forked from qt-creator/qt-creator
62 lines
2.2 KiB
QML
62 lines
2.2 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2020 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 1.15
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import CameraGeometry 1.0
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Model {
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id: cameraFrustum
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property alias geometryName: cameraGeometry.name // Name must be unique for each geometry
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property alias viewPortRect: cameraGeometry.viewPortRect
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property Node targetNode: null
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property Node scene: null
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property bool selected: false
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function updateGeometry()
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{
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cameraGeometry.update();
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}
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position: targetNode ? targetNode.scenePosition : Qt.vector3d(0, 0, 0)
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rotation: targetNode ? targetNode.sceneRotation : Qt.quaternion(1, 0, 0, 0)
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geometry: cameraGeometry
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materials: [
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DefaultMaterial {
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id: defaultMaterial
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emissiveColor: cameraFrustum.selected ? "#FF0000" : "#555555"
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lighting: DefaultMaterial.NoLighting
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cullingMode: Material.DisableCulling
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}
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]
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CameraGeometry {
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id: cameraGeometry
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camera: cameraFrustum.scene && cameraFrustum.targetNode ? cameraFrustum.targetNode : null
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}
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}
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