3DNode::setLocalOpacity(float opacity) |
| 691 | { |
| 692 | Q_D(QQuick3DNode); |
| 693 | if (qFuzzyCompare(p1: d->m_opacity, p2: opacity)) |
| 694 | return; |
| 695 | |
| 696 | d->m_opacity = opacity; |
| 697 | emit localOpacityChanged(); |
| 698 | update(); |
| 699 | } |
| 700 | |
| 701 | void QQuick3DNode::setVisible(bool visible) |
| 702 | { |
| 703 | Q_D(QQuick3DNode); |
| 704 | if (d->m_visible == visible) |
| 705 | return; |
| 706 | |
| 707 | d->m_visible = visible; |
| 708 | emit visibleChanged(); |
| 709 | update(); |
| 710 | } |
| 711 | |
| 712 | void QQuick3DNode::setStaticFlags(int staticFlags) |
| 713 | { |
| 714 | Q_D(QQuick3DNode); |
| 715 | if (d->m_staticFlags == staticFlags) |
| 716 | return; |
| 717 | |
| 718 | d->m_staticFlags = staticFlags; |
| 719 | emit staticFlagsChanged(); |
| 720 | update(); |
| 721 | } |
| 722 | |
| 723 | void QQuick3DNode::setEulerRotation(const QVector3D &eulerRotation) { |
| 724 | Q_D(QQuick3DNode); |
| 725 | |
| 726 | if (d->m_rotation == eulerRotation) |
| 727 | return; |
| 728 | |
| 729 | d->m_hasExplicitLocalTransform = false; |
| 730 | d->m_rotation = eulerRotation; |
| 731 | |
| 732 | emit rotationChanged(); |
| 733 | d->markSceneTransformDirty(); |
| 734 | emit eulerRotationChanged(); |
| 735 | update(); |
| 736 | } |
| 737 | |
| 738 | /*! |
| 739 | \qmlmethod QtQuick3D::Node::rotate(real degrees, vector3d axis, enumeration space) |
| 740 | |
| 741 | Rotates this node around an \a axis by the given \a degrees. The specified |
| 742 | rotation will be added to the node's current rotation. The axis can |
| 743 | be specified relative to different \a {space}s. |
| 744 | |
| 745 | \value Node.LocalSpace |
| 746 | Axis is relative to the local orientation of this node. |
| 747 | \value Node.ParentSpace |
| 748 | Axis is relative to the local orientation of the parent node. |
| 749 | \value Node.SceneSpace |
| 750 | Axis is relative to the scene. |
| 751 | |
| 752 | */ |
| 753 | void QQuick3DNode::rotate(qreal degrees, const QVector3D &axis, TransformSpace space) |
| 754 | { |
| 755 | Q_D(QQuick3DNode); |
| 756 | |
| 757 | const QQuaternion addRotationQuat = QQuaternion::fromAxisAndAngle(axis, angle: float(degrees)); |
| 758 | const QMatrix4x4 addRotationMatrix = QMatrix4x4(addRotationQuat.toRotationMatrix()); |
| 759 | QMatrix4x4 newRotationMatrix; |
| 760 | |
| 761 | switch (space) { |
| 762 | case LocalSpace: |
| 763 | newRotationMatrix = d->localRotationMatrix() * addRotationMatrix; |
| 764 | break; |
| 765 | case ParentSpace: |
| 766 | newRotationMatrix = addRotationMatrix * d->localRotationMatrix(); |
| 767 | break; |
| 768 | case SceneSpace: |
| 769 | if (const auto parent = parentNode()) { |
| 770 | const QMatrix4x4 lrm = d->localRotationMatrix(); |
| 771 | const QMatrix4x4 prm = QQuick3DNodePrivate::get(node: parent)->sceneRotationMatrix(); |
| 772 | newRotationMatrix = prm.inverted() * addRotationMatrix * prm * lrm; |
| 773 | } else { |
| 774 | newRotationMatrix = d->localRotationMatrix() * addRotationMatrix; |
| 775 | } |
| 776 | break; |
| 777 | } |
| 778 | |
| 779 | const QQuaternion newRotationQuaternion = QQuaternion::fromRotationMatrix(rot3x3: QSSGUtils::mat44::getUpper3x3(m: newRotationMatrix)).normalized(); |
| 780 | |
| 781 | if (d->m_rotation == newRotationQuaternion) |
| 782 | return; |
| 783 | |
| 784 | d->m_hasExplicitLocalTransform = false; |
| 785 | d->m_rotation = newRotationQuaternion; |
