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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.
**
****************************************************************************/

#ifdef QUICK3D_MODULE

#include "mousearea3d.h"

#include <QtGui/qguiapplication.h>
#include <QtQml/qqmlinfo.h>
#include <QtQuick3D/private/qquick3dcamera_p.h>
#include <QtQuick3D/private/qquick3dorthographiccamera_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>

namespace QmlDesigner {
namespace Internal {

MouseArea3D *MouseArea3D::s_mouseGrab = nullptr;

MouseArea3D::MouseArea3D(QQuick3DNode *parent)
    : QQuick3DNode(parent)
{
}

QQuick3DViewport *MouseArea3D::view3D() const
{
    return m_view3D;
}

bool MouseArea3D::hovering() const
{
    return m_hovering;
}

bool MouseArea3D::dragging() const
{
    return m_dragging;
}

bool MouseArea3D::grabsMouse() const
{
    return m_grabsMouse;
}

bool MouseArea3D::active() const
{
    return m_active;
}

QPointF MouseArea3D::circlePickArea() const
{
    return m_circlePickArea;
}

qreal MouseArea3D::minAngle() const
{
    return m_minAngle;
}

QQuick3DNode *MouseArea3D::pickNode() const
{
    return m_pickNode;
}

qreal MouseArea3D::x() const
{
    return m_x;
}

qreal MouseArea3D::y() const
{
    return m_y;
}

qreal MouseArea3D::width() const
{
    return m_width;
}

qreal MouseArea3D::height() const
{
    return m_height;
}

int MouseArea3D::priority() const
{
    return m_priority;
}

void MouseArea3D::setView3D(QQuick3DViewport *view3D)
{
    if (m_view3D == view3D)
        return;

    m_view3D = view3D;
    emit view3DChanged();
}

void MouseArea3D::setGrabsMouse(bool grabsMouse)
{
    if (m_grabsMouse == grabsMouse)
        return;

    m_grabsMouse = grabsMouse;
    emit grabsMouseChanged();
}

void MouseArea3D::setActive(bool active)
{
    if (m_active == active)
        return;

    m_active = active;
    emit activeChanged();
}

void MouseArea3D::setCirclePickArea(const QPointF &pickArea)
{
    if (m_circlePickArea == pickArea)
        return;

    m_circlePickArea = pickArea;
    emit circlePickAreaChanged();
}

// This is the minimum angle for circle picking. At lower angles we fall back to picking on pickNode
void MouseArea3D::setMinAngle(qreal angle)
{
    if (qFuzzyCompare(m_minAngle, angle))
        return;

    m_minAngle = angle;
    emit minAngleChanged();
}

// This is the fallback pick node when circle picking can't be done due to low angle
// Pick node can't be used except in low angles, as long as only bounding box picking is supported
void MouseArea3D::setPickNode(QQuick3DNode *node)
{
    if (m_pickNode == node)
        return;

    m_pickNode = node;
    emit pickNodeChanged();
}

void MouseArea3D::setX(qreal x)
{
    if (qFuzzyCompare(m_x, x))
        return;

    m_x = x;
    emit xChanged();
}

void MouseArea3D::setY(qreal y)
{
    if (qFuzzyCompare(m_y, y))
        return;

    m_y = y;
    emit yChanged();
}

void MouseArea3D::setWidth(qreal width)
{
    if (qFuzzyCompare(m_width, width))
        return;

    m_width = width;
    emit widthChanged();
}

void MouseArea3D::setHeight(qreal height)
{
    if (qFuzzyCompare(m_height, height))
        return;

    m_height = height;
    emit heightChanged();
}

void MouseArea3D::setPriority(int level)
{
    if (m_priority == level)
        return;

    m_priority = level;
    emit priorityChanged();
}

void MouseArea3D::componentComplete()
{
    if (!m_view3D) {
        qmlDebug(this) << "property 'view3D' is not set!";
        return;
    }
    m_view3D->setAcceptedMouseButtons(Qt::LeftButton);
    m_view3D->setAcceptHoverEvents(true);
    m_view3D->setAcceptTouchEvents(false);
    m_view3D->installEventFilter(this);
}

