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qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/RotateGizmo.qml

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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
Node {
id: rotateGizmo
property View3D view3D
property bool highlightOnHover: true
property Node targetNode: null
property bool globalOrientation: true
readonly property bool dragging: cameraRing.dragging
|| rotRingX.dragging || rotRingY.dragging || rotRingZ.dragging
property MouseArea3D dragHelper: null
property real currentAngle
property point currentMousePos
position: dragHelper.pivotScenePosition(targetNode)
orientation: targetNode ? targetNode.orientation : Node.LeftHanded
onTargetNodeChanged: position = dragHelper.pivotScenePosition(targetNode)
Connections {
target: rotateGizmo.targetNode
onSceneTransformChanged: {
rotateGizmo.position = rotateGizmo.dragHelper.pivotScenePosition(rotateGizmo.targetNode);
}
}
signal rotateCommit()
signal rotateChange()
function copyRingProperties(srcRing) {
draggingRing.rotation = srcRing.sceneRotation;
draggingRing.color = srcRing.color;
draggingRing.scale = srcRing.scale;
}
onDraggingChanged: {
if (rotRingX.dragging)
copyRingProperties(rotRingX)
else if (rotRingY.dragging)
copyRingProperties(rotRingY)
else if (rotRingZ.dragging)
copyRingProperties(rotRingZ)
}
Rectangle {
id: angleLabel
color: "white"
x: rotateGizmo.currentMousePos.x - (10 + width)
y: rotateGizmo.currentMousePos.y - (10 + height)
width: gizmoLabelText.width + 4
height: gizmoLabelText.height + 4
border.width: 1
visible: rotateGizmo.dragging
parent: rotateGizmo.view3D
Text {
id: gizmoLabelText
text: {
var l = Qt.locale();
if (rotateGizmo.targetNode) {
var degrees = currentAngle * (180 / Math.PI);
return qsTr(Number(degrees).toLocaleString(l, 'f', 1));
} else {
return "";
}
}
anchors.centerIn: parent
}
}
Node {
id: rotNode
rotation: globalOrientation || !rotateGizmo.targetNode ? Qt.vector3d(0, 0, 0)
: rotateGizmo.targetNode.sceneRotation
rotationOrder: rotateGizmo.targetNode ? rotateGizmo.targetNode.rotationOrder : Node.YXZ
orientation: rotateGizmo.orientation
visible: !rotateGizmo.dragging && !freeRotator.dragging
RotateRing {
id: rotRingX
objectName: "Rotate Ring X"
rotation: Qt.vector3d(0, 90, 0)
targetNode: rotateGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(1, 0, 0, 1))
: Qt.rgba(1, 0, 0, 1)
priority: 40
view3D: rotateGizmo.view3D
active: rotateGizmo.visible
dragHelper: rotateGizmo.dragHelper
onRotateCommit: rotateGizmo.rotateCommit()
onRotateChange: rotateGizmo.rotateChange()
onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
}
RotateRing {
id: rotRingY
objectName: "Rotate Ring Y"
rotation: Qt.vector3d(90, 0, 0)
targetNode: rotateGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(0, 0.6, 0, 1))
: Qt.rgba(0, 0.6, 0, 1)
// Just a smidge smaller than higher priority rings so that it doesn't obscure them
scale: Qt.vector3d(0.998, 0.998, 0.998)
priority: 30
view3D: rotateGizmo.view3D
active: rotateGizmo.visible
dragHelper: rotateGizmo.dragHelper
onRotateCommit: rotateGizmo.rotateCommit()
onRotateChange: rotateGizmo.rotateChange()
onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
}
RotateRing {
id: rotRingZ
objectName: "Rotate Ring Z"
rotation: Qt.vector3d(0, 0, 0)
targetNode: rotateGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(0, 0, 1, 1))
: Qt.rgba(0, 0, 1, 1)
// Just a smidge smaller than higher priority rings so that it doesn't obscure them
scale: Qt.vector3d(0.996, 0.996, 0.996)
priority: 20
view3D: rotateGizmo.view3D
active: rotateGizmo.visible
dragHelper: rotateGizmo.dragHelper
onRotateCommit: rotateGizmo.rotateCommit()
onRotateChange: rotateGizmo.rotateChange()
onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
}
}
RotateRing {
// This ring is used as visual proxy during dragging to display the currently dragged
// plane in static position, as rotation planes can wobble when ancestors don't have
// uniform scaling.
