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https://github.com/alicevision/Meshroom.git
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88 lines
5 KiB
QML
88 lines
5 KiB
QML
import Qt3D.Core 2.15
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import Qt3D.Render 2.15
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import Qt3D.Input 2.15
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import Qt3D.Extras 2.15
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import QtQuick 2.15
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/**
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* Gizmo for SfMTransform node.
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* Uses EntityWithGizmo wrapper because we should not instantiate TransformGizmo alone.
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*/
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Entity {
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id: root
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property DefaultCameraController sceneCameraController
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property Layer frontLayerComponent
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property var window
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property var currentSfMTransformNode: null
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enabled: true
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readonly property alias objectTransform: sfmTranformGizmoEntity.objectTransform // The Transform the object should use
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EntityWithGizmo {
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id: sfmTranformGizmoEntity
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sceneCameraController: root.sceneCameraController
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frontLayerComponent: root.frontLayerComponent
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window: root.window
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uniformScale: true // We want to make uniform scale transformations
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// Update node SfMTransform slider values when the gizmo has changed: translation, rotation, scale, type
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transformGizmo.onGizmoChanged: {
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switch (type) {
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case TransformGizmo.Type.TRANSLATION: {
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_reconstruction.setAttribute(
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root.currentSfMTransformNode.attribute("manualTransform.manualTranslation"),
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JSON.stringify([translation.x, translation.y, translation.z])
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)
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break
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}
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case TransformGizmo.Type.ROTATION: {
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_reconstruction.setAttribute(
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root.currentSfMTransformNode.attribute("manualTransform.manualRotation"),
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JSON.stringify([rotation.x, rotation.y, rotation.z])
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)
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break
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}
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case TransformGizmo.Type.SCALE: {
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// Only one scale is needed since the scale is uniform
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_reconstruction.setAttribute(
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root.currentSfMTransformNode.attribute("manualTransform.manualScale"),
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scale.x
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)
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break
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}
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case TransformGizmo.Type.ALL: {
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_reconstruction.setAttribute(
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root.currentSfMTransformNode.attribute("manualTransform"),
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JSON.stringify([
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[translation.x, translation.y, translation.z],
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[rotation.x, rotation.y, rotation.z],
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scale.x
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])
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)
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break
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}
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}
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}
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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 ? 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 ? 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 ? 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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transformGizmo.gizmoDisplayTransform.translation: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.translation : nodeTranslation
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transformGizmo.gizmoDisplayTransform.rotationX: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationX : nodeRotationX
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transformGizmo.gizmoDisplayTransform.rotationY: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationY : nodeRotationY
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transformGizmo.gizmoDisplayTransform.rotationZ: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationZ : nodeRotationZ
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transformGizmo.objectTransform.scale3D: transformGizmo.focusGizmoPriority ? transformGizmo.objectTransform.scale3D : Qt.vector3d(nodeScale, nodeScale, nodeScale)
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}
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}
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