Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/qt6/RotateRing.qml
Miikka Heikkinen 98673190ad QmlDesigner: Add visualization gizmo for ParticleEmitter3D
Particle emitters are now visualized in 3D edit view either by
a small sphere for point emitters or by a proper model for
model based emitters. The visualization model is rendered
transparent. The visualization models can be displayed either
always or only when the parent particle system is active
in editor.

Trail emitters are not visualized, as any visualization would
be misleading, since these emitters follow generated particles.

Fixes: QDS-6189
Change-Id: Idb6f12cadd9cea8110e5290cc18443aeb62c38d6
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
2022-03-03 09:34:57 +00:00

167 lines
5.4 KiB
QML

/****************************************************************************
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** Copyright (C) 2019 The Qt Company Ltd.
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import QtQuick 6.0
import QtQuick3D 6.0
import MouseArea3D 1.0
Model {
id: rotateRing
property View3D view3D
property alias color: material.diffuseColor
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
readonly property bool _edit3dLocked: true // Make this non-pickable
signal rotateCommit()
signal rotateChange()
source: "../meshes/ring.mesh"
Model {
id: pickModel
readonly property bool _edit3dLocked: true // Make this non-pickable in main picking handling
objectName: "PickModel for " + rotateRing.objectName
source: "../meshes/ringselect.mesh"
pickable: true
}
materials: DefaultMaterial {
id: material
diffuseColor: "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;
if (targetNode == multiSelectionNode)
_generalHelper.restartMultiSelection();
// 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);
_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.eulerRotation
_startRotation = Qt.vector3d(targetNode.eulerRotation.x,
targetNode.eulerRotation.y,
targetNode.eulerRotation.z);
// Ensure we never set NaN values for rotation, even if target node originally has them
if (isNaN(_startRotation.x))
_startRotation.x = 0;
if (isNaN(_startRotation.y))
_startRotation.y = 0;
if (isNaN(_startRotation.z))
_startRotation.z = 0;
currentAngle = 0;
currentMousePos = screenPos;
}
function handleDragged(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
if (targetNode == multiSelectionNode)
_generalHelper.rotateMultiSelection(false);
currentMousePos = screenPos;
rotateChange();
}
function handleReleased(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
if (targetNode == multiSelectionNode)
_generalHelper.rotateMultiSelection(true);
rotateCommit();
currentAngle = 0;
currentMousePos = screenPos;
if (targetNode == multiSelectionNode)
_generalHelper.resetMultiSelectionNode();
}
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: (planePos, screenPos, angle)=> {
rotateRing.handlePressed(screenPos, angle);
}
onDragged: (planePos, screenPos)=> {
rotateRing.handleDragged(screenPos);
}
onReleased: (planePos, screenPos)=> {
rotateRing.handleReleased(screenPos);
}
}
}