[nodes] SfMTransform: change name from gizmo to manual + enabled param

This commit is contained in:
Julien-Haudegond 2020-07-30 11:29:30 +02:00
parent 9a7e4fe16d
commit 1c14159cde
2 changed files with 30 additions and 26 deletions

View file

@ -23,29 +23,29 @@ Entity {
// Update node SfMTransform slider values when the gizmo has changed: translation, rotation, scale
transformGizmo.onGizmoChanged: {
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoTranslation.x"), translation.x)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoTranslation.y"), translation.y)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoTranslation.z"), translation.z)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.x"), translation.x)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.y"), translation.y)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.z"), translation.z)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoRotation.x"), rotation.x)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoRotation.y"), rotation.y)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoRotation.z"), rotation.z)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualRotation.x"), rotation.x)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualRotation.y"), rotation.y)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualRotation.z"), rotation.z)
// Only one scale is needed since the scale is uniform
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("transformGizmo.gizmoScale"), scale.x)
_reconstruction.setAttribute(root.currentSfMTransformNode.attribute("manualTransform.manualScale"), scale.x)
}
// Automatically evalutate the Transform: value is taken from the node OR from the actual modification if the gizmo is moved by mouse.
// When the gizmo has changed (with mouse), the new values are set to the node, the priority is given back to the node and the Transform is re-evaluated once with those values.
property var nodeTranslation : Qt.vector3d(
root.currentSfMTransformNode.attribute("transformGizmo.gizmoTranslation.x").value,
root.currentSfMTransformNode.attribute("transformGizmo.gizmoTranslation.y").value,
root.currentSfMTransformNode.attribute("transformGizmo.gizmoTranslation.z").value
root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.x").value,
root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.y").value,
root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.z").value
)
property var nodeRotationX: root.currentSfMTransformNode.attribute("transformGizmo.gizmoRotation.x").value
property var nodeRotationY: root.currentSfMTransformNode.attribute("transformGizmo.gizmoRotation.y").value
property var nodeRotationZ: root.currentSfMTransformNode.attribute("transformGizmo.gizmoRotation.z").value
property var nodeScale: root.currentSfMTransformNode.attribute("transformGizmo.gizmoScale").value
property var nodeRotationX: root.currentSfMTransformNode.attribute("manualTransform.manualRotation.x").value
property var nodeRotationY: root.currentSfMTransformNode.attribute("manualTransform.manualRotation.y").value
property var nodeRotationZ: root.currentSfMTransformNode.attribute("manualTransform.manualRotation.z").value
property var nodeScale: root.currentSfMTransformNode.attribute("manualTransform.manualScale").value
transformGizmo.gizmoDisplayTransform.translation: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.translation : nodeTranslation
transformGizmo.gizmoDisplayTransform.rotationX: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationX : nodeRotationX
@ -53,4 +53,4 @@ Entity {
transformGizmo.gizmoDisplayTransform.rotationZ: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationZ : nodeRotationZ
transformGizmo.objectTransform.scale3D: transformGizmo.focusGizmoPriority ? transformGizmo.objectTransform.scale3D : Qt.vector3d(nodeScale, nodeScale, nodeScale)
}
}
}