QVector3D MouseArea3D::rayIntersectsPlane(const QVector3D &rayPos0,
                                          const QVector3D &rayPos1,
                                          const QVector3D &planePos,
                                          const QVector3D &planeNormal) const
{
    QVector3D rayDirection = rayPos1 - rayPos0;
    QVector3D rayPos0RelativeToPlane = rayPos0 - planePos;

    float dotPlaneRayDirection = QVector3D::dotProduct(planeNormal, rayDirection);
    float dotPlaneRayPos0 = -QVector3D::dotProduct(planeNormal, rayPos0RelativeToPlane);

    if (qFuzzyIsNull(dotPlaneRayDirection)) {
        // The ray is is parallel to the plane. Note that if dotLinePos0 == 0, it
        // additionally means that the line lies in plane as well. In any case, we
        // signal that we cannot find a single intersection point.
        return QVector3D(0, 0, -1);
    }

    // Since we work with a ray (that has a start), distanceFromLinePos0ToPlane
    // must be above 0. If it was a line segment (with an end), it also need to be less than 1.
    // (Note: a third option would be a "line", which is different from a ray or segment in that
    // it has neither a start, nor an end). Then we wouldn't need to check the distance at all.
    // But that would also mean that the line could intersect the plane behind the camera, if
    // the line were directed away from the plane when looking forward.
    float distanceFromRayPos0ToPlane = dotPlaneRayPos0 / dotPlaneRayDirection;
    if (distanceFromRayPos0ToPlane <= 0)
        return QVector3D(0, 0, -1);
    return rayPos0 + distanceFromRayPos0ToPlane * rayDirection;
}

// Get a new scale based on a relative scene distance along a drag axis.
// This function never returns a negative scaling.
// Note that scaling a rotated object in global coordinate space can't be meaningfully done without
// distorting the object beyond what current scale property can represent, so global scaling is
// effectively same as local scaling.
QVector3D MouseArea3D::getNewScale(QQuick3DNode *node, const QVector3D &startScale,
                                   const QVector3D &pressPos,
                                   const QVector3D &sceneRelativeDistance, bool global)
{
    if (node) {
        // Note: This only returns correct scale when scale is positive
        auto getScale = [&](const QMatrix4x4 &m) -> QVector3D {
            return QVector3D(m.column(0).length(), m.column(1).length(), m.column(2).length());
        };
        const float nonZeroValue = 0.0001f;

        const QVector3D scenePos = node->scenePosition();
        const QMatrix4x4 parentTransform = node->parentNode()->sceneTransform();
        QMatrix4x4 newTransform = node->sceneTransform();
        const QVector3D nodeToPressPos = pressPos - scenePos;
        const QVector3D nodeToRelPos = nodeToPressPos + sceneRelativeDistance;
        const float sceneToPressLen = nodeToPressPos.length();
        QVector3D scaleDirVector = nodeToRelPos;
        float magnitude = (scaleDirVector.length() / sceneToPressLen);
        scaleDirVector.normalize();

        // Reset everything but rotation to ensure translation and scale don't affect rotation below
        newTransform(0, 3) = 0;
        newTransform(1, 3) = 0;
        newTransform(2, 3) = 0;
        QVector3D curScale = getScale(newTransform);
        if (qFuzzyIsNull(curScale.x()))
            curScale.setX(nonZeroValue);
        if (qFuzzyIsNull(curScale.y()))
            curScale.setY(nonZeroValue);
        if (qFuzzyIsNull(curScale.z()))
            curScale.setZ(nonZeroValue);
        newTransform.scale({1.f / curScale.x(), 1.f / curScale.y(), 1.f / curScale.z()});

        // Rotate the local scale vector so that scale axes are parallel to global axes for easier
        // scale vector manipulation
        if (!global)
            scaleDirVector = newTransform.inverted().map(scaleDirVector).normalized();

        // Ensure scaling is always positive/negative according to direction
        scaleDirVector.setX(qAbs(scaleDirVector.x()));
        scaleDirVector.setY(qAbs(scaleDirVector.y()));
        scaleDirVector.setZ(qAbs(scaleDirVector.z()));

