initial refactor of Interactions.qml to add better support for touch screen gestures #114
@@ -14,15 +14,11 @@ BlobRect::~BlobRect() {
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}
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void BlobRect::updatePolish() {
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BlobShape::updatePolish();
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if (m_physicsActive) {
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// Check if deformation is visually imperceptible
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float totalDelta = std::abs(m_dm00 - 1.0f) + std::abs(m_dm01) + std::abs(m_dm11 - 1.0f);
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float totalVel = std::abs(m_dmVel00) + std::abs(m_dmVel01) + std::abs(m_dmVel11);
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if (totalDelta < 0.004f && totalVel < 0.05f) {
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// Snap to rest, no visible deformation
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m_dm00 = 1.0f;
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m_dm01 = 0.0f;
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m_dm11 = 1.0f;
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@@ -31,6 +27,16 @@ void BlobRect::updatePolish() {
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emit rawDeformMatrixChanged();
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updateCenteredDeformMatrix();
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m_physicsActive = false;
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if (m_group) {
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QMetaObject::invokeMethod(
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this,
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[this]() {
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if (m_group)
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m_group->markDirty();
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},
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Qt::QueuedConnection);
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}
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} else {
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QMetaObject::invokeMethod(
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this,
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@@ -41,6 +47,8 @@ void BlobRect::updatePolish() {
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Qt::QueuedConnection);
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}
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}
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BlobShape::updatePolish();
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}
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void BlobRect::updatePhysics() {
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@@ -56,7 +64,6 @@ void BlobRect::updatePhysics() {
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const float dt = static_cast<float>(m_elapsed.restart()) / 1000.0f;
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if (dt > 0.1f || dt < 0.001f) {
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m_prevScenePos = scenePos;
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// Still check atRest on skipped frames to avoid getting stuck
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if (m_physicsActive)
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checkAtRest(0.0f);
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return;
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@@ -74,8 +81,6 @@ void BlobRect::updatePhysics() {
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m_physicsActive = true;
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}
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// Compute target deformation matrix from velocity
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// R(θ) * diag(stretch, compress) * R(θ)^T
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const float kStretchFactor = static_cast<float>(m_deformScale);
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constexpr float kMaxStretch = 0.35f;
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@@ -98,7 +103,6 @@ void BlobRect::updatePhysics() {
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target11 = targetStretch * sin2 + targetCompress * cos2;
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}
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// Underdamped spring on each matrix component
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const float kStiffness = static_cast<float>(m_stiffness);
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const float kDamping = static_cast<float>(m_damping);
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@@ -238,9 +242,19 @@ void BlobRect::checkAtRest(float speed) {
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m_dmVel00 = 0.0f;
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m_dmVel01 = 0.0f;
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m_dmVel11 = 0.0f;
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m_deformMatrix = QMatrix4x4(); // identity
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m_deformMatrix = QMatrix4x4();
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emit rawDeformMatrixChanged();
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updateCenteredDeformMatrix();
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m_physicsActive = false;
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if (m_group) {
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QMetaObject::invokeMethod(
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this,
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[this]() {
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if (m_group)
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m_group->markDirty();
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},
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Qt::QueuedConnection);
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}
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}
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}
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@@ -9,7 +9,6 @@
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#include <cmath>
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static float deformPadding(const QMatrix4x4& dm, float hw, float hh) {
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// Bounding box of the deformed shape: |M * corners|
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const float dm00 = dm(0, 0), dm01 = dm(0, 1);
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const float dm10 = dm(1, 0), dm11 = dm(1, 1);
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const float boundX = std::abs(dm00) * hw + std::abs(dm01) * hh;
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@@ -69,16 +68,17 @@ void BlobShape::geometryChange(const QRectF& newGeometry, const QRectF& oldGeome
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QQuickItem::geometryChange(newGeometry, oldGeometry);
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updateCenteredDeformMatrix();
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if (m_group) {
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// Accumulate sub-pixel drift so slow movements don't desync the shader
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m_pendingDx += static_cast<float>(newGeometry.x() - oldGeometry.x());
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m_pendingDy += static_cast<float>(newGeometry.y() - oldGeometry.y());
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// Accumulate size delta across multiple frames so incremental size
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// changes that are each below the threshold still trigger a dirty
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// mark once their accumulated delta exceeds it.
