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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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								** 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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								** 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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								**
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								****************************************************************************/
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											2021-06-28 14:04:43 +03:00
										 
									 
								 
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								import QtQuick 6.0
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								import QtQuick3D 6.0
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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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								    readonly property bool _edit3dLocked: true // Make this non-pickable
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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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								            diffuseColor: cameraFrustum.selected ? "#FF0000" : "#555555"
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								            lighting: DefaultMaterial.NoLighting
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								            cullMode: Material.NoCulling
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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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