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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D Editor of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.5
PropertyInputField {
id: rotationPropertyInputField
width: parent.width
height: sliderInputfield.height + vectorInputField.height + vectorInputField.anchors.topMargin
property alias floatLabel: sliderInputfield.label
property alias stepSize: sliderInputfield.stepSize
property alias minimum: sliderInputfield.minimum
property alias maximum: sliderInputfield.maximum
property alias vectorLabel: vectorInputField.label
property double angle: 0
property vector3d axis: Qt.vector3d(0, 0, 0)
property bool calculatingAxisAndAngle: false
property bool blockValueChanges: false
property bool lockedField: false
property alias tooltip: sliderInputfield.tooltip
onCalculatingAxisAndAngleChanged: {
if (!calculatingAxisAndAngle) {
blockValueChanges = true
sliderInputfield.value = angle
vectorInputField.value = axis
blockValueChanges = false
}
}
onComponentValueChanged: {
if (!blockValueChanges && component !== null)
toAxisAndAngle(component[propertyName])
}
function handleRotationChangeFinished() {
blockValueChanges = true
handleEditingFinished(component.fromAxisAndAngle(axis, angle))
blockValueChanges = false
}
Vector3DInputField {
id: vectorInputField
lockProperty: rotationPropertyInputField.propertyName + editorScene.lockPropertySuffix
lockComponent: rotationPropertyInputField.component
label: qsTr("Rotate") + editorScene.emptyString
onValueEdited: {
axis = value
handleRotationChangeFinished()
}
onLockedChanged: sliderInputfield.locked = locked
enabled: !lockedField
tooltip: qsTr("The rotation factor of the\nobject on the %1 axis.")
+ editorScene.emptyString
tooltipArgs: ["X", "Y", "Z"]
}
FloatSliderInputField {
id: sliderInputfield
lockProperty: rotationPropertyInputField.propertyName + editorScene.lockPropertySuffix
lockComponent: rotationPropertyInputField.component
value: 0
label: qsTr("Rotation Angle") + editorScene.emptyString
anchors.top: vectorInputField.bottom
anchors.topMargin: 4
roundDigits: 2
onValueChanged: {
if (!blockValueChanges) {
angle = value
handleRotationChangeFinished()
}
}
onLockedChanged: vectorInputField.locked = locked
enabled: !lockedField
}
function toAxisAndAngle(quat) {
// TODO: Undo/redo restores axis to a state where the longest dimension is exactly 1.
// TODO: E.g. axis (2,0,1) becomes (1,0,0.5)
// TODO: We need some extra magic if we want to restore the actual axis in undo/redo
calculatingAxisAndAngle = true
angle = Math.acos(quat.scalar) * (360 / Math.PI)
if (angle !== 0) {
// Let's not update axis if angle is zero, as it will be 0,0,0
var s = Math.sqrt(1.0 - quat.scalar * quat.scalar)
if (s < 0.001) {
// if s is close to zero then direction of axis is not important
axis = Qt.vector3d(quat.x, quat.y, quat.z)
} else {
axis = Qt.vector3d(quat.x / s, quat.y / s, quat.z / s)
}
// quaternion was normalized in Qt3D, so axis may not be the same as it was when set.
// -> normalize axis
var divider = Math.max(Math.abs(axis.x), Math.max(Math.abs(axis.y), Math.abs(axis.z)))
if (divider !== 0) {
axis.x /= divider
axis.y /= divider
axis.z /= divider
}
}
calculatingAxisAndAngle = false
}
}
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