forked from qt-creator/qt-creator
When gobal picking is available (Qt 6.2+), use that instead of toggling models pickable properties. Task-number: QDS-4978 Change-Id: Id2a501ae97955128874447fa8a3b8afab3d1f2c7 Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io> Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
295 lines
11 KiB
QML
295 lines
11 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2019 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Creator.
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**
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 as published by the Free Software
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** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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****************************************************************************/
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import QtQuick 6.0
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import QtQuick3D 6.0
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import MouseArea3D 1.0
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Node {
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id: rotateGizmo
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property View3D view3D
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property bool highlightOnHover: true
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property Node targetNode: null
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property bool globalOrientation: true
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readonly property bool dragging: cameraRing.dragging
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|| rotRingX.dragging || rotRingY.dragging || rotRingZ.dragging
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property MouseArea3D dragHelper: null
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property real currentAngle
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property point currentMousePos
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property alias freeDraggerArea: mouseAreaFree
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property bool blocked: false
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position: dragHelper.pivotScenePosition(targetNode)
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onTargetNodeChanged: {
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position = dragHelper.pivotScenePosition(targetNode);
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blocked = _generalHelper.isRotationBlocked(targetNode);
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}
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Connections {
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target: rotateGizmo.targetNode
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function onSceneTransformChanged()
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{
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rotateGizmo.position = dragHelper.pivotScenePosition(targetNode);
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}
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}
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Connections {
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target: _generalHelper
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function onRotationBlocksChanged()
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{
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blocked = _generalHelper.isRotationBlocked(targetNode);
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}
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}
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signal rotateCommit()
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signal rotateChange()
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function copyRingProperties(srcRing) {
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draggingRing.rotation = srcRing.sceneRotation;
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draggingRing.color = srcRing.color;
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draggingRing.scale = srcRing.scale;
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}
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onDraggingChanged: {
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if (rotRingX.dragging)
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copyRingProperties(rotRingX)
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else if (rotRingY.dragging)
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copyRingProperties(rotRingY)
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else if (rotRingZ.dragging)
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copyRingProperties(rotRingZ)
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}
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Node {
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id: rotNode
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rotation: globalOrientation || !rotateGizmo.targetNode ? Qt.quaternion(1, 0, 0, 0)
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: rotateGizmo.targetNode.sceneRotation
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visible: !rotateGizmo.dragging && !freeRotator.dragging
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RotateRing {
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id: rotRingX
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objectName: "Rotate Ring X"
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eulerRotation: Qt.vector3d(0, 90, 0)
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targetNode: rotateGizmo.targetNode
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color: rotateGizmo.blocked ? Qt.rgba(0.5, 0.5, 0.5, 1)
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: highlightOnHover && (hovering || dragging)
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? Qt.lighter(Qt.rgba(1, 0, 0, 1)) : Qt.rgba(1, 0, 0, 1)
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priority: 40
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view3D: rotateGizmo.view3D
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active: rotateGizmo.visible && !rotateGizmo.blocked
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dragHelper: rotateGizmo.dragHelper
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onRotateCommit: rotateGizmo.rotateCommit()
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onRotateChange: rotateGizmo.rotateChange()
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onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
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onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
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}
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RotateRing {
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id: rotRingY
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objectName: "Rotate Ring Y"
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eulerRotation: Qt.vector3d(90, 0, 0)
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targetNode: rotateGizmo.targetNode
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color: rotateGizmo.blocked ? Qt.rgba(0.5, 0.5, 0.5, 1)
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: highlightOnHover && (hovering || dragging)
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? Qt.lighter(Qt.rgba(0, 0.6, 0, 1)) : Qt.rgba(0, 0.6, 0, 1)
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// Just a smidge smaller than higher priority rings so that it doesn't obscure them
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scale: Qt.vector3d(0.998, 0.998, 0.998)
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priority: 30
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view3D: rotateGizmo.view3D
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active: rotateGizmo.visible && !rotateGizmo.blocked
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dragHelper: rotateGizmo.dragHelper
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onRotateCommit: rotateGizmo.rotateCommit()
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onRotateChange: rotateGizmo.rotateChange()
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onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
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onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
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}
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RotateRing {
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id: rotRingZ
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objectName: "Rotate Ring Z"
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eulerRotation: Qt.vector3d(0, 0, 0)
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targetNode: rotateGizmo.targetNode
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color: rotateGizmo.blocked ? Qt.rgba(0.5, 0.5, 0.5, 1)
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: highlightOnHover && (hovering || dragging)
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? Qt.lighter(Qt.rgba(0, 0, 1, 1)) : Qt.rgba(0, 0, 1, 1)
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// Just a smidge smaller than higher priority rings so that it doesn't obscure them
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scale: Qt.vector3d(0.996, 0.996, 0.996)
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priority: 20
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view3D: rotateGizmo.view3D
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active: rotateGizmo.visible && !rotateGizmo.blocked
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dragHelper: rotateGizmo.dragHelper
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onRotateCommit: rotateGizmo.rotateCommit()
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onRotateChange: rotateGizmo.rotateChange()
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onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
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onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
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}
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}
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RotateRing {
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// This ring is used as visual proxy during dragging to display the currently dragged
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// plane in static position, as rotation planes can wobble when ancestors don't have
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// uniform scaling.
