/**************************************************************************** ** ** 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 Model { id: arrow rotationOrder: Node.XYZr source: "meshes/arrow.mesh" property View3D view3D property alias color: material.emissiveColor property Node targetNode: null property bool dragging: false readonly property bool hovering: mouseAreaYZ.hovering || mouseAreaXZ.hovering property var _pointerPosPressed property var _targetStartPos signal positionCommit() signal positionMove() materials: DefaultMaterial { id: material emissiveColor: "white" lighting: DefaultMaterial.NoLighting } function handlePressed(mouseArea, pointerPosition) { if (!targetNode) return; var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0); _pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition); var sp = targetNode.scenePosition; _targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z); dragging = true; } function posInParent(mouseArea, pointerPosition) { var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0); var scenePointerPos = mouseArea.mapPositionToScene(maskedPosition); var sceneRelativeDistance = Qt.vector3d( scenePointerPos.x - _pointerPosPressed.x, scenePointerPos.y - _pointerPosPressed.y, scenePointerPos.z - _pointerPosPressed.z); var newScenePos = Qt.vector3d( _targetStartPos.x + sceneRelativeDistance.x, _targetStartPos.y + sceneRelativeDistance.y, _targetStartPos.z + sceneRelativeDistance.z); return targetNode.parent.mapPositionFromScene(newScenePos); } function handleDragged(mouseArea, pointerPosition) { if (!targetNode) return; targetNode.position = posInParent(mouseArea, pointerPosition); arrow.positionMove(); } function handleReleased(mouseArea, pointerPosition) { if (!targetNode) return; targetNode.position = posInParent(mouseArea, pointerPosition); dragging = false; arrow.positionCommit(); } MouseArea3D { id: mouseAreaYZ view3D: arrow.view3D x: 0 y: -1.5 width: 12 height: 3 rotation: Qt.vector3d(0, 0, 90) grabsMouse: targetNode onPressed: arrow.handlePressed(mouseAreaYZ, pointerPosition) onDragged: arrow.handleDragged(mouseAreaYZ, pointerPosition) onReleased: arrow.handleReleased(mouseAreaYZ, pointerPosition) } MouseArea3D { id: mouseAreaXZ view3D: arrow.view3D x: 0 y: -1.5 width: 12 height: 3 rotation: Qt.vector3d(0, 90, 90) grabsMouse: targetNode onPressed: arrow.handlePressed(mouseAreaXZ, pointerPosition) onDragged: arrow.handleDragged(mouseAreaXZ, pointerPosition) onReleased: arrow.handleReleased(mouseAreaXZ, pointerPosition) } }