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// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
import QtQuick 2.0
import QtQuick3D 1.15
import MouseArea3D 1.0
Model {
id: rotateRing
property View3D view3D
property alias color: material.diffuseColor
property Node targetNode: null
property bool dragging: mouseAreaMain.dragging
property bool active: false
property alias hovering: mouseAreaMain.hovering
property alias priority: mouseAreaMain.priority
property real currentAngle
property point currentMousePos
property MouseArea3D dragHelper: null
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
diffuseColor: "white"
lighting: DefaultMaterial.NoLighting
}
function applyLocalRotation(screenPos)
{
currentAngle = mouseAreaMain.dragHelper.getNewRotationAngle(
targetNode, _pointerPosPressed, Qt.vector3d(screenPos.x, screenPos.y, 0),
_targetPosOnScreen, currentAngle, _trackBall);
mouseAreaMain.dragHelper.applyRotationAngleToNode(targetNode, _startRotation, currentAngle);
}
function handlePressed(screenPos, angle)
{
if (!targetNode)
return;
if (targetNode == multiSelectionNode)
_generalHelper.restartMultiSelection();
// Need to recreate vector as we need to adjust it and we can't do that on reference of
// scenePosition, which is read-only property
var scenePos = mouseAreaMain.pivotScenePosition(targetNode);
_targetPosOnScreen = view3D.mapFrom3DScene(scenePos);
_targetPosOnScreen.z = 0;
_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
_trackBall = angle < 0.1;
// Recreate vector so we don't follow the changes in targetNode.eulerRotation
_startRotation = Qt.vector3d(targetNode.eulerRotation.x,
targetNode.eulerRotation.y,
targetNode.eulerRotation.z);
// Ensure we never set NaN values for rotation, even if target node originally has them
if (isNaN(_startRotation.x))
_startRotation.x = 0;
if (isNaN(_startRotation.y))
_startRotation.y = 0;
if (isNaN(_startRotation.z))
_startRotation.z = 0;
currentAngle = 0;
currentMousePos = screenPos;
}
function handleDragged(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
if (targetNode == multiSelectionNode)
_generalHelper.rotateMultiSelection(false);
currentMousePos = screenPos;
rotateChange();
}
function handleReleased(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
if (targetNode == multiSelectionNode)
_generalHelper.rotateMultiSelection(true);
rotateCommit();
currentAngle = 0;
currentMousePos = screenPos;
if (targetNode == multiSelectionNode)
_generalHelper.resetMultiSelectionNode();
}
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
dragHelper: rotateRing.dragHelper
onPressed: (planePos, screenPos, angle)=> {
rotateRing.handlePressed(screenPos, angle);
}
onDragged: (planePos, screenPos)=> {
rotateRing.handleDragged(screenPos);
}
onReleased: (planePos, screenPos)=> {
rotateRing.handleReleased(screenPos);
}
}
}
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