        // Make sure the longest scale vec axis is equal to 1 before applying magnitude to avoid
        // initial jump in size when planar drag starts
        float maxDir = qMax(qMax(scaleDirVector.x(), scaleDirVector.y()), scaleDirVector.z());
        QVector3D scaleVec = scaleDirVector / maxDir;
        scaleVec *= magnitude;

        // Zero axes on scale vector indicate directions we don't want scaling to affect
        if (qFuzzyIsNull(scaleVec.x()))
            scaleVec.setX(1.f);
        if (qFuzzyIsNull(scaleVec.y()))
            scaleVec.setY(1.f);
        if (qFuzzyIsNull(scaleVec.z()))
            scaleVec.setZ(1.f);
        scaleVec *= startScale;

        newTransform = parentTransform;
        newTransform.scale(scaleVec);

        const QMatrix4x4 localTransform = parentTransform.inverted() * newTransform;
        return getScale(localTransform);
    }

    return startScale;
}

qreal QmlDesigner::Internal::MouseArea3D::getNewRotationAngle(
        QQuick3DNode *node, const QVector3D &pressPos, const QVector3D &currentPos,
        const QVector3D &nodePos, qreal prevAngle, bool trackBall)
{
    const QVector3D cameraToNodeDir = getCameraToNodeDir(node);
    if (trackBall) {
        // Only the distance in plane direction is relevant in trackball drag
        QVector3D dragDir = QVector3D::crossProduct(getNormal(), cameraToNodeDir).normalized();
        QVector3D screenDragDir = m_view3D->mapFrom3DScene(node->scenePosition() + dragDir);
        screenDragDir.setZ(0);
        dragDir = (screenDragDir - nodePos).normalized();
        const QVector3D pressToCurrent = (currentPos - pressPos);
        float magnitude = QVector3D::dotProduct(pressToCurrent, dragDir);
        qreal angle = -mouseDragMultiplier() * qreal(magnitude);
        return angle;
    } else {
        const QVector3D nodeToPress = (pressPos - nodePos).normalized();
        const QVector3D nodeToCurrent = (currentPos - nodePos).normalized();
        qreal angle = qAcos(qreal(QVector3D::dotProduct(nodeToPress, nodeToCurrent)));

        // Determine drag direction left/right
        const QVector3D dragNormal = QVector3D::crossProduct(nodeToPress, nodeToCurrent).normalized();
        angle *= QVector3D::dotProduct(QVector3D(0.f, 0.f, 1.f), dragNormal) < 0 ? -1.0 : 1.0;

        // Determine drag ring orientation relative to camera
        angle *= QVector3D::dotProduct(getNormal(), cameraToNodeDir) < 0 ? 1.0 : -1.0;

        qreal adjustedPrevAngle = prevAngle;
        const qreal PI_2 = M_PI * 2.0;
        while (adjustedPrevAngle < -PI_2)
            adjustedPrevAngle += PI_2;
        while (adjustedPrevAngle > PI_2)
            adjustedPrevAngle -= PI_2;

        // at M_PI rotation, the angle flips to negative
        if (qAbs(angle - adjustedPrevAngle) > M_PI) {
            if (angle > adjustedPrevAngle)
                return prevAngle - (PI_2 - angle + adjustedPrevAngle);
            else
                return prevAngle + (PI_2 + angle - adjustedPrevAngle);
        } else {
            return prevAngle + angle - adjustedPrevAngle;
        }
    }

}

void QmlDesigner::Internal::MouseArea3D::applyRotationAngleToNode(
        QQuick3DNode *node, const QVector3D &startRotation, qreal angle)
{
    if (!qFuzzyIsNull(angle)) {
        node->setRotation(startRotation);
        node->rotate(qRadiansToDegrees(angle), getNormal(), QQuick3DNode::SceneSpace);
    }
}

void MouseArea3D::applyFreeRotation(QQuick3DNode *node, const QVector3D &startRotation,
                                    const QVector3D &pressPos, const QVector3D &currentPos)
{
    QVector3D dragVector = currentPos - pressPos;

    if (dragVector.length() < 0.001f)
        return;

    const float *dataPtr(sceneTransform().data());
    QVector3D xAxis = QVector3D(-dataPtr[0], -dataPtr[1], -dataPtr[2]).normalized();
    QVector3D yAxis = QVector3D(-dataPtr[4], -dataPtr[5], -dataPtr[6]).normalized();