| 786 | d->markSceneTransformDirty(); |
| 787 | |
| 788 | emit rotationChanged(); |
| 789 | emit eulerRotationChanged(); |
| 790 | |
| 791 | update(); |
| 792 | } |
| 793 | |
| 794 | QSSGRenderGraphObject *QQuick3DNode::updateSpatialNode(QSSGRenderGraphObject *node) |
| 795 | { |
| 796 | Q_D(QQuick3DNode); |
| 797 | if (!node) { |
| 798 | markAllDirty(); |
| 799 | node = new QSSGRenderNode(); |
| 800 | } |
| 801 | QQuick3DObject::updateSpatialNode(node); |
| 802 | auto spacialNode = static_cast<QSSGRenderNode *>(node); |
| 803 | bool transformIsDirty = false; |
| 804 | |
| 805 | if (spacialNode->pivot != d->m_pivot) { |
| 806 | transformIsDirty = true; |
| 807 | spacialNode->pivot = d->m_pivot; |
| 808 | } |
| 809 | |
| 810 | if (!qFuzzyCompare(p1: spacialNode->localOpacity, p2: d->m_opacity)) { |
| 811 | spacialNode->localOpacity = d->m_opacity; |
| 812 | spacialNode->markDirty(dirtyFlag: QSSGRenderNode::DirtyFlag::OpacityDirty); |
| 813 | } |
| 814 | |
| 815 | if (d->m_hasExplicitLocalTransform) { |
| 816 | spacialNode->localTransform = d->m_localTransform; |
| 817 | spacialNode->markDirty(dirtyFlag: QSSGRenderNode::DirtyFlag::TransformDirty); |
| 818 | d->m_hasExplicitLocalTransform = false; |
| 819 | } else { |
| 820 | if (!transformIsDirty && !qFuzzyCompare(v1: d->m_position, v2: QSSGUtils::mat44::getPosition(m: spacialNode->localTransform))) |
| 821 | transformIsDirty = true; |
| 822 | |
| 823 | if (!transformIsDirty && !qFuzzyCompare(v1: d->m_scale, v2: QSSGUtils::mat44::getScale(m: spacialNode->localTransform))) |
| 824 | transformIsDirty = true; |
| 825 | |
| 826 | if (!transformIsDirty && !qFuzzyCompare(q1: d->m_rotation, q2: QQuaternion::fromRotationMatrix(rot3x3: QSSGUtils::mat44::getUpper3x3(m: spacialNode->localTransform)))) |
| 827 | transformIsDirty = true; |
| 828 | |
| 829 | if (transformIsDirty) { |
| 830 | spacialNode->localTransform = QSSGRenderNode::calculateTransformMatrix(position: d->m_position, scale: d->m_scale, pivot: d->m_pivot, rotation: d->m_rotation);; |
| 831 | spacialNode->markDirty(dirtyFlag: QSSGRenderNode::DirtyFlag::TransformDirty); |
| 832 | } |
| 833 | } |
| 834 | |
| 835 | spacialNode->staticFlags = d->m_staticFlags; |
| 836 | |
| 837 | // The Hidden in Editor flag overrides the visible value |
| 838 | if (d->m_isHiddenInEditor) |
| 839 | spacialNode->setState(state: QSSGRenderNode::LocalState::Active, on: false); |
| 840 | else |
| 841 | spacialNode->setState(state: QSSGRenderNode::LocalState::Active, on: d->m_visible); |
| 842 | |
| 843 | DebugViewHelpers::ensureDebugObjectName(node: spacialNode, src: this); |
| 844 | |
| 845 | return spacialNode; |
| 846 | } |
| 847 | |
| 848 | /*! |
| 849 | \qmlmethod vector3d QtQuick3D::Node::mapPositionToScene(vector3d localPosition) |
| 850 | |
| 851 | Transforms \a localPosition from local space to scene space. |
| 852 | |
| 853 | \note "Scene space" is sometimes also referred to as the "global space". But |
| 854 | then in the meaning "global in the 3D world", and not "global to the |
| 855 | screen or desktop" (which is usually the interpretation in other Qt APIs). |
| 856 | |
| 857 | \sa mapPositionFromScene, mapPositionToNode, mapPositionFromNode |
| 858 | */ |
| 859 | QVector3D QQuick3DNode::mapPositionToScene(const QVector3D &localPosition) const |
| 860 | { |
| 861 | return QSSGUtils::mat44::transform(m: sceneTransform(), v: localPosition); |
| 862 | } |
| 863 | |
| 864 | /*! |
