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import QtQuick 2.15
import QtQuick3D 1.15
import QtQuick3D.Helpers 1.15 as Helpers
Model {
id: arrow
source: "qrc:///meshes/gizmoarrow.mesh"
pickable: true
property Node gizmoRoot
property Node gizmoAxisRoot: arrow
property int axis: -1
property color color: "white"
property var _pointerStartPos
property var _targetStartPos
property var _target
property var _view
materials: DefaultMaterial {
id: material
emissiveColor: color
lighting: DefaultMaterial.NoLighting
}
function startDrag(targetNode, view, pointerPosition)
{
_target = targetNode
_view = view
_pointerStartPos = getSceneIntersectPos(pointerPosition)
var sp = _target.scenePosition
_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z)
}
function continueDrag(pointerPosition)
{
var scenePointerPos = getSceneIntersectPos(pointerPosition)
var sceneRelativeDistance = Qt.vector3d(
scenePointerPos.x - _pointerStartPos.x,
scenePointerPos.y - _pointerStartPos.y,
scenePointerPos.z - _pointerStartPos.z)
var newScenePos = Qt.vector3d(
_targetStartPos.x + sceneRelativeDistance.x,
_targetStartPos.y + sceneRelativeDistance.y,
_targetStartPos.z + sceneRelativeDistance.z)
var posInParent = _target.parent.mapPositionFromScene(newScenePos)
_target.position = posInParent
}
function getSceneIntersectPos(pointerPosition)
{
var scenePos = plane.getIntersectPosFromView(_view, pointerPosition)
if (scenePos.x === 0 && scenePos.y === 0 && scenePos.z === 0) {
// The viewport is perpendicular to the plane. Tilt the plane and try again
plane.rotate(45, Qt.vector3d(1, 0, 0), Node.LocalSpace)
scenePos = plane.getIntersectPosFromView(_view, pointerPosition)
}
// Get the local distance along the x axis from the origin to to the
// pointer position. This is the only value we care about, since
// you can only drag the arrow along it's local x axis.
var localPos = plane.mapPositionFromScene(scenePos)
var maskedLocalPos = Qt.vector3d(localPos.x, 0, 0)
return plane.mapPositionToScene(maskedLocalPos)
}
Node {
eulerRotation: Qt.vector3d(0, 90, 0)
Helpers.PointerPlane {
id: plane
}
}
}