from math import acos, pi, sqrt from PySide2.QtCore import QObject, Slot, QSize, Signal, QPointF from PySide2.Qt3DCore import Qt3DCore from PySide2.Qt3DRender import Qt3DRender from PySide2.QtGui import QVector3D, QQuaternion, QVector2D, QVector4D, QMatrix4x4 from meshroom.ui.utils import makeProperty class Scene3DHelper(QObject): @Slot(Qt3DCore.QEntity, str, result="QVariantList") def findChildrenByProperty(self, entity, propertyName): """ Recursively get all children of an entity that have a property named 'propertyName'. """ children = [] for child in entity.childNodes(): try: if child.metaObject().indexOfProperty(propertyName) != -1: children.append(child) except RuntimeError: continue children += self.findChildrenByProperty(child, propertyName) return children @Slot(Qt3DCore.QEntity, Qt3DCore.QComponent) def addComponent(self, entity, component): """ Adds a component to an entity. """ entity.addComponent(component) @Slot(Qt3DCore.QEntity, Qt3DCore.QComponent) def removeComponent(self, entity, component): """ Removes a component from an entity. """ entity.removeComponent(component) @Slot(Qt3DCore.QEntity, result=int) def vertexCount(self, entity): """ Return vertex count based on children QGeometryRenderer 'vertexCount'.""" return sum([renderer.vertexCount() for renderer in entity.findChildren(Qt3DRender.QGeometryRenderer)]) @Slot(Qt3DCore.QEntity, result=int) def faceCount(self, entity): """ Returns face count based on children QGeometry buffers size.""" count = 0 for geo in entity.findChildren(Qt3DRender.QGeometry): count += sum([attr.count() for attr in geo.attributes() if attr.name() == "vertexPosition"]) return count / 3 @Slot(Qt3DCore.QEntity, result=int) def vertexColorCount(self, entity): count = 0 for geo in entity.findChildren(Qt3DRender.QGeometry): count += sum([attr.count() for attr in geo.attributes() if attr.name() == "vertexColor"]) return count class TrackballController(QObject): """ Trackball-like camera controller. Based on the C++ version from https://github.com/cjmdaixi/Qt3DTrackball """ _windowSize = QSize() _camera = None _trackballSize = 1.0 _rotationSpeed = 5.0 def projectToTrackball(self, screenCoords): sx = screenCoords.x() sy = self._windowSize.height() - screenCoords.y() p2d = QVector2D(sx / self._windowSize.width() - 0.5, sy / self._windowSize.height() - 0.5) z = 0.0 r2 = pow(self._trackballSize, 2) lengthSquared = p2d.lengthSquared() if lengthSquared <= r2 * 0.5: z = sqrt(r2 - lengthSquared) else: z = r2 * 0.5 / p2d.length() return QVector3D(p2d.x(), p2d.y(), z) @staticmethod def clamp(x): return max(-1, min(x, 1)) def createRotation(self, firstPoint, nextPoint): lastPos3D = self.projectToTrackball(firstPoint).normalized() currentPos3D = self.projectToTrackball(nextPoint).normalized() angle = acos(self.clamp(QVector3D.dotProduct(currentPos3D, lastPos3D))) direction = QVector3D.crossProduct(currentPos3D, lastPos3D) return angle, direction @Slot(QPointF, QPointF, float) def rotate(self, lastPosition, currentPosition, dt): angle, direction = self.createRotation(lastPosition, currentPosition) rotatedAxis = self._camera.transform().rotation().rotatedVector(direction) angle *= self._rotationSpeed * dt self._camera.rotateAboutViewCenter(QQuaternion.fromAxisAndAngle(rotatedAxis, angle * pi * 180)) windowSizeChanged = Signal() windowSize = makeProperty(QSize, '_windowSize', windowSizeChanged) cameraChanged = Signal() camera = makeProperty(Qt3DRender.QCamera, '_camera', cameraChanged) trackballSizeChanged = Signal() trackballSize = makeProperty(float, '_trackballSize', trackballSizeChanged) rotationSpeedChanged = Signal() rotationSpeed = makeProperty(float, '_rotationSpeed', rotationSpeedChanged) class Transformations3DHelper(QObject): #---------- Exposed to QML ----------# @Slot(QVector4D, Qt3DRender.QCamera, QSize, result=QVector2D) def pointFromWorldToScreen(self, point, camera, windowSize): """ Compute the Screen point corresponding to a World Point. """ # Transform the point from World Coord to Normalized Device Coord viewMatrix = camera.transform().matrix().inverted() projectedPoint = (camera.projectionMatrix() * viewMatrix[0]).map(point) projectedPoint2D = QVector2D( projectedPoint.x()/projectedPoint.w(), projectedPoint.y()/projectedPoint.w() ) # Transform the point from Normalized Device Coord to Screen Coord screenPoint2D = QVector2D( int((projectedPoint2D.x() + 1) * windowSize.width() / 2), int((projectedPoint2D.y() - 1) * windowSize.height() / -2) ) return screenPoint2D @Slot(Qt3DCore.QTransform, QMatrix4x4, QMatrix4x4, QMatrix4x4, QVector3D) def