    QVector3D finalAxis = (dragVector.x() * yAxis + dragVector.y() * xAxis);

    qreal degrees = qRadiansToDegrees(qreal(finalAxis.length()) * mouseDragMultiplier());

    finalAxis.normalize();

    node->setRotation(startRotation);
    node->rotate(degrees, finalAxis, QQuick3DNode::SceneSpace);
}

QVector3D MouseArea3D::getMousePosInPlane(const QPointF &mousePosInView) const
{
    const QVector3D mousePos1(float(mousePosInView.x()), float(mousePosInView.y()), 0);
    const QVector3D mousePos2(float(mousePosInView.x()), float(mousePosInView.y()), 1);
    const QVector3D rayPos0 = m_view3D->mapTo3DScene(mousePos1);
    const QVector3D rayPos1 = m_view3D->mapTo3DScene(mousePos2);
    const QVector3D globalPlanePosition = mapPositionToScene(QVector3D(0, 0, 0));
    const QVector3D intersectGlobalPos = rayIntersectsPlane(rayPos0, rayPos1,
                                                            globalPlanePosition, forward());
    if (qFuzzyCompare(intersectGlobalPos.z(), -1))
        return intersectGlobalPos;

    return mapPositionFromScene(intersectGlobalPos);
}

bool MouseArea3D::eventFilter(QObject *, QEvent *event)
{
    if (!m_active || (m_grabsMouse && s_mouseGrab && s_mouseGrab != this
            && (m_priority <= s_mouseGrab->m_priority || s_mouseGrab->m_dragging))) {
        return false;
    }

    qreal pickAngle = 0.;

    auto mouseOnTopOfMouseArea = [this, &pickAngle](
            const QVector3D &mousePosInPlane, const QPointF &mousePos) -> bool {
        const bool onPlane = !qFuzzyCompare(mousePosInPlane.z(), -1)
                && mousePosInPlane.x() >= float(m_x)
                && mousePosInPlane.x() <= float(m_x + m_width)
                && mousePosInPlane.y() >= float(m_y)
                && mousePosInPlane.y() <= float(m_y + m_height);

        bool onCircle = true;
        bool pickSuccess = false;
        if (!qFuzzyIsNull(m_circlePickArea.y()) || !qFuzzyIsNull(m_minAngle)) {

            QVector3D cameraToMouseAreaDir = getCameraToNodeDir(this);
            const QVector3D mouseAreaDir = getNormal();
            qreal angle = qreal(QVector3D::dotProduct(cameraToMouseAreaDir, mouseAreaDir));
            // Do not allow selecting ring that is nearly perpendicular to camera, as dragging along
            // that plane would be difficult
            pickAngle = qAcos(angle);
            pickAngle = pickAngle > M_PI_2 ? pickAngle - M_PI_2 : M_PI_2 - pickAngle;
            if (pickAngle > m_minAngle) {
                if (!qFuzzyIsNull(m_circlePickArea.y())) {
                    qreal ringCenter = m_circlePickArea.x();
                    // Thickness is increased according to the angle to camera to keep projected
                    // circle thickness constant at all angles.
                    qreal divisor = qSin(pickAngle) * 2.; // This is never zero
                    qreal thickness = ((m_circlePickArea.y() / divisor));
                    qreal mousePosRadius = qSqrt(qreal(mousePosInPlane.x() * mousePosInPlane.x())
                                                 + qreal(mousePosInPlane.y() * mousePosInPlane.y()));
                    onCircle = ringCenter - thickness <= mousePosRadius
                            && ringCenter + thickness >= mousePosRadius;
                }
            } else {
                // Fall back to picking on the pickNode. At this angle, bounding box pick is not
                // a problem
                onCircle = false;
                if (m_pickNode) {
                    QQuick3DPickResult pr = m_view3D->pick(float(mousePos.x()), float(mousePos.y()));
                    pickSuccess = pr.objectHit() == m_pickNode;
                }
            }
        }
        return (onCircle && onPlane) || pickSuccess;
    };

