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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
****************************************************************************/
import QtQuick 2.0
import QtQuick3D 1.0
import MouseArea3D 1.0
Model {
id: rotateRing
property View3D view3D
property alias color: material.emissiveColor
property Node targetNode: null
property bool dragging: false
property bool active: false
property alias hovering: mouseAreaMain.hovering
property alias priority: mouseAreaMain.priority
property real currentAngle
property point currentMousePos
property vector3d _pointerPosPressed
property vector3d _targetPosOnScreen
property vector3d _startRotation
property bool _trackBall
signal rotateCommit()
signal rotateChange()
source: "meshes/ring.mesh"
Model {
id: pickModel
objectName: "PickModel for " + rotateRing.objectName
source: "meshes/ringselect.mesh"
pickable: true
}
materials: DefaultMaterial {
id: material
emissiveColor: "white"
lighting: DefaultMaterial.NoLighting
}
function applyLocalRotation(screenPos)
{
currentAngle = mouseAreaMain.getNewRotationAngle(targetNode, _pointerPosPressed,
Qt.vector3d(screenPos.x, screenPos.y, 0),
_targetPosOnScreen, currentAngle,
_trackBall);
mouseAreaMain.applyRotationAngleToNode(targetNode, _startRotation, currentAngle);
}
function handlePressed(screenPos, angle)
{
if (!targetNode)
return;
_targetPosOnScreen = view3D.mapFrom3DScene(targetNode.scenePosition);
_targetPosOnScreen.z = 0;
_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
dragging = true;
_trackBall = angle < 0.1;
// Recreate vector so we don't follow the changes in targetNode.rotation
_startRotation = Qt.vector3d(targetNode.rotation.x,
targetNode.rotation.y,
targetNode.rotation.z);
currentAngle = 0;
currentMousePos = screenPos;
}
function handleDragged(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
currentMousePos = screenPos;
rotateChange();
}
function handleReleased(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
rotateCommit();
dragging = false;
currentAngle = 0;
currentMousePos = screenPos;
}
MouseArea3D {
id: mouseAreaMain
view3D: rotateRing.view3D
objectName: "Main plane of " + rotateRing.objectName
x: -30
y: -30
width: 60
height: 60
circlePickArea: Qt.point(9.2, 1.4)
grabsMouse: targetNode
active: rotateRing.active
pickNode: pickModel
minAngle: 0.05
onPressed: rotateRing.handlePressed(screenPos, angle)
onDragged: rotateRing.handleDragged(screenPos)
onReleased: rotateRing.handleReleased(screenPos)
}
}
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