relativeLocalTranslate(self, transformQtInstance, initialPosMat, initialRotMat, initialScaleMat, translateVec): """ Translate the QTransform in its local space relatively to an initial state. """ # Compute the translation transformation matrix translationMat = QMatrix4x4() translationMat.translate(translateVec) # Compute the new model matrix (POSITION * ROTATION * TRANSLATE * SCALE) and set it to the Transform mat = initialPosMat * initialRotMat * translationMat * initialScaleMat transformQtInstance.setMatrix(mat) @Slot(Qt3DCore.QTransform, QMatrix4x4, QQuaternion, QMatrix4x4, QVector3D, int) def relativeLocalRotate(self, transformQtInstance, initialPosMat, initialRotQuat, initialScaleMat, axis, degree): """ Rotate the QTransform in its local space relatively to an initial state. """ # Compute the transformation quaternion from axis and angle in degrees transformQuat = QQuaternion.fromAxisAndAngle(axis, degree) # Compute the new rotation quaternion and then calculate the matrix newRotQuat = initialRotQuat * transformQuat # Order is important newRotationMat = self.quaternionToRotationMatrix(newRotQuat) # Compute the new model matrix (POSITION * NEW_COMPUTED_ROTATION * SCALE) and set it to the Transform mat = initialPosMat * newRotationMat * initialScaleMat transformQtInstance.setMatrix(mat) @Slot(Qt3DCore.QTransform, QMatrix4x4, QMatrix4x4, QMatrix4x4, QVector3D) def relativeLocalScale(self, transformQtInstance, initialPosMat, initialRotMat, initialScaleMat, scaleVec): """ Scale the QTransform in its local space relatively to an initial state. """ # Make a copy of the scale matrix (otherwise, it is a reference and it does not work as expected) scaleMat = self.copyMatrix4x4(initialScaleMat) # Update the scale matrix copy (X then Y then Z) with the scaleVec values scaleVecTuple = scaleVec.toTuple() for i in range(3): currentRow = list(scaleMat.row(i).toTuple()) # QVector3D does not implement [] operator or easy way to access value by index so this little hack is required value = currentRow[i] + scaleVecTuple[i] value = value if value >= 0 else -value # Make sure to have only positive scale (because negative scale can make issues with matrix decomposition) currentRow[i] = value scaleMat.setRow(i, QVector3D(currentRow[0], currentRow[1], currentRow[2])) # Apply the new row to the scale matrix # Compute the new model matrix (POSITION * ROTATION * SCALE) and set it to the Transform mat = initialPosMat * initialRotMat * scaleMat transformQtInstance.setMatrix(mat) @Slot(QMatrix4x4, result="QVariant") def modelMatrixToMatrices(self, modelMat): """ Decompose a model matrix into individual matrices. """ decomposition = self.decomposeModelMatrix(modelMat) posMat = QMatrix4x4() posMat.translate(decomposition.get("translation")) rotMat = self.quaternionToRotationMatrix(decomposition.get("quaternion")) scaleMat = QMatrix4x4() scaleMat.scale(decomposition.get("scale")) return { "position": posMat, "rotation": rotMat, "scale": scaleMat, "quaternion": decomposition.get("quaternion") } @Slot(QVector3D, QVector3D, QVector3D, result=QMatrix4x4) def computeModelMatrixWithEuler(self, translation, rotation, scale): """ Compute a model matrix from three Vector3D. Args: translation (QVector3D): position in space (x, y, z) rotation (QVector3D): Euler angles in degrees (x, y, z) scale (QVector3D): scale of the object (x, y, z) Returns: QMatrix4x4: corresponding model matrix """ posMat = QMatrix4x4() posMat.translate(translation) quaternion = QQuaternion.fromEulerAngles(rotation) rotMat = self.quaternionToRotationMatrix(quaternion) scaleMat = QMatrix4x4() scaleMat.scale(scale) modelMat = posMat * rotMat * scaleMat return modelMat #---------- "Private" Methods ----------# def copyMatrix4x4(self, mat): """ Make a deep copy of a QMatrix4x4. """ newMat = QMatrix4x4() for i in range(4): newMat.setRow(i, mat.row(i)) return newMat def decomposeModelMatrix(self, modelMat): """ Decompose a model matrix into individual component. """ translation = modelMat.column(3).toVector3D() quaternion = QQuaternion.fromDirection(modelMat.column(2).toVector3D(), modelMat.column(1).toVector3D()) scale = QVector3D(modelMat.column(0).length(), modelMat.column(1).length(), modelMat.column(2).length()) return { "translation": translation, "quaternion": quaternion, "scale": scale } def quaternionToRotationMatrix(self, q): """ Return a rotation matrix from a quaternion. """ rotMat3x3 = q.toRotationMatrix() return QMatrix4x4( rotMat3x3(0,0), rotMat3x3(0,1), rotMat3x3(0,2), 0, rotMat3x3(1,0), rotMat3x3(1,1), rotMat3x3(1,2), 0, rotMat3x3(2,0), rotMat3x3(2,1), rotMat3x3(2,2), 0, 0, 0, 0, 1 )