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// Camera ring doesn't need dragging proxy as it doesn't wobble.
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id: draggingRing
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objectName: "draggingRing"
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targetNode: rotateGizmo.targetNode
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view3D: rotateGizmo.view3D
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active: false
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visible: rotRingX.dragging || rotRingY.dragging || rotRingZ.dragging
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}
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RotateRing {
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id: cameraRing
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objectName: "cameraRing"
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rotation: rotateGizmo.view3D.camera.rotation
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targetNode: rotateGizmo.targetNode
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color: rotateGizmo.blocked ? Qt.rgba(0.5, 0.5, 0.5, 1)
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: highlightOnHover && (hovering || dragging)
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? Qt.lighter(Qt.rgba(0.5, 0.5, 0.5, 1))
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: Qt.rgba(0.5, 0.5, 0.5, 1)
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scale: Qt.vector3d(1.1, 1.1, 1.1)
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priority: 10
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view3D: rotateGizmo.view3D
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active: rotateGizmo.visible && !rotateGizmo.blocked
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dragHelper: rotateGizmo.dragHelper
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visible: !rotRingX.dragging && !rotRingY.dragging && !rotRingZ.dragging && !freeRotator.dragging
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onRotateCommit: rotateGizmo.rotateCommit()
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onRotateChange: rotateGizmo.rotateChange()
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onCurrentAngleChanged: rotateGizmo.currentAngle = currentAngle
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onCurrentMousePosChanged: rotateGizmo.currentMousePos = currentMousePos
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}
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Model {
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id: freeRotator
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readonly property bool _edit3dLocked: true // Make this non-pickable
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source: "#Sphere"
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materials: DefaultMaterial {
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id: material
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diffuseColor: "black"
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opacity: mouseAreaFree.hovering && !rotateGizmo.blocked ? 0.15 : 0
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lighting: DefaultMaterial.NoLighting
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}
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scale: Qt.vector3d(0.15, 0.15, 0.15)
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visible: !rotateGizmo.dragging && !dragging
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property bool dragging: false
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property vector3d _pointerPosPressed
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property vector3d _startRotation
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function handlePressed(screenPos)
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{
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if (!rotateGizmo.targetNode)
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return;
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if (targetNode == multiSelectionNode)
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_generalHelper.restartMultiSelection();
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// Need to recreate vector as we need to adjust it and we can't do that on reference of
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// scenePosition, which is read-only property
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var scenePos = rotateGizmo.dragHelper.pivotScenePosition(rotateGizmo.targetNode);
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_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
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// Recreate vector so we don't follow the changes in targetNode.rotation
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_startRotation = Qt.vector3d(rotateGizmo.targetNode.eulerRotation.x,
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rotateGizmo.targetNode.eulerRotation.y,
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rotateGizmo.targetNode.eulerRotation.z);
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// Ensure we never set NaN values for rotation, even if target node originally has them
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if (isNaN(_startRotation.x))
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_startRotation.x = 0;
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if (isNaN(_startRotation.y))
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_startRotation.y = 0;
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if (isNaN(_startRotation.z))
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_startRotation.z = 0;
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dragging = true;
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}
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function handleDragged(screenPos)
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{
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if (!rotateGizmo.targetNode)
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return;
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mouseAreaFree.applyFreeRotation(
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rotateGizmo.targetNode, _startRotation, _pointerPosPressed,
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Qt.vector3d(screenPos.x, screenPos.y, 0));
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if (targetNode == multiSelectionNode)
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_generalHelper.rotateMultiSelection(false);
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rotateGizmo.rotateChange();
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}
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function handleReleased(screenPos)
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{
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if (!rotateGizmo.targetNode)
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return;
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mouseAreaFree.applyFreeRotation(
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rotateGizmo.targetNode, _startRotation, _pointerPosPressed,
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Qt.vector3d(screenPos.x, screenPos.y, 0));
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if (targetNode == multiSelectionNode)
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_generalHelper.rotateMultiSelection(true);
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rotateGizmo.rotateCommit();
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dragging = false;
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if (targetNode == multiSelectionNode)
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_generalHelper.resetMultiSelectionNode();
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}
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MouseArea3D {
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id: mouseAreaFree
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view3D: rotateGizmo.view3D
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rotation: rotateGizmo.view3D.camera.rotation
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objectName: "Free rotator plane"
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x: -50
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y: -50
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width: 100
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height: 100
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circlePickArea: Qt.point(25, 50)
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grabsMouse: rotateGizmo.targetNode
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active: rotateGizmo.visible && !rotateGizmo.blocked
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dragHelper: rotateGizmo.dragHelper
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onPressed: (planePos, screenPos)=> {
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freeRotator.handlePressed(screenPos);
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}
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onDragged: (planePos, screenPos)=> {
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freeRotator.handleDragged(screenPos);
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}
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onReleased: (planePos, screenPos)=> {
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freeRotator.handleReleased(screenPos);
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}
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}
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}
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}
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