Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/EditCameraController.qml
Miikka Heikkinen 1d71e6ac17 QmlDesigner: Store tool state on per-scene basis
Tool state of the scene is linked to qml id of the scene root, so that
tool states are preserved through delete and undo, which causes
generation of new internal ids for instances.

Tool state storage doesn't currently survive changing of scene root
qml id, as tracking that isn't trivial. It's not enough to simply track
id change commands because model repurposes existing nodes when major
graph changes occur, causing unexpected id changes e.g. when
delete/undo is done.

Change-Id: I74d11ce47e86ce5d29796399c4a91b65980b1597
Fixes: QDS-1536
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
2020-02-11 12:13:24 +00:00

183 lines
6.9 KiB
QML

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import QtQuick 2.12
import QtQuick3D 1.0
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()
function restoreCameraState(cameraState)
{
if (!camera)
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.rotation = _defaultCameraRotation;
_generalHelper.zoomCamera(camera, 0, _defaultCameraLookAtDistance, _lookAtPoint,
_zoomFactor, false);
}
function storeCameraState(delay)
{
if (!camera)
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)
{
if (!camera)
return;
camera.rotation = rotation;
var newLookAtAndZoom = _generalHelper.focusObjectToCamera(
camera, _defaultCameraLookAtDistance, targetObject, view3d, _zoomFactor, updateZoom);
_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.rotation;
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);
}
}
}
}