2019-10-23 16:02:56 +03:00
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/****************************************************************************
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**
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** Copyright (C) 2019 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Creator.
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**
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 as published by the Free Software
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** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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****************************************************************************/
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import QtQuick 2.0
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import QtQuick3D 1.0
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import MouseArea3D 1.0
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Model {
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id: arrow
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rotationOrder: Node.XYZr
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source: "meshes/Arrow.mesh"
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property View3D view3D
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property alias color: material.emissiveColor
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property Node targetNode: null
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property bool isDragging: false
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readonly property bool hovering: mouseAreaYZ.hovering || mouseAreaXZ.hovering
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property var _pointerPosPressed
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property var _targetStartPos
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signal positionCommit()
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materials: DefaultMaterial {
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id: material
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emissiveColor: mouseAreaFront.hovering ? "white" : Qt.rgba(1.0, 0.0, 0.0, 1.0)
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lighting: DefaultMaterial.NoLighting
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}
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function handlePressed(mouseArea, pointerPosition)
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{
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if (!targetNode)
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return;
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var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
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_pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition);
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var sp = targetNode.positionInScene;
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_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z);
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isDragging = true;
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}
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function posInParent(mouseArea, pointerPosition)
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{
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var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
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var scenePointerPos = mouseArea.mapPositionToScene(maskedPosition);
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var sceneRelativeDistance = Qt.vector3d(
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scenePointerPos.x - _pointerPosPressed.x,
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scenePointerPos.y - _pointerPosPressed.y,
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scenePointerPos.z - _pointerPosPressed.z);
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var newScenePos = Qt.vector3d(
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_targetStartPos.x + sceneRelativeDistance.x,
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_targetStartPos.y + sceneRelativeDistance.y,
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_targetStartPos.z + sceneRelativeDistance.z);
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return targetNode.parent.mapPositionFromScene(newScenePos);
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}
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function handleDragged(mouseArea, pointerPosition)
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{
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if (!targetNode)
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return;
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targetNode.position = posInParent(mouseArea, pointerPosition);
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}
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function handleReleased(mouseArea, pointerPosition)
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{
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if (!targetNode)
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return;
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targetNode.position = posInParent(mouseArea, pointerPosition);
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isDragging = false;
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arrow.positionCommit();
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}
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MouseArea3D {
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id: mouseAreaYZ
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view3D: arrow.view3D
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x: 0
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y: -1.5
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width: 12
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height: 3
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rotation: Qt.vector3d(0, 90, 0)
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grabsMouse: targetNode
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onPressed: arrow.handlePressed(mouseAreaYZ, pointerPosition)
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onDragged: arrow.handleDragged(mouseAreaYZ, pointerPosition)
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onReleased: arrow.handleReleased(mouseAreaYZ, pointerPosition)
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}
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MouseArea3D {
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id: mouseAreaXZ
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view3D: arrow.view3D
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x: 0
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y: -1.5
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width: 12
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height: 3
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rotation: Qt.vector3d(90, 90, 0)
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grabsMouse: targetNode
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onPressed: arrow.handlePressed(mouseAreaXZ, pointerPosition)
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onDragged: arrow.handleDragged(mouseAreaXZ, pointerPosition)
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onReleased: arrow.handleReleased(mouseAreaXZ, pointerPosition)
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}
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}
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