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[ui] PanoramaViewer: change the way the user interact with the panorama widget
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commit
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2 changed files with 142 additions and 14 deletions
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@ -1,4 +1,4 @@
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from math import acos, pi, sqrt
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from math import acos, pi, sqrt, atan2, cos, sin, asin
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from PySide2.QtCore import QObject, Slot, QSize, Signal, QPointF
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from PySide2.Qt3DCore import Qt3DCore
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@ -109,6 +109,101 @@ class Transformations3DHelper(QObject):
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# ---------- Exposed to QML ---------- #
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@Slot(QVector3D, QVector3D, result=QQuaternion)
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def rotationBetweenAandB(self, A, B):
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A = A/A.length()
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B = B/B.length()
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# Get rotation matrix between 2 vectors
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v = QVector3D.crossProduct(A, B)
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s = v.length()
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c = QVector3D.dotProduct(A, B)
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return QQuaternion.fromAxisAndAngle(v / s, atan2(s, c) * 180 / pi)
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@Slot(QVector3D, result=QVector3D)
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def fromEquirectangular(self, vector):
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return QVector3D(cos(vector.x()) * sin(vector.y()), sin(vector.x()), cos(vector.x()) * cos(vector.y()))
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@Slot(QVector3D, result=QVector3D)
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def toEquirectangular(self, vector):
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return QVector3D(asin(vector.y()), atan2(vector.x(), vector.z()), 0)
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@Slot(QVector3D, QVector2D, QVector2D, result=QVector3D)
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def updatePanorama(self, euler, ptStart, ptEnd):
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delta = 1e-3
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#Get initial rotation
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qStart = QQuaternion.fromEulerAngles(euler.y(), euler.x(), euler.z())
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#Convert input to points on unit sphere
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vStart = self.fromEquirectangular(QVector3D(ptStart))
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vStartdY = self.fromEquirectangular(QVector3D(ptStart.x(), ptStart.y() + delta, 0))
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vEnd = self.fromEquirectangular(QVector3D(ptEnd))
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qAdd = QQuaternion.rotationTo(vStart, vEnd)
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#Get the 3D point on unit sphere which would correspond to the no rotation +X
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vCurrent = qAdd.rotatedVector(vStartdY)
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vIdeal = self.fromEquirectangular(QVector3D(ptEnd.x(), ptEnd.y() + delta, 0))
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#project on rotation plane
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lambdaEnd = 1 / QVector3D.dotProduct(vEnd, vCurrent)
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lambdaIdeal = 1 / QVector3D.dotProduct(vEnd, vIdeal)
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vPlaneCurrent = lambdaEnd * vCurrent
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vPlaneIdeal = lambdaIdeal * vIdeal
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#Get the directions
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rotStart = (vPlaneCurrent - vEnd).normalized()
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rotEnd = (vPlaneIdeal - vEnd).normalized()
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# Get rotation matrix between 2 vectors
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v = QVector3D.crossProduct(rotEnd, rotStart)
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s = QVector3D.dotProduct(v, vEnd)
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c = QVector3D.dotProduct(rotStart, rotEnd)
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angle = atan2(s, c) * 180 / pi
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qImage = QQuaternion.fromAxisAndAngle(vEnd, -angle)
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return (qImage * qAdd * qStart).toEulerAngles()
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@Slot(QVector3D, QVector2D, QVector2D, result=QVector3D)
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def updatePanoramaInPlane(self, euler, ptStart, ptEnd):
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delta = 1e-3
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#Get initial rotation
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qStart = QQuaternion.fromEulerAngles(euler.y(), euler.x(), euler.z())
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#Convert input to points on unit sphere
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vStart = self.fromEquirectangular(QVector3D(ptStart))
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vEnd = self.fromEquirectangular(QVector3D(ptEnd))
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#Get the 3D point on unit sphere which would correspond to the no rotation +X
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vIdeal = self.fromEquirectangular(QVector3D(ptStart.x(), ptStart.y() + delta, 0))
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#project on rotation plane
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lambdaEnd = 1 / QVector3D.dotProduct(vStart, vEnd)
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lambdaIdeal = 1 / QVector3D.dotProduct(vStart, vIdeal)
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vPlaneEnd = lambdaEnd * vEnd
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vPlaneIdeal = lambdaIdeal * vIdeal
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#Get the directions
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rotStart = (vPlaneEnd - vStart).normalized()
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rotEnd = (vPlaneIdeal - vStart).normalized()
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# Get rotation matrix between 2 vectors
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v = QVector3D.crossProduct(rotEnd, rotStart)
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s = QVector3D.dotProduct(v, vStart)
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c = QVector3D.dotProduct(rotStart, rotEnd)
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angle = atan2(s, c) * 180 / pi
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qAdd = QQuaternion.fromAxisAndAngle(vStart, angle)
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return (qAdd * qStart).toEulerAngles()
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@Slot(QVector4D, Qt3DRender.QCamera, QSize, result=QVector2D)
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def pointFromWorldToScreen(self, point, camera, windowSize):
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""" Compute the Screen point corresponding to a World Point.
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@ -123,7 +218,7 @@ class Transformations3DHelper(QObject):
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viewMatrix = camera.transform().matrix().inverted()
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projectedPoint = (camera.projectionMatrix() * viewMatrix[0]).map(point)
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projectedPoint2D = QVector2D(
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projectedPoint.x()/projectedPoint.w(),
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projectedPoint.x()/projectedPoint.w(),
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projectedPoint.y()/projectedPoint.w()
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)
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@ -145,7 +240,7 @@ class Transformations3DHelper(QObject):
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initialScaleMat (QMatrix4x4): initial scale matrix
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translateVec (QVector3D): vector used for the local translation
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"""
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# Compute the translation transformation matrix
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# Compute the translation transformation matrix
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translationMat = QMatrix4x4()
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translationMat.translate(translateVec)
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