Qt Quick 3D - Volumetric Rendering Example
// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
Item {
id: root
required property Node targetNode
enum Axis {
PositiveZ = 0,
NegativeZ = 1,
PositiveY = 2,
NegativeY = 3,
PositiveX = 4,
NegativeX = 5
}
// These are the 24 different rotations a rotation aligned on axes can have.
// They are ordered in groups of 4 where the +Z,-Z,+Y,-Y,+X,-X axis is pointing
// towards the screen (+Z). Inside this group the rotations are ordered to
// rotate counter-clockwise.
readonly property list<quaternion> rotations: [
// +Z
Qt.quaternion(1, 0, 0, 0),
Qt.quaternion(Math.SQRT1_2, 0, 0, -Math.SQRT1_2),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(Math.SQRT1_2, 0, 0, Math.SQRT1_2),
// -Z
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -Math.SQRT1_2, -Math.SQRT1_2, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, Math.SQRT1_2, -Math.SQRT1_2, 0),
// +Y
Qt.quaternion(0.5, 0.5, 0.5, 0.5),
Qt.quaternion(Math.SQRT1_2, Math.SQRT1_2, 0, 0),
Qt.quaternion(-0.5, -0.5, 0.5, 0.5),
Qt.quaternion(0, 0, -Math.SQRT1_2, -Math.SQRT1_2),
// -Y
Qt.quaternion(0.5, -0.5, 0.5, -0.5),
Qt.quaternion(0, 0, Math.SQRT1_2, -Math.SQRT1_2),
Qt.quaternion(-0.5, 0.5, 0.5, -0.5),
Qt.quaternion(-Math.SQRT1_2, Math.SQRT1_2, 0, 0),
// +X
Qt.quaternion(-0.5, -0.5, 0.5, -0.5),
Qt.quaternion(-Math.SQRT1_2, 0, Math.SQRT1_2, 0),
Qt.quaternion(-0.5, 0.5, 0.5, 0.5),
Qt.quaternion(0, Math.SQRT1_2, 0, Math.SQRT1_2),
// -X
Qt.quaternion(0, Math.SQRT1_2, 0, -Math.SQRT1_2),
Qt.quaternion(0.5, -0.5, 0.5, 0.5),
Qt.quaternion(Math.SQRT1_2, 0, Math.SQRT1_2, 0),
Qt.quaternion(0.5, 0.5, 0.5, -0.5),
]
readonly property list<quaternion> xRotationGoals : [
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(-0, -1, -0, -0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(-0, -1, -0, -0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(-0, 1, -0, -0),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
]
readonly property list<quaternion> yRotationGoals : [
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
]
readonly property list<quaternion> zRotationGoals : [
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, 1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 0, 0, -1),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 0, -1, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, -1, 0, 0),
Qt.quaternion(0, 0, 1, 0),
Qt.quaternion(0, 1, 0, 0),
Qt.quaternion(0, 0, -1, 0),
]
// This function works by using a rotation to rotate x,y,z normal vectors
// and see what axis-aligned rotation gives the closest distance to the
// rotated normal vectors.
function findClosestRotation(rotation, startI, stopI) {
let rotationConjugated = rotation.conjugated();
let xRotated = rotation.times(Qt.quaternion(0, 1, 0, 0)).times(rotationConjugated);
let yRotated = rotation.times(Qt.quaternion(0, 0, 1, 0)).times(rotationConjugated);
let zRotated = rotation.times(Qt.quaternion(0, 0, 0, 1)).times(rotationConjugated);
var closestIndex = 0;
var closestDistance = 123456789; // big number
for (var i = startI; i < stopI ; i++) {
let distance = xRotated.minus(xRotationGoals[i]).length() +
yRotated.minus(yRotationGoals[i]).length() +
zRotated.minus(zRotationGoals[i]).length();
if (distance <= closestDistance) {
closestDistance = distance;
closestIndex = i;
}
}
return closestIndex;
}
function quaternionAlign(rotation) {
let closestIndex = findClosestRotation(rotation, 0, 24);
return rotations[closestIndex];
}
function quaternionForAxis(axis, rotation) {
let closestIndex = findClosestRotation(rotation, axis*4, (axis + 1)*4);
return rotations[closestIndex];
}
function quaternionRotateLeft(rotation) {
let closestIndex = findClosestRotation(rotation, 0, 24);
let offset = (4 + closestIndex - 1) % 4;
let group = Math.floor(closestIndex / 4);
return rotations[offset + group * 4];
}
function quaternionRotateRight(rotation) {
let closestIndex = findClosestRotation(rotation, 0, 24);
let offset = (closestIndex + 1) % 4;
let group = Math.floor(closestIndex / 4);
return rotations[offset + group * 4];
}
signal axisClicked(int axis)
signal ballMoved(vector2d velocity)
QtObject {
id: stylePalette
property color white: "#fdf6e3"
property color black: "#002b36"
property color red: "#dc322f"
property color green: "#859900"
property color blue: "#268bd2"
property color background: "#99002b36"
}
component LineRectangle : Rectangle {
property vector2d startPoint: Qt.vector2d(0, 0)
property vector2d endPoint: Qt.vector2d(0, 0)
property real lineWidth: 5
transformOrigin: Item.Left
height: lineWidth
readonly property vector2d offset: startPoint.plus(endPoint).times(0.5);
width: startPoint.minus(endPoint).length()
