/**************************************************************************** ** ** Copyright (C) 2015 Paul Lemire ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Input 2.0 import Qt3D.Logic 2.0 import QtQml 2.2 Entity { id: root property Camera camera property real linearSpeed: 10.0 property real lookSpeed: 180.0 QtObject { id: d readonly property vector3d firstPersonUp: Qt.vector3d(0, 1, 0) property bool leftMouseButtonPressed: false property real vx: 0; property real vy: 0; property real vz: 0; property real dx: 0 property real dy: 0 property bool fineMotion: false } KeyboardController { id: keyboardSourceDevice } MouseController { id: mouseSourceDevice sensitivity: d.fineMotion ? 0.01 : 0.1 } LogicalDevice { id: cameraControlDevice actions: [ Action { name: "LMB" inputs: [ ActionInput { sourceDevice: mouseSourceDevice keys: [MouseController.Left] } ] }, Action { name: "fineMotion" inputs: [ ActionInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_Shift] } ] } ] // actions axes: [ // Rotation Axis { name: "RX" inputs: [ AxisInput { sourceDevice: mouseSourceDevice axis: MouseController.X } ] }, Axis { name: "RY" inputs: [ AxisInput { sourceDevice: mouseSourceDevice axis: MouseController.Y } ] }, // Translation Axis { name: "TX" inputs: [ AxisInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_Left] scale: -1.0 }, AxisInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_Right] scale: 1.0 } ] }, Axis { name: "TZ" inputs: [ AxisInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_Up] scale: 1.0 }, AxisInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_Down] scale: -1.0 } ] }, Axis { name: "TY" inputs: [ AxisInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_PageUp] scale: 1.0 }, AxisInput { sourceDevice: keyboardSourceDevice keys: [Qt.Key_PageDown] scale: -1.0 } ] } ] // axes } components: [ AxisActionHandler { id: handler logicalDevice: cameraControlDevice onAxisValueChanged: { switch (name) { case "TX": { d.vx = axisValue * linearSpeed break; } case "TY": { d.vy = axisValue * linearSpeed break; } case "TZ": { d.vz = axisValue * linearSpeed break; } case "RX": { d.dx = axisValue; break; } case "RY": { d.dy = axisValue; break; } case "MouseWheel": { d.zoom = axisValue; break } } } onActionStarted: { switch (name) { case "LMB": { d.leftMouseButtonPressed = true; break; } case "fineMotion": { console.log("fineMotion started") d.fineMotion = true; break; } } } onActionFinished: { switch (name) { case "LMB": { d.leftMouseButtonPressed = false; break; } case "fineMotion": { console.log("fineMotion finished") d.fineMotion = false; break; } } } }, LogicComponent { onFrameUpdate: { // The time difference since the last frame is passed in as the // argument dt. It is a floating point value in units of seconds. root.camera.translate(Qt.vector3d(d.vx, d.vy, d.vz).times(dt)) if (