// Camera ring doesn't need dragging proxy as it doesn't wobble.
id: draggingRing
objectName: "draggingRing"
targetNode: rotateGizmo.targetNode
view3D: rotateGizmo.view3D
active: false
visible: rotRingX.dragging || rotRingY.dragging || rotRingZ.dragging
orientation: rotateGizmo.orientation
}
RotateRing {
id: cameraRing
objectName: "cameraRing"
rotation: rotateGizmo.view3D.camera.rotation
targetNode: rotateGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(0.5, 0.5, 0.5, 1))
: Qt.rgba(0.5, 0.5, 0.5, 1)
scale: Qt.vector3d(1.1, 1.1, 1.1)
priority: 10
view3D: rotateGizmo.view3D
active: rotateGizmo.visible
dragHelper: rotateGizmo.dragHelper
visible: !rotRingX.dragging && !rotRingY.dragging && !rotRingZ.dragging && !freeRotator.dragging
onRotateCommit: rotateGizmo.rotateCommit()
onRotateChange: rotateGizmo.rotateChange()
onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
}
Model {
id: freeRotator
source: "#Sphere"
materials: DefaultMaterial {
id: material
emissiveColor: "black"
opacity: mouseAreaFree.hovering ? 0.15 : 0
lighting: DefaultMaterial.NoLighting
}
scale: Qt.vector3d(0.15, 0.15, 0.15)
visible: !rotateGizmo.dragging && !dragging
property bool dragging: false
property vector3d _pointerPosPressed
property vector3d _targetPosOnScreen
property vector3d _startRotation
function handlePressed(screenPos)
{
if (!rotateGizmo.targetNode)
return;
// 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 = rotateGizmo.dragHelper.pivotScenePosition(rotateGizmo.targetNode);
if (rotateGizmo.targetNode && rotateGizmo.targetNode.orientation === Node.RightHanded)
scenePos.z = -scenePos.z
_targetPosOnScreen = view3D.mapFrom3DScene(scenePos);
_targetPosOnScreen.z = 0;
_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
// Recreate vector so we don't follow the changes in targetNode.rotation
_startRotation = Qt.vector3d(rotateGizmo.targetNode.rotation.x,
rotateGizmo.targetNode.rotation.y,
rotateGizmo.targetNode.rotation.z);
dragging = true;
}
function handleDragged(screenPos)
{
if (!rotateGizmo.targetNode)
return;
mouseAreaFree.applyFreeRotation(
rotateGizmo.targetNode, _startRotation, _pointerPosPressed,
Qt.vector3d(screenPos.x, screenPos.y, 0), _targetPosOnScreen);
rotateGizmo.rotateChange();
}
function handleReleased(screenPos)
{
if (!rotateGizmo.targetNode)
return;
mouseAreaFree.applyFreeRotation(
rotateGizmo.targetNode, _startRotation, _pointerPosPressed,
Qt.vector3d(screenPos.x, screenPos.y, 0), _targetPosOnScreen);
rotateGizmo.rotateCommit();
dragging = false;
}
MouseArea3D {
id: mouseAreaFree
view3D: rotateGizmo.view3D
rotation: rotateGizmo.view3D.camera.rotation
objectName: "Free rotator plane"
x: -50
y: -50
width: 100
height: 100
circlePickArea: Qt.point(25, 50)
grabsMouse: rotateGizmo.targetNode
active: rotateGizmo.visible
dragHelper: rotateGizmo.dragHelper
onPressed: freeRotator.handlePressed(screenPos)
onDragged: freeRotator.handleDragged(screenPos)
onReleased: freeRotator.handleReleased(screenPos)
}
}
}