forked from qt-creator/qt-creator
Directional light model was made constant size, as it doesn't have actual physical presence. Spot light cone now shows the cone angle correctly and the length of the cone is calculated so that 5% of the brightness reaches the center of the cone bottom. Area light rectangle matches the area of the light. Point light mesh changed to three perpendicular circles. Same formula for size of the circles used as for spotlight length. All light types share a common brightness indicator arrow. Task-number: QDS-2037 Change-Id: I534dbcda9cfa2a7768c2537868ba83818979b250 Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
55 lines
1.9 KiB
QML
55 lines
1.9 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 2.0
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import QtQuick3D 1.15
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DirectionalDraggable {
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id: arrow
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source: "meshes/arrow.mesh"
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signal positionCommit()
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signal positionMove()
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function localPos(sceneRelativeDistance)
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{
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var newScenePos = Qt.vector3d(
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_targetStartPos.x + sceneRelativeDistance.x,
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_targetStartPos.y + sceneRelativeDistance.y,
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_targetStartPos.z + sceneRelativeDistance.z);
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return targetNode.parent ? targetNode.parent.mapPositionFromScene(newScenePos) : newScenePos;
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}
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onDragged: {
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targetNode.position = localPos(sceneRelativeDistance);
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positionMove();
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}
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onReleased: {
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targetNode.position = localPos(sceneRelativeDistance);
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positionCommit();
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}
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}
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