| 865 | \qmlmethod vector3d QtQuick3D::Node::mapPositionFromScene(vector3d scenePosition) |
| 866 | |
| 867 | Transforms \a scenePosition from scene space to local space. |
| 868 | |
| 869 | \sa mapPositionToScene, mapPositionToNode, mapPositionFromNode |
| 870 | */ |
| 871 | QVector3D QQuick3DNode::mapPositionFromScene(const QVector3D &scenePosition) const |
| 872 | { |
| 873 | return QSSGUtils::mat44::transform(m: sceneTransform().inverted(), v: scenePosition); |
| 874 | } |
| 875 | |
| 876 | /*! |
| 877 | \qmlmethod vector3d QtQuick3D::Node::mapPositionToNode(QtQuick3D::Node node, vector3d localPosition) |
| 878 | |
| 879 | Transforms \a localPosition from the local space of this node to |
| 880 | the local space of \a node. |
| 881 | |
| 882 | \note If \a node is null, then \a localPosition will be transformed into scene space coordinates. |
| 883 | |
| 884 | \sa mapPositionToScene, mapPositionFromScene, mapPositionFromNode |
| 885 | */ |
| 886 | QVector3D QQuick3DNode::mapPositionToNode(const QQuick3DNode *node, const QVector3D &localPosition) const |
| 887 | { |
| 888 | const auto scenePositionSelf = mapPositionToScene(localPosition); |
| 889 | return node ? node->mapPositionFromScene(scenePosition: scenePositionSelf) : scenePositionSelf; |
| 890 | } |
| 891 | |
| 892 | /*! |
| 893 | \qmlmethod vector3d QtQuick3D::Node::mapPositionFromNode(QtQuick3D::Node node, vector3d localPosition) |
| 894 | |
| 895 | Transforms \a localPosition from the local space of \a node to |
| 896 | the local space of this node. |
| 897 | |
| 898 | \note If \a node is null, then \a localPosition is interpreted as it is in scene space coordinates. |
| 899 | |
| 900 | \sa mapPositionToScene, mapPositionFromScene, mapPositionToNode |
| 901 | */ |
| 902 | QVector3D QQuick3DNode::mapPositionFromNode(const QQuick3DNode *node, const QVector3D &localPosition) const |
| 903 | { |
| 904 | const auto scenePositionOther = node ? node->mapPositionToScene(localPosition) : localPosition; |
| 905 | return mapPositionFromScene(scenePosition: scenePositionOther); |
| 906 | } |
| 907 | |
| 908 | /*! |
| 909 | \qmlmethod vector3d QtQuick3D::Node::mapDirectionToScene(vector3d localDirection) |
| 910 | |
| 911 | Transforms \a localDirection from local space to scene space. |
| 912 | The return value is not affected by the (inherited) scale or |
| 913 | position of the node. |
| 914 | |
| 915 | \note the return value will have the same length as \a localDirection |
| 916 | (i.e. not normalized). |
| 917 | |
| 918 | \sa mapDirectionFromScene, mapDirectionToNode, mapDirectionFromNode |
| 919 | */ |
| 920 | QVector3D QQuick3DNode::mapDirectionToScene(const QVector3D &localDirection) const |
| 921 | { |
| 922 | QMatrix3x3 theDirMatrix = sceneTransform().normalMatrix(); |
| 923 | return QSSGUtils::mat33::transform(m: theDirMatrix, v: localDirection); |
| 924 | } |
| 925 | |
| 926 | /*! |
| 927 | \qmlmethod vector3d QtQuick3D::Node::mapDirectionFromScene(vector3d sceneDirection) |
| 928 | |
| 929 | Transforms \a sceneDirection from scene space to local space. |
| 930 | The return value is not affected by the (inherited) scale or |
| 931 | position of the node. |
| 932 | |
| 933 | \note the return value will have the same length as \a sceneDirection |
| 934 | (i.e not normalized). |
| 935 | |
| 936 | \sa mapDirectionToScene, mapDirectionToNode, mapDirectionFromNode |
| 937 | */ |
