/**************************************************************************** ** ** 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 2.12 import QtQuick.Window 2.0 import QtQuick3D 1.0 import QtQuick3D.Helpers 1.0 import QtQuick.Controls 2.0 import QtGraphicalEffects 1.0 Window { id: viewWindow width: 1024 height: 768 visible: true title: "3D" flags: Qt.WindowStaysOnTopHint | Qt.Window | Qt.WindowTitleHint | Qt.WindowCloseButtonHint property alias scene: editView.scene property alias showEditLight: editLightCheckbox.checked property alias usePerspective: usePerspectiveCheckbox.checked property Node selectedNode: null property var lightGizmos: [] property var cameraGizmos: [] signal objectClicked(var object) signal commitObjectPosition(var object) signal moveObjectPosition(var object) function selectObject(object) { selectedNode = object; } function emitObjectClicked(object) { selectObject(object); objectClicked(object); } function addLightGizmo(obj) { var component = Qt.createComponent("LightGizmo.qml"); if (component.status === Component.Ready) { var gizmo = component.createObject(overlayScene, {"view3D": overlayView, "targetNode": obj}); lightGizmos[lightGizmos.length] = gizmo; gizmo.selected.connect(emitObjectClicked); } } function addCameraGizmo(obj) { var component = Qt.createComponent("CameraGizmo.qml"); if (component.status === Component.Ready) { var gizmo = component.createObject(overlayScene, {"view3D": overlayView, "targetNode": obj}); cameraGizmos[cameraGizmos.length] = gizmo; gizmo.selected.connect(emitObjectClicked); } } // Work-around the fact that the projection matrix for the camera is not calculated until // the first frame is rendered, so any initial calls to mapFrom3DScene() will fail. Component.onCompleted: designStudioNativeCameraControlHelper.requestOverlayUpdate(); onWidthChanged: designStudioNativeCameraControlHelper.requestOverlayUpdate(); onHeightChanged: designStudioNativeCameraControlHelper.requestOverlayUpdate(); Node { id: overlayScene PerspectiveCamera { id: overlayPerspectiveCamera clipFar: editPerspectiveCamera.clipFar position: editPerspectiveCamera.position rotation: editPerspectiveCamera.rotation } OrthographicCamera { id: overlayOrthoCamera position: editOrthoCamera.position rotation: editOrthoCamera.rotation } MoveGizmo { id: moveGizmo scale: autoScale.getScale(Qt.vector3d(5, 5, 5)) highlightOnHover: true targetNode: viewWindow.selectedNode position: viewWindow.selectedNode ? viewWindow.selectedNode.scenePosition : Qt.vector3d(0, 0, 0) rotation: globalControl.checked || !viewWindow.selectedNode ? Qt.vector3d(0, 0, 0) : viewWindow.selectedNode.sceneRotation visible: selectedNode view3D: overlayView onPositionCommit: viewWindow.commitObjectPosition(selectedNode) onPositionMove: viewWindow.moveObjectPosition(selectedNode) } AutoScaleHelper { id: autoScale view3D: overlayView position: moveGizmo.scenePosition } } Rectangle { id: sceneBg color: "#FFFFFF" anchors.fill: parent focus: true TapHandler { // check tapping/clicking an object in the scene onTapped: { var pickResult = editView.pick(eventPoint.scenePosition.x, eventPoint.scenePosition.y); emitObjectClicked(pickResult.objectHit); } } View3D { id: editView anchors.fill: parent camera: usePerspective ? editPerspectiveCamera : editOrthoCamera Node { id: mainSceneHelpers AxisHelper { id: axisGrid enableXZGrid: true enableAxisLines: false } PointLight { id: pointLight visible: showEditLight position: usePerspective ? editPerspectiveCamera.position : editOrthoCamera.position } PerspectiveCamera { id: editPerspectiveCamera y: 200 z: -300 clipFar: 100000 } OrthographicCamera { id: editOrthoCamera y: 200 z: -300 } } } View3D { id: overlayView anchors.fill: parent camera: usePerspective ? overlayPerspectiveCamera : overlayOrthoCamera scene: overlayScene } Overlay2D { id: gizmoLabel targetNode: moveGizmo targetView: overlayView offsetX: 0 offsetY: 45 visible: moveGizmo.isDragging Rectangle { color: "white" x: -width / 2 y: -height width: gizmoLabelText.width + 4 height: gizmoLabelText.height + 4 border.width: 1 Text { id: gizmoLabelText text: { var l = Qt.locale(); selectedNode ? qsTr("x:") + Number(selectedNode.position.x).toLocaleString(l, 'f', 1) + qsTr(" y:") + Number(selectedNode.position.y).toLocaleString(l, 'f', 1) + qsTr(" z:") + Number(selectedNode.position.z).toLocaleString(l, 'f', 1) : ""; } anchors.centerIn: parent } } } WasdController { id: cameraControl controlledObject: editView.camera acceptedButtons: Qt.RightButton onInputsNeedProcessingChanged: designStudioNativeCameraControlHelper.enabled = cameraControl.inputsNeedProcessing // Use separate native timer as QML timers don't work inside Qt Design Studio Connections { target: designStudioNativeCameraControlHelper onUpdateInputs: cameraControl.processInputs() } } } Column { y: 8 CheckBox { id: editLightCheckbox checked: false text: qsTr("Use Edit View Light") onCheckedChanged: cameraControl.forceActiveFocus() } CheckBox { id: usePerspectiveCheckbox checked: true text: qsTr("Use Perspective Projection") onCheckedChanged: cameraControl.forceActiveFocus() } CheckBox { id: globalControl checked: true text: qsTr("Use Global Orientation") onCheckedChanged: cameraControl.forceActiveFocus() } } Text { id: helpText text: qsTr("Camera: W,A,S,D,R,F,right mouse drag") anchors.bottom: parent.bottom } }