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[ui] fix binding errors
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parent
79e96e7c06
commit
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4 changed files with 18 additions and 18 deletions
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@ -217,7 +217,7 @@ Entity {
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// To use only if we want to draw the input source and not the current node output (Warning: to use with caution)
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// There is maybe a better way to do this to avoid overwritting bindings which should be readonly properties
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function drawInputSource() {
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rawSource = Qt.binding(() => instantiatedEntity.currentNode.attribute("input").value)
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rawSource = Qt.binding(() => instantiatedEntity.currentNode ? instantiatedEntity.currentNode.attribute("input").value: "")
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currentSource = Qt.binding(() => rawSource)
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finalSource = Qt.binding(() => rawSource)
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}
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@ -62,19 +62,19 @@ Entity {
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// Translation values from node (vector3d because this is the type of QTransform.translation)
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property var nodeTranslation : Qt.vector3d(
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root.currentMeshingNode.attribute("boundingBox.bboxTranslation.x").value,
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root.currentMeshingNode.attribute("boundingBox.bboxTranslation.y").value,
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root.currentMeshingNode.attribute("boundingBox.bboxTranslation.z").value
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root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxTranslation.x").value : 0,
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root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxTranslation.y").value : 0,
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root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxTranslation.z").value : 0
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)
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// Rotation values from node (3 separated values because QTransform stores Euler angles like this)
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property var nodeRotationX: root.currentMeshingNode.attribute("boundingBox.bboxRotation.x").value
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property var nodeRotationY: root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value
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property var nodeRotationZ: root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value
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property var nodeRotationX: root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.x").value : 0
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property var nodeRotationY: root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
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property var nodeRotationZ: root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
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// Scale values from node (vector3d because this is the type of QTransform.scale3D)
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property var nodeScale: Qt.vector3d(
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root.currentMeshingNode.attribute("boundingBox.bboxScale.x").value,
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root.currentMeshingNode.attribute("boundingBox.bboxScale.y").value,
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root.currentMeshingNode.attribute("boundingBox.bboxScale.z").value
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root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxScale.x").value : 1,
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root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxScale.y").value : 1,
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root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxScale.z").value : 1
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)
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// Automatically evaluate the Transform: value is taken from the node OR from the actual modification if the gizmo is moved by mouse.
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@ -66,16 +66,16 @@ Entity {
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// Translation values from node (vector3d because this is the type of QTransform.translation)
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property var nodeTranslation : Qt.vector3d(
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root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.x").value,
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root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.y").value,
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root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.z").value
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root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.x").value : 0,
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root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.y").value : 0,
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root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualTranslation.z").value : 0
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)
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// Rotation values from node (3 separated values because QTransform stores Euler angles like this)
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property var nodeRotationX: root.currentSfMTransformNode.attribute("manualTransform.manualRotation.x").value
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property var nodeRotationY: root.currentSfMTransformNode.attribute("manualTransform.manualRotation.y").value
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property var nodeRotationZ: root.currentSfMTransformNode.attribute("manualTransform.manualRotation.z").value
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property var nodeRotationX: root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualRotation.x").value : 0
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property var nodeRotationY: root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualRotation.y").value : 0
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property var nodeRotationZ: root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualRotation.z").value : 0
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// Scale value from node (simple number because we use uniform scale)
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property var nodeScale: root.currentSfMTransformNode.attribute("manualTransform.manualScale").value
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property var nodeScale: root.currentSfMTransformNode ? root.currentSfMTransformNode.attribute("manualTransform.manualScale").value : 1
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// Automatically evaluate the Transform: value is taken from the node OR from the actual modification if the gizmo is moved by mouse.
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// 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.
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