Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/RotateRing.qml
Miikka Heikkinen e92bef2b62 QmlDesigner: Hide non-dragged planes of rotate gizmo in 3D edit view
To make things clearer, non-dragged planes of rotate gizmo are hidden
for the duration of the drag. This also hides the wobbling of the
gizmo during a drag when ancestors have non-uniform scaling.

Also corrects the resulting rotation by using dragHelper mouseArea to
lock the drag plane down for the duration of the drag.

Change-Id: I2dda2a78c78d5df62626c6b6c3ed3b18bac37933
Fixes: QDS-1331
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
2020-01-14 11:09:57 +00:00

140 lines
4.5 KiB
QML

/****************************************************************************
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import QtQuick 2.0
import QtQuick3D 1.0
import MouseArea3D 1.0
Model {
id: rotateRing
property View3D view3D
property alias color: material.emissiveColor
property Node targetNode: null
property bool dragging: mouseAreaMain.dragging
property bool active: false
property alias hovering: mouseAreaMain.hovering
property alias priority: mouseAreaMain.priority
property real currentAngle
property point currentMousePos
property MouseArea3D dragHelper: null
property vector3d _pointerPosPressed
property vector3d _targetPosOnScreen
property vector3d _startRotation
property bool _trackBall
signal rotateCommit()
signal rotateChange()
source: "meshes/ring.mesh"
Model {
id: pickModel
objectName: "PickModel for " + rotateRing.objectName
source: "meshes/ringselect.mesh"
pickable: true
}
materials: DefaultMaterial {
id: material
emissiveColor: "white"
lighting: DefaultMaterial.NoLighting
}
function applyLocalRotation(screenPos)
{
currentAngle = mouseAreaMain.dragHelper.getNewRotationAngle(
targetNode, _pointerPosPressed, Qt.vector3d(screenPos.x, screenPos.y, 0),
_targetPosOnScreen, currentAngle, _trackBall);
mouseAreaMain.dragHelper.applyRotationAngleToNode(targetNode, _startRotation, currentAngle);
}
function handlePressed(screenPos, angle)
{
if (!targetNode)
return;
// Need to recreate vector as we need to adjust it and we can't do that on reference of
// scenePosition, which is read-only property
var scenePos = mouseAreaMain.pivotScenePosition(targetNode);
if (targetNode && targetNode.orientation === Node.RightHanded)
scenePos.z = -scenePos.z
_targetPosOnScreen = view3D.mapFrom3DScene(scenePos);
_targetPosOnScreen.z = 0;
_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
_trackBall = angle < 0.1;
// Recreate vector so we don't follow the changes in targetNode.rotation
_startRotation = Qt.vector3d(targetNode.rotation.x,
targetNode.rotation.y,
targetNode.rotation.z);
currentAngle = 0;
currentMousePos = screenPos;
}
function handleDragged(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
currentMousePos = screenPos;
rotateChange();
}
function handleReleased(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
rotateCommit();
currentAngle = 0;
currentMousePos = screenPos;
}
MouseArea3D {
id: mouseAreaMain
view3D: rotateRing.view3D
objectName: "Main plane of " + rotateRing.objectName
x: -30
y: -30
width: 60
height: 60
circlePickArea: Qt.point(9.2, 1.4)
grabsMouse: targetNode
active: rotateRing.active
pickNode: pickModel
minAngle: 0.05
dragHelper: rotateRing.dragHelper
onPressed: rotateRing.handlePressed(screenPos, angle)
onDragged: rotateRing.handleDragged(screenPos)
onReleased: rotateRing.handleReleased(screenPos)
}
}