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axesinputhandler.cpp
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axesinputhandler.cpp
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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "axesinputhandler.h"
#include <QtCore/qmath.h>
AxesInputHandler::AxesInputHandler(QAbstract3DGraph *graph, QObject *parent) :
Q3DInputHandler(parent)
{
//! [3]
// Connect to the item selection signal from graph
connect(graph, &QAbstract3DGraph::selectedElementChanged, this,
&AxesInputHandler::handleElementSelected);
//! [3]
}
//! [0]
void AxesInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
{
Q3DInputHandler::mousePressEvent(event, mousePos);
if (Qt::LeftButton == event->button())
m_mousePressed = true;
}
//! [0]
//! [2]
void AxesInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
{
//! [5]
// Check if we're trying to drag axis label
if (m_mousePressed && m_state != StateNormal) {
//! [5]
setPreviousInputPos(inputPosition());
setInputPosition(mousePos);
handleAxisDragging();
} else {
Q3DInputHandler::mouseMoveEvent(event, mousePos);
}
}
//! [2]
//! [1]
void AxesInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
{
Q3DInputHandler::mouseReleaseEvent(event, mousePos);
m_mousePressed = false;
m_state = StateNormal;
}
//! [1]
void AxesInputHandler::handleElementSelected(QAbstract3DGraph::ElementType type)
{
//! [4]
switch (type) {
case QAbstract3DGraph::ElementAxisXLabel:
m_state = StateDraggingX;
break;
case QAbstract3DGraph::ElementAxisYLabel:
m_state = StateDraggingY;
break;
case QAbstract3DGraph::ElementAxisZLabel:
m_state = StateDraggingZ;
break;
default:
m_state = StateNormal;
break;
}
//! [4]
}
void AxesInputHandler::handleAxisDragging()
{
float distance = 0.0f;
//! [6]
// Get scene orientation from active camera
float xRotation = scene()->activeCamera()->xRotation();
float yRotation = scene()->activeCamera()->yRotation();
//! [6]
//! [7]
// Calculate directional drag multipliers based on rotation
float xMulX = qCos(qDegreesToRadians(xRotation));
float xMulY = qSin(qDegreesToRadians(xRotation));
float zMulX = qSin(qDegreesToRadians(xRotation));
float zMulY = qCos(qDegreesToRadians(xRotation));
//! [7]
//! [8]
// Get the drag amount
QPoint move = inputPosition() - previousInputPos();
// Flip the effect of y movement if we're viewing from below
float yMove = (yRotation < 0) ? -move.y() : move.y();
//! [8]
//! [9]
// Adjust axes
switch (m_state) {
case StateDraggingX:
distance = (move.x() * xMulX - yMove * xMulY) / m_speedModifier;
m_axisX->setRange(m_axisX->min() - distance, m_axisX->max() - distance);
break;
case StateDraggingZ:
distance = (move.x() * zMulX + yMove * zMulY) / m_speedModifier;
m_axisZ->setRange(m_axisZ->min() + distance, m_axisZ->max() + distance);
break;
case StateDraggingY:
distance = move.y() / m_speedModifier; // No need to use adjusted y move here
m_axisY->setRange(m_axisY->min() + distance, m_axisY->max() + distance);
break;
default:
break;
}
//! [9]
}