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import QtQuick 2.15
import QtQuick3D 1.15
/*
The gizmo showing the rotation of the camera differs from other
gizmos by the fact that it doesn't overlay the camera in the
scene, but rather stays in a corner of the view. Still, the
perspective of the gizmo should reflect the perspective as if
it was located on the same spot as the camera. For that reason, we
draw it in a separate View3D, which means that the user can position
it wherever he wants on the screen without affecting how it looks.
*/
View3D {
id: root
property PerspectiveCamera targetCamera
implicitWidth: 60
implicitHeight: 60
camera: localCamera
property color xColor: "red"
property color yColor: "blue"
property color zColor: "green"
Connections {
target: targetCamera
onSceneTransformChanged: updateGizmo()
Component.onCompleted: updateGizmo()
}
function updateGizmo()
{
sceneGizmo.position = root.mapTo3DScene(Qt.vector3d(root.width / 2, root.height / 2, 180))
}
Node {
PerspectiveCamera {
id: localCamera
position: targetCamera.scenePosition
rotation: targetCamera.sceneRotation
}
Node {
id: sceneGizmo
scale: Qt.vector3d(7, 7, 7)
Model {
id: arrowX
eulerRotation: Qt.vector3d(0, 90, 0)
source: "qrc:///meshes/gizmoarrow.mesh"
materials: DefaultMaterial {
id: materialX
emissiveColor: xColor
lighting: DefaultMaterial.NoLighting
}
}
Node {
x: 14
scale: Qt.vector3d(0.4, 0.4, 0.4)
rotation: camera.rotation
Text {
color: xColor
text: "x"
}
}
Model {
id: arrowY
eulerRotation: Qt.vector3d(-90, 0, 0)
source: "qrc:///meshes/gizmoarrow.mesh"
materials: DefaultMaterial {
emissiveColor: yColor
lighting: DefaultMaterial.NoLighting
}
}
Node {
y: 14
scale: Qt.vector3d(0.4, 0.4, 0.4)
rotation: camera.rotation
Text {
color: yColor
text: "y"
}
}
Model {
id: arrowZ
eulerRotation: Qt.vector3d(0, -180, 0)
source: "qrc:///meshes/gizmoarrow.mesh"
materials: DefaultMaterial {
emissiveColor: zColor
lighting: DefaultMaterial.NoLighting
}
}
Node {
z: -14
scale: Qt.vector3d(0.4, 0.4, 0.4)
rotation: camera.rotation
Text {
color: zColor
text: "z"
}
}
}
}
}