Qt Quick 3D - 体积渲染示例
// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause import QtQuick import QtQuick3D // The rotation math is based on the paper // ARCBALL: // A User Interface for Specifying Three-Dimensional Orientation Using a Mouse // by Ken Shoemake, 1992 Item { id: root visible: false required property Node controlledObject property vector3d lastPos: Qt.vector3d(0, 0, 0) property bool moving: false // From Shoemake 1992: // pt.x <- (screen.x - center.x)/radius; // pt.y <- (screen.y - center.y)/radius; // r <- pt.x*pt.x + pt.y*pt.y; // IF r > 1.0 // THEN s <- 1.0/Sqrt[r]; // pt.x <- s*pt.x; // pt.y <- s*pt.y; // pt.z <- 0.0; // ELSE pt.z <- Sqrt[1.0 - r] ; function pos2DToPos3D(posNDC) { var pt = Qt.vector3d(posNDC.x, posNDC.y, 0) let r = posNDC.x * posNDC.x + posNDC.y * posNDC.y if (r > 1.0) { let s = 1.0 / Math.sqrt(r) pt.x = s * pt.x pt.y = s * pt.y pt.z = 0.0 } else { pt.z = Math.sqrt(1.0 - r) } return pt } function mousePressed(posNDC) { lastPos = pos2DToPos3D(posNDC) moving = true } function mouseReleased(posNDC) { moving = false } function mouseMoved(posNDC) { if (!moving) return let currentPos = pos2DToPos3D(posNDC) // From Shoemake 1992: // [q.x, q.y, q.z] <- V3_Cross[pO, p1]; // q.w <- V3_Dot[pO, p1]; // qnow <- QuatMul[q, qstart]; let p0 = lastPos let p1 = currentPos let p0p1 = p0.crossProduct(p1) let q = Qt.quaternion(p0.dotProduct(p1), p0p1.x, p0p1.y, p0p1.z) let qnow = q.times(controlledObject.rotation) controlledObject.rotation = qnow lastPos = currentPos } }