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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0 WITH Qt-GPL-exception-1.0
import QtQuick3D 6.0
View3D {
id: sceneView
anchors.fill: parent
property bool usePerspective: false
property alias showSceneLight: sceneLight.visible
property alias showGrid: helperGrid.visible
property alias gridColor: helperGrid.gridColor
property alias sceneHelpers: sceneHelpers
property alias perspectiveCamera: scenePerspectiveCamera
property alias orthoCamera: sceneOrthoCamera
property double cameraZoomFactor: .55;
// Empirical cameraZoomFactor values at which the grid zoom level is doubled. The values are
// approximately uniformally distributed over the non-linear range of cameraZoomFactor.
readonly property var grid_thresholds: [0.55, 1.10, 2.35, 4.9, 10.0, 20.5, 42.0, 85.0, 999999.0]
property var thresIdx: 1
property var thresPerc: 1.0 // percentage of cameraZoomFactor to the current grid zoom threshold (0.0 - 1.0)
camera: usePerspective ? scenePerspectiveCamera : sceneOrthoCamera
onCameraZoomFactorChanged: {
thresIdx = Math.max(1, grid_thresholds.findIndex(v => v > cameraZoomFactor));
thresPerc = (grid_thresholds[thresIdx] - cameraZoomFactor) / (grid_thresholds[thresIdx] - grid_thresholds[thresIdx - 1]);
}
environment: sceneEnv
SceneEnvironment {
id: sceneEnv
antialiasingMode: SceneEnvironment.MSAA
antialiasingQuality: SceneEnvironment.High
}
Node {
id: sceneHelpers
HelperGrid {
id: helperGrid
lines: Math.pow(2, grid_thresholds.length - thresIdx - 1);
step: 100 * grid_thresholds[0] * Math.pow(2, thresIdx - 1);
subdivAlpha: thresPerc;
}
PointLight {
id: sceneLight
position: usePerspective ? scenePerspectiveCamera.position
: sceneOrthoCamera.position
quadraticFade: 0
linearFade: 0
}
// Initial camera position and rotation should be such that they look at origin.
// Otherwise EditCameraController._lookAtPoint needs to be initialized to correct
// point.
PerspectiveCamera {
id: scenePerspectiveCamera
z: 600
y: 600
eulerRotation.x: -45
clipFar: 100000
clipNear: 1
}
OrthographicCamera {
id: sceneOrthoCamera
z: 600
y: 600
eulerRotation.x: -45
clipFar: 100000
clipNear: -10000
}
}
}
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