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m_pendingDw += static_cast<float>(newGeometry.width() - oldGeometry.width());
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m_pendingDh += static_cast<float>(newGeometry.height() - oldGeometry.height());
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if (std::abs(m_pendingDx) > 0.5f || std::abs(m_pendingDy) > 0.5f ||
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std::abs(m_pendingDw) > 0.5f || std::abs(m_pendingDh) > 0.5f) {
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const float deformMag = std::abs(m_deformMatrix(0, 0) - 1.0f) + std::abs(m_deformMatrix(0, 1)) +
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std::abs(m_deformMatrix(1, 0)) + std::abs(m_deformMatrix(1, 1) - 1.0f);
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const float syncThreshold = deformMag > 0.001f ? 0.05f : 0.5f;
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if (std::abs(m_pendingDx) > syncThreshold || std::abs(m_pendingDy) > syncThreshold ||
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std::abs(m_pendingDw) > syncThreshold || std::abs(m_pendingDh) > syncThreshold) {
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m_pendingDx = 0;
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m_pendingDy = 0;
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m_pendingDw = 0;
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@@ -124,7 +124,6 @@ void BlobShape::updatePolish() {
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if (!m_group)
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return;
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// Ensure all shapes have up-to-date physics (only once per frame)
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m_group->ensurePhysicsUpdated();
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const QPointF scenePos = mapToScene(QPointF(0, 0));
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@@ -149,13 +148,11 @@ void BlobShape::updatePolish() {
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width() + 2.0 * static_cast<double>(totalPad), height() + 2.0 * static_cast<double>(totalPad));
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}
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// Filter nearby normal rects
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m_cachedRects.clear();
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m_cachedMyIndex = -2;
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const QRectF myPadded(static_cast<double>(m_cachedPaddedX), static_cast<double>(m_cachedPaddedY),
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static_cast<double>(m_cachedPaddedW), static_cast<double>(m_cachedPaddedH));
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// Track shape pointers parallel to m_cachedRects for pairwise exclusion lookups
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QVector<BlobShape*> rectShapes;
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rectShapes.reserve(m_group->shapes().size());
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@@ -163,7 +160,6 @@ void BlobShape::updatePolish() {
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if (other->isInvertedRect())
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continue;
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// Skip zero-size rects
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if (other->width() <= 0 || other->height() <= 0)
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continue;
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@@ -202,7 +198,6 @@ void BlobShape::updatePolish() {
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r.offsetX = dm(0, 3);
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r.offsetY = dm(1, 3);
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// Pre-compute inverse deformation matrix
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const float det = a * d - c * b;
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const float invDet = std::abs(det) > 1e-6f ? 1.0f / det : 1.0f;
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r.invDeform[0] = d * invDet;
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@@ -210,12 +205,10 @@ void BlobShape::updatePolish() {
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r.invDeform[2] = -c * invDet;
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r.invDeform[3] = a * invDet;
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// Pre-compute minimum eigenvalue (avoids per-pixel sqrt)
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const float halfTr = 0.5f * (a + d);
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const float halfDiff = 0.5f * (a - d);
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r.minEig = halfTr - std::sqrt(halfDiff * halfDiff + c * c);
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// Pre-compute screen-space AABB half-extents
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r.screenHalfX = std::abs(a) * r.hw + std::abs(c) * r.hh;
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r.screenHalfY = std::abs(b) * r.hw + std::abs(d) * r.hh;
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@@ -227,8 +220,6 @@ void BlobShape::updatePolish() {
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if (isInvertedRect())
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m_cachedMyIndex = -1;
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// Compute pairwise exclude masks. Bit j in entry i is set iff rect i excludes rect j
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// or rect j excludes rect i. The shader uses this to avoid smin between excluded pairs.
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const auto cachedCount = m_cachedRects.size();
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for (qsizetype i = 0; i < cachedCount; ++i) {
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int mask = 0;
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@@ -243,7 +234,6 @@ void BlobShape::updatePolish() {
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m_cachedRects[i].excludeMask = mask;
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}
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// Cache inverted rect data
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m_cachedHasInverted = false;
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m_cachedInvertedRadius = 0;
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memset(m_cachedInvertedOuter, 0, sizeof(m_cachedInvertedOuter));
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@@ -262,7 +252,6 @@ void BlobShape::updatePolish() {
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const float innerHW = outerHW - static_cast<float>((inv->borderLeft() + inv->borderRight()) / 2.0);
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const float innerHH = outerHH - static_cast<float>((inv->borderTop() + inv->borderBottom()) / 2.0);
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// Check if this rect is near the border (within 2x smoothing of inner edge)
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bool nearBorder = isInvertedRect();
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if (!nearBorder) {
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const float margin = pad * 2.0f;
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@@ -270,7 +259,6 @@ void BlobShape::updatePolish() {
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const float myCY = m_cachedPaddedY + m_cachedPaddedH * 0.5f;
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const float myHW = m_cachedPaddedW * 0.5f;
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const float myHH = m_cachedPaddedH * 0.5f;
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// Near border if any edge of padded rect is within margin of inner edge
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nearBorder = (myCX - myHW < innerCX - innerHW + margin) || (myCX + myHW > innerCX + innerHW - margin) ||
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(myCY - myHH < innerCY - innerHH + margin) || (myCY + myHH > innerCY + innerHH - margin);
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}
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@@ -291,7 +279,6 @@ void BlobShape::updatePolish() {
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}
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}
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// Pre-compute effective per-corner radii (moves O(N²) work from GPU to CPU)
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const float smoothFactor = pad;
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constexpr float minR = 2.0f;
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const auto rectCount = m_cachedRects.size();
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@@ -328,7 +315,6 @@ void BlobShape::updatePolish() {
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fTl = std::min(fTl, cpuSmoothstep(0.0f, smoothFactor, -cpuSdBox(cTlX, cTlY, icx, icy, ihw, ihh)));
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}
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// Combine base radii with fill factors into effective per-corner radii
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ri.radius[0] = std::max(ri.radius[0] * fTr, minR);
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ri.radius[1] = std::max(ri.radius[1] * fBr, minR);
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ri.radius[2] = std::max(ri.radius[2] * fBl, minR);
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@@ -357,7 +343,6 @@ QSGNode* BlobShape::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
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node->setFlag(QSGNode::OwnsMaterial);
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}
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// Update geometry
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auto* geometry = node->geometry();
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auto* v = geometry->vertexDataAsTexturedPoint2D();
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@@ -373,7 +358,6 @@ QSGNode* BlobShape::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
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node->markDirty(QSGNode::DirtyGeometry);
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// Update material
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auto* material = static_cast<BlobMaterial*>(node->material());
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material->m_paddedX = m_cachedPaddedX;
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material->m_paddedY = m_cachedPaddedY;
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Block a user