    switch (event->type()) {
    case QEvent::MouseButtonPress: {
        auto const mouseEvent = static_cast<QMouseEvent *>(event);
        if (mouseEvent->button() == Qt::LeftButton) {
            m_mousePosInPlane = getMousePosInPlane(mouseEvent->pos());
            if (mouseOnTopOfMouseArea(m_mousePosInPlane, mouseEvent->pos())) {
                setDragging(true);
                emit pressed(m_mousePosInPlane, mouseEvent->pos(), pickAngle);
                if (m_grabsMouse) {
                    if (s_mouseGrab && s_mouseGrab != this) {
                        s_mouseGrab->setDragging(false);
                        s_mouseGrab->setHovering(false);
                    }
                    s_mouseGrab = this;
                    setHovering(true);
                }
                event->accept();
                return true;
            }
        }
        break;
    }
    case QEvent::MouseButtonRelease: {
        auto const mouseEvent = static_cast<QMouseEvent *>(event);
        if (mouseEvent->button() == Qt::LeftButton) {
            if (m_dragging) {
                QVector3D mousePosInPlane = getMousePosInPlane(mouseEvent->pos());
                if (qFuzzyCompare(mousePosInPlane.z(), -1))
                    mousePosInPlane = m_mousePosInPlane;
                setDragging(false);
                emit released(mousePosInPlane, mouseEvent->pos());
                if (m_grabsMouse) {
                    if (s_mouseGrab && s_mouseGrab != this) {
                        s_mouseGrab->setDragging(false);
                        s_mouseGrab->setHovering(false);
                    }
                    if (mouseOnTopOfMouseArea(mousePosInPlane, mouseEvent->pos())) {
                        s_mouseGrab = this;
                        setHovering(true);
                    } else {
                        s_mouseGrab = nullptr;
                        setHovering(false);
                    }
                }
                event->accept();
                return true;
            }
        }
        break;
    }
    case QEvent::MouseMove:
    case QEvent::HoverMove: {
        auto const mouseEvent = static_cast<QMouseEvent *>(event);
        const QVector3D mousePosInPlane = getMousePosInPlane(mouseEvent->pos());
        const bool hasMouse = mouseOnTopOfMouseArea(mousePosInPlane, mouseEvent->pos());

        setHovering(hasMouse);

        if (m_grabsMouse) {
            if (m_hovering && s_mouseGrab && s_mouseGrab != this)
                s_mouseGrab->setHovering(false);

            if (m_hovering || m_dragging)
                s_mouseGrab = this;
            else if (s_mouseGrab == this)
                s_mouseGrab = nullptr;
        }

        if (m_dragging && (m_circlePickArea.y() > 0. || !qFuzzyCompare(mousePosInPlane.z(), -1))) {
            m_mousePosInPlane = mousePosInPlane;
            emit dragged(mousePosInPlane, mouseEvent->pos());
        }

        break;
    }
    default:
        break;
    }

    return false;
}

void MouseArea3D::setDragging(bool enable)
{
    if (m_dragging == enable)
        return;

    m_dragging = enable;
    emit draggingChanged();
}

void MouseArea3D::setHovering(bool enable)
{
    if (m_hovering == enable)
        return;

    m_hovering = enable;
    emit hoveringChanged();
}

QVector3D MouseArea3D::getNormal() const
{
    const float *dataPtr(sceneTransform().data());
    return QVector3D(dataPtr[8], dataPtr[9], dataPtr[10]).normalized();
}

QVector3D MouseArea3D::getCameraToNodeDir(QQuick3DNode *node) const
{
    QVector3D dir;
    if (qobject_cast<QQuick3DOrthographicCamera *>(m_view3D->camera())) {
        dir = m_view3D->camera()->cameraNode()->getDirection();
        // Camera direction has x and y flipped
        dir = QVector3D(-dir.x(), -dir.y(), dir.z());
    } else {
        dir = (node->scenePosition() - m_view3D->camera()->scenePosition()).normalized();
    }
    return dir;
}

}
}

#endif // QUICK3D_MODULE