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>
166 lines
5.3 KiB
QML
166 lines
5.3 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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Model {
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id: rotateRing
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property View3D view3D
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property alias color: material.diffuseColor
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property Node targetNode: null
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property bool dragging: mouseAreaMain.dragging
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property bool active: false
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property alias hovering: mouseAreaMain.hovering
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property alias priority: mouseAreaMain.priority
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property real currentAngle
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property point currentMousePos
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property MouseArea3D dragHelper: null
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property vector3d _pointerPosPressed
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property vector3d _targetPosOnScreen
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property vector3d _startRotation
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property bool _trackBall
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readonly property bool _edit3dLocked: true // Make this non-pickable
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signal rotateCommit()
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signal rotateChange()
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source: "../meshes/ring.mesh"
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Model {
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id: pickModel
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objectName: "PickModel for " + rotateRing.objectName
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source: "../meshes/ringselect.mesh"
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pickable: true
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}
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materials: DefaultMaterial {
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id: material
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diffuseColor: "white"
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lighting: DefaultMaterial.NoLighting
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}
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function applyLocalRotation(screenPos)
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{
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currentAngle = mouseAreaMain.dragHelper.getNewRotationAngle(
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targetNode, _pointerPosPressed, Qt.vector3d(screenPos.x, screenPos.y, 0),
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_targetPosOnScreen, currentAngle, _trackBall);
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mouseAreaMain.dragHelper.applyRotationAngleToNode(targetNode, _startRotation, currentAngle);
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}
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function handlePressed(screenPos, angle)
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{
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if (!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 = mouseAreaMain.pivotScenePosition(targetNode);
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_targetPosOnScreen = view3D.mapFrom3DScene(scenePos);
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_targetPosOnScreen.z = 0;
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_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
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_trackBall = angle < 0.1;
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// Recreate vector so we don't follow the changes in targetNode.eulerRotation
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_startRotation = Qt.vector3d(targetNode.eulerRotation.x,
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targetNode.eulerRotation.y,
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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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currentAngle = 0;
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currentMousePos = screenPos;
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}
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function handleDragged(screenPos)
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{
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if (!targetNode)
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return;
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applyLocalRotation(screenPos);
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if (targetNode == multiSelectionNode)
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_generalHelper.rotateMultiSelection(false);
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currentMousePos = screenPos;
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rotateChange();
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}
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function handleReleased(screenPos)
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{
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if (!targetNode)
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return;
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applyLocalRotation(screenPos);
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if (targetNode == multiSelectionNode)
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_generalHelper.rotateMultiSelection(true);
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rotateCommit();
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currentAngle = 0;
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currentMousePos = screenPos;
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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: mouseAreaMain
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view3D: rotateRing.view3D
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objectName: "Main plane of " + rotateRing.objectName
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x: -30
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y: -30
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width: 60
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height: 60
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circlePickArea: Qt.point(9.2, 1.4)
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grabsMouse: targetNode
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active: rotateRing.active
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pickNode: pickModel
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minAngle: 0.05
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dragHelper: rotateRing.dragHelper
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onPressed: (planePos, screenPos, angle)=> {
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rotateRing.handlePressed(screenPos, angle);
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}
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onDragged: (planePos, screenPos)=> {
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rotateRing.handleDragged(screenPos);
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}
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onReleased: (planePos, screenPos)=> {
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rotateRing.handleReleased(screenPos);
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}
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}
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}
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