/**************************************************************************** ** ** Copyright (C) 2020 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 6.0 import QtQuick3D 6.0 import CameraGeometry 1.0 Model { id: cameraFrustum property alias geometryName: cameraGeometry.name // Name must be unique for each geometry property alias viewPortRect: cameraGeometry.viewPortRect property Node targetNode: null property Node scene: null property bool selected: false readonly property bool _edit3dLocked: true // Make this non-pickable function updateGeometry() { cameraGeometry.update(); } position: targetNode ? targetNode.scenePosition : Qt.vector3d(0, 0, 0) rotation: targetNode ? targetNode.sceneRotation : Qt.quaternion(1, 0, 0, 0) geometry: cameraGeometry materials: [ DefaultMaterial { id: defaultMaterial diffuseColor: cameraFrustum.selected ? "#FF0000" : "#555555" lighting: DefaultMaterial.NoLighting cullMode: Material.NoCulling } ] CameraGeometry { id: cameraGeometry camera: cameraFrustum.scene && cameraFrustum.targetNode ? cameraFrustum.targetNode : null } }