rotation: Math.atan2(endPoint.y - startPoint.y, endPoint.x - startPoint.x) * 180 / Math.PI
}
Rectangle {
id: ballBackground
anchors.centerIn: parent
width: parent.width > parent.height ? parent.height : parent.width
height: width
radius: width / 2
color: ballBackgroundHoverHandler.hovered ? stylePalette.background : "transparent"
readonly property real subBallWidth: width / 5
readonly property real subBallHalfWidth: subBallWidth * 0.5
readonly property real subBallOffset: radius - subBallWidth / 2
Item {
anchors.centerIn: parent
component SubBall : Rectangle {
id: subBallRoot
required property Node targetNode
required property real offset
property alias labelText: label.text
property alias labelColor: label.color
property alias labelVisible: label.visible
property alias hovered: subBallHoverHandler.hovered
property var initialPosition: Qt.vector3d(0, 0, 0)
readonly property vector3d position: quaternionVectorMultiply(targetNode.rotation, initialPosition)
signal tapped()
function quaternionVectorMultiply(q, v) {
var qv = Qt.vector3d(q.x, q.y, q.z)
var uv = qv.crossProduct(v)
var uuv = qv.crossProduct(uv)
uv = uv.times(2.0 * q.scalar)
uuv = uuv.times(2.0)
return v.plus(uv).plus(uuv)
}
height: width
radius: width / 2
x: offset * position.x - width / 2
y: offset * -position.y - height / 2
z: position.z
HoverHandler {
id: subBallHoverHandler
}
TapHandler {
acceptedButtons: Qt.LeftButton
onTapped: (eventPoint, button)=>{
subBallRoot.tapped()
//eventPoint.accepted = true
}
}
Text {
id: label
anchors.centerIn: parent
}
}
SubBall {
id: positiveX
targetNode: root.targetNode
width: ballBackground.subBallWidth
offset: ballBackground.subBallOffset
labelText: "X"
labelColor: hovered ? stylePalette.white : stylePalette.black
color: stylePalette.red
initialPosition: Qt.vector3d(1, 0, 0)
onTapped: {
root.axisClicked(OriginGizmo.Axis.PositiveX)
}
}
LineRectangle {
endPoint: Qt.vector2d(positiveX.x + ballBackground.subBallHalfWidth, positiveX.y + ballBackground.subBallHalfWidth)
color: stylePalette.red
z: positiveX.z - 0.001
}
SubBall {
id: positiveY
targetNode: root.targetNode
width: ballBackground.subBallWidth
offset: ballBackground.subBallOffset
labelText: "Y"
labelColor: hovered ? stylePalette.white : stylePalette.black
color: stylePalette.green
initialPosition: Qt.vector3d(0, 1, 0)
onTapped: {
root.axisClicked(OriginGizmo.Axis.PositiveY)
}
}
LineRectangle {
endPoint: Qt.vector2d(positiveY.x + ballBackground.subBallHalfWidth, positiveY.y + ballBackground.subBallHalfWidth)
color: stylePalette.green
z: positiveY.z - 0.001
}
SubBall {
id: positiveZ
targetNode: root.targetNode
width: ballBackground.subBallWidth
offset: ballBackground.subBallOffset
labelText: "Z"
labelColor: hovered ? stylePalette.white : stylePalette.black
color: stylePalette.blue
initialPosition: Qt.vector3d(0, 0, 1)
onTapped: {
root.axisClicked(OriginGizmo.Axis.PositiveZ)
}
}
LineRectangle {
endPoint: Qt.vector2d(positiveZ.x + ballBackground.subBallHalfWidth, positiveZ.y + ballBackground.subBallHalfWidth)
color: stylePalette.blue
z: positiveZ.z - 0.001
}
SubBall {
targetNode: root.targetNode
width: ballBackground.subBallWidth
offset: ballBackground.subBallOffset
labelText: "-X"
labelColor: stylePalette.white
labelVisible: hovered
color: Qt.rgba(stylePalette.red.r, stylePalette.red.g, stylePalette.red.b, z + 1 * 0.5)
border.color: stylePalette.red
border.width: 2
initialPosition: Qt.vector3d(-1, 0, 0)
onTapped: {
root.axisClicked(OriginGizmo.Axis.NegativeX)
}
}
SubBall {
targetNode: root.targetNode
width: ballBackground.subBallWidth
offset: ballBackground.subBallOffset
labelText: "-Y"
labelColor: stylePalette.white
labelVisible: hovered
color: Qt.rgba(stylePalette.green.r, stylePalette.green.g, stylePalette.green.b, z + 1 * 0.5)
border.color: stylePalette.green
border.width: 2
initialPosition: Qt.vector3d(0, -1, 0)
onTapped: {
root.axisClicked(OriginGizmo.Axis.NegativeY)
}
}
SubBall {
targetNode: root.targetNode
width: ballBackground.subBallWidth
offset: ballBackground.subBallOffset
labelText: "-Z"
labelColor: stylePalette.white
labelVisible: hovered
color: Qt.rgba(stylePalette.blue.r, stylePalette.blue.g, stylePalette.blue.b, z + 1 * 0.5)
border.color: stylePalette.blue
border.width: 2
initialPosition: Qt.vector3d(0, 0, -1)
onTapped: {
root.axisClicked(OriginGizmo.Axis.NegativeZ)
}
}
}
HoverHandler {
id: ballBackgroundHoverHandler
acceptedDevices: PointerDevice.Mouse
cursorShape: Qt.PointingHandCursor
}
DragHandler {
id: dragHandler
target: null
enabled: ballBackground.visible
onCentroidChanged: {
if (centroid.velocity.x > 0 && centroid.velocity.y > 0) {
root.ballMoved(centroid.velocity)
}
}
}
}
}