Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/EditCameraController.qml
Miikka Heikkinen 762addfbd0 QmlDesigner: Add navigator tooltip for 3D Model nodes
Only the source and geometry properties of the model is taken from the
node, rest of the properties are always same for consistent style.

Change-Id: I2355ce91c3e3d6f23b9f27ecf31430e3e13d0c80
Fixes: QDS-2764
Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
2020-09-22 13:35:10 +00:00

185 lines
7.0 KiB
QML

/****************************************************************************
**
** 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.
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****************************************************************************/
import QtQuick 2.12
import QtQuick3D 1.15
Item {
id: cameraCtrl
property Camera camera: null
property View3D view3d: null
property string sceneId
property vector3d _lookAtPoint
property vector3d _pressPoint
property vector3d _prevPoint
property vector3d _startRotation
property vector3d _startPosition
property vector3d _startLookAtPoint
property matrix4x4 _startTransform
property bool _dragging
property int _button
property real _zoomFactor: 1
property Camera _prevCamera: null
readonly property vector3d _defaultCameraPosition: Qt.vector3d(0, 600, 600)
readonly property vector3d _defaultCameraRotation: Qt.vector3d(-45, 0, 0)
readonly property real _defaultCameraLookAtDistance: _defaultCameraPosition.length()
property bool ignoreToolState: false
function restoreCameraState(cameraState)
{
if (!camera || ignoreToolState)
return;
_lookAtPoint = cameraState[0];
_zoomFactor = cameraState[1];
camera.position = cameraState[2];
camera.rotation = cameraState[3];
_generalHelper.zoomCamera(camera, 0, _defaultCameraLookAtDistance, _lookAtPoint,
_zoomFactor, false);
}
function restoreDefaultState()
{
if (!camera)
return;
_lookAtPoint = Qt.vector3d(0, 0, 0);
_zoomFactor = 1;
camera.position = _defaultCameraPosition;
camera.eulerRotation = _defaultCameraRotation;
_generalHelper.zoomCamera(camera, 0, _defaultCameraLookAtDistance, _lookAtPoint,
_zoomFactor, false);
}
function storeCameraState(delay)
{
if (!camera || ignoreToolState)
return;
var cameraState = [];
cameraState[0] = _lookAtPoint;
cameraState[1] = _zoomFactor;
cameraState[2] = camera.position;
cameraState[3] = camera.rotation;
_generalHelper.storeToolState(sceneId, "editCamState", cameraState, delay);
}
function focusObject(targetObject, rotation, updateZoom, closeUp)
{
if (!camera)
return;
camera.eulerRotation = rotation;
var newLookAtAndZoom = _generalHelper.focusObjectToCamera(
camera, _defaultCameraLookAtDistance, targetObject, view3d, _zoomFactor,
updateZoom, closeUp);
_lookAtPoint = newLookAtAndZoom.toVector3d();
_zoomFactor = newLookAtAndZoom.w;
storeCameraState(0);
}
function zoomRelative(distance)
{
if (!camera)
return;
_zoomFactor = _generalHelper.zoomCamera(camera, distance, _defaultCameraLookAtDistance,
_lookAtPoint, _zoomFactor, true);
}
onCameraChanged: {
if (camera && _prevCamera) {
// Reset zoom on previous camera to ensure it's properties are good to copy to new cam
_generalHelper.zoomCamera(_prevCamera, 0, _defaultCameraLookAtDistance, _lookAtPoint,
1, false);
camera.position = _prevCamera.position;
camera.rotation = _prevCamera.rotation;
// Apply correct zoom to new camera
_generalHelper.zoomCamera(camera, 0, _defaultCameraLookAtDistance, _lookAtPoint,
_zoomFactor, false);
}
_prevCamera = camera;
}
MouseArea {
id: mouseHandler
acceptedButtons: Qt.LeftButton | Qt.RightButton | Qt.MiddleButton
hoverEnabled: false
anchors.fill: parent
onPositionChanged: {
if (cameraCtrl.camera && mouse.modifiers === Qt.AltModifier && cameraCtrl._dragging) {
var currentPoint = Qt.vector3d(mouse.x, mouse.y, 0);
if (cameraCtrl._button == Qt.LeftButton) {
_generalHelper.orbitCamera(cameraCtrl.camera, cameraCtrl._startRotation,
cameraCtrl._lookAtPoint, cameraCtrl._pressPoint,
currentPoint);
} else if (cameraCtrl._button == Qt.MiddleButton) {
cameraCtrl._lookAtPoint = _generalHelper.panCamera(
cameraCtrl.camera, cameraCtrl._startTransform,
cameraCtrl._startPosition, cameraCtrl._startLookAtPoint,
cameraCtrl._pressPoint, currentPoint, _zoomFactor);
} else if (cameraCtrl._button == Qt.RightButton) {
cameraCtrl.zoomRelative(currentPoint.y - cameraCtrl._prevPoint.y)
cameraCtrl._prevPoint = currentPoint;
}
}
}
onPressed: {
if (cameraCtrl.camera && mouse.modifiers === Qt.AltModifier) {
cameraCtrl._dragging = true;
cameraCtrl._startRotation = cameraCtrl.camera.eulerRotation;
cameraCtrl._startPosition = cameraCtrl.camera.position;
cameraCtrl._startLookAtPoint = _lookAtPoint;
cameraCtrl._pressPoint = Qt.vector3d(mouse.x, mouse.y, 0);
cameraCtrl._prevPoint = cameraCtrl._pressPoint;
cameraCtrl._button = mouse.button;
cameraCtrl._startTransform = cameraCtrl.camera.sceneTransform;
} else {
mouse.accepted = false;
}
}
function handleRelease() {
cameraCtrl._dragging = false;
cameraCtrl.storeCameraState(0);
}
onReleased: handleRelease()
onCanceled: handleRelease()
onWheel: {
if (cameraCtrl.camera) {
// Empirically determined divisor for nice zoom
cameraCtrl.zoomRelative(wheel.angleDelta.y / -40);
cameraCtrl.storeCameraState(500);
}
}
}
}