| 938 | QVector3D QQuick3DNode::mapDirectionFromScene(const QVector3D &sceneDirection) const |
| 939 | { |
| 940 | QMatrix3x3 theDirMatrix = QSSGUtils::mat44::getUpper3x3(m: sceneTransform()); |
| 941 | theDirMatrix = theDirMatrix.transposed(); |
| 942 | return QSSGUtils::mat33::transform(m: theDirMatrix, v: sceneDirection); |
| 943 | } |
| 944 | |
| 945 | /*! |
| 946 | \qmlmethod vector3d QtQuick3D::Node::mapDirectionToNode(QtQuick3D::Node node, vector3d localDirection) |
| 947 | |
| 948 | Transforms \a localDirection from this nodes local space to the |
| 949 | local space of \a node. |
| 950 | The return value is not affected by the (inherited) scale or |
| 951 | position of the node. |
| 952 | |
| 953 | \note the return value will have the same length as \a localDirection |
| 954 | (i.e. not normalized). |
| 955 | |
| 956 | \note if \a node is null, then the returned direction will be transformed into scene space coordinates. |
| 957 | |
| 958 | \sa mapDirectionFromNode, mapDirectionFromScene, mapDirectionToScene |
| 959 | */ |
| 960 | QVector3D QQuick3DNode::mapDirectionToNode(const QQuick3DNode *node, const QVector3D &localDirection) const |
| 961 | { |
| 962 | const auto sceneDirectionSelf = mapDirectionToScene(localDirection); |
| 963 | return node ? node->mapDirectionFromScene(sceneDirection: sceneDirectionSelf) : sceneDirectionSelf; |
| 964 | } |
| 965 | |
| 966 | /*! |
| 967 | \qmlmethod vector3d QtQuick3D::Node::mapDirectionFromNode(QtQuick3D::Node node, vector3d localDirection) |
| 968 | |
| 969 | Transforms \a localDirection from the local space of \a node to the |
| 970 | local space of this node. |
| 971 | The return value is not affected by the (inherited) scale or |
| 972 | position of the node. |
| 973 | |
| 974 | \note the return value will have the same length as \a localDirection |
| 975 | (i.e. not normalized). |
| 976 | |
| 977 | \note If \a node is null, then \a localDirection is interpreted as it is in scene space coordinates. |
| 978 | |
| 979 | \sa mapDirectionToNode, mapDirectionFromScene, mapDirectionToScene |
| 980 | */ |
| 981 | QVector3D QQuick3DNode::mapDirectionFromNode(const QQuick3DNode *node, const QVector3D &localDirection) const |
| 982 | { |
| 983 | const auto sceneDirectionOther = node ? node->mapDirectionToScene(localDirection) : localDirection; |
| 984 | return mapDirectionFromScene(sceneDirection: sceneDirectionOther); |
| 985 | } |
| 986 | |
| 987 | void QQuick3DNode::markAllDirty() |
| 988 | { |
| 989 | Q_D(QQuick3DNode); |
| 990 | |
| 991 | d->markSceneTransformDirty(); |
| 992 | QQuick3DObject::markAllDirty(); |
| 993 | } |
| 994 | |
| 995 | /*! |
| 996 | \qmlproperty vector3d QtQuick3D::Node::eulerRotation |
| 997 | |
| 998 | This property contains the rotation values for the x, y, and z axis. |
| 999 | These values are stored as a vector3d. Rotation order is assumed to |
| 1000 | be ZXY. |
| 1001 | |
| 1002 | \sa QQuaternion::fromEulerAngles() |
| 1003 | */ |
| 1004 | |
| 1005 | QVector3D QQuick3DNode::eulerRotation() const |
| 1006 | { |
| 1007 | const Q_D(QQuick3DNode); |
| 1008 | |
| 1009 | return d->m_rotation; |
| 1010 | } |
| 1011 | |
| 1012 | void QQuick3DNode::itemChange(ItemChange change, const ItemChangeData &) |
| 1013 | { |
| 1014 | if (change == QQuick3DObject::ItemParentHasChanged) |
| 1015 | QQuick3DNodePrivate::get(node: this)->markSceneTransformDirty(); |
| 1016 | } |
| 1017 | |
| 1018 | QT_END_NAMESPACE |
| 1019 | |