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// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick.Layouts
import QtQuick.Controls
Rectangle {
width: 640
height: 400
color: "white"
ColumnLayout {
anchors.fill: parent
Text {
Layout.alignment: Qt.AlignHCenter
text: "XR Touch Example"
}
RowLayout {
ColumnLayout {
Button {
text: "Button 1"
Layout.margins: 15
}
Button {
text: "Button 2"
Layout.margins: 15
}
Button {
text: "Button 3"
Layout.margins: 15
}
Slider {}
}
Rectangle {
id: field
Layout.fillHeight: true
Layout.fillWidth: true
color: "#ffeedd"
MultiPointTouchArea {
anchors.fill: parent
mouseEnabled: true // For debug purposes
touchPoints: [
TouchPoint { id: point1 },
TouchPoint { id: point2 }
]
}
Rectangle {
x: point1.x - 15
y: point1.y - 15
visible: point1.pressed
width: 30; height: 30
radius: 15
color: point1.pointId === 0 ? "green" : "red"
}
Rectangle {
x: point2.x - 15
y: point2.y - 15
visible: point2.pressed
width: 30; height: 30
radius: 15
color: point2.pointId === 0 ? "green" : "red"
}
Rectangle {
id: ball
width: 10; height: 10
radius: 5
color: "black"
property vector2d pos: Qt.vector2d(field.width / 2, field.height / 2)
property vector2d speed: Qt.vector2d(1, 1)
x: pos.x - radius / 2
y: pos.y - radius / 2
FrameAnimation {
running: true
onTriggered: {
// Touch points attract
const scale = 1.0 / Math.max(field.width, field.height)
let relativeAccel = Qt.vector2d(0, 0)
for (const point of [point1, point2]) {
if (point.pressed) {
const vector = ball.pos.minus(Qt.vector2d(point.x, point.y)).times(scale)
const dist = Math.max(100, vector.length() * 200)
const a = vector.normalized().times(1 / (dist * dist))
relativeAccel = relativeAccel.plus(a)
}
}
const accel = relativeAccel.times(1/scale)
ball.speed = ball.speed.minus(accel)
// Bounce off the edges with dampening
const nextX = ball.pos.x + ball.speed.x
if (nextX < 0 || nextX > field.width)
ball.speed.x = -ball.speed.x * 0.8
const nextY = ball.pos.y + ball.speed.y
if (nextY < 0 || nextY > field.height)
ball.speed.y = -ball.speed.y * 0.8
ball.pos = ball.pos.plus(ball.speed)
}
}
}
Text {
text: "Touch area"
anchors.centerIn: parent
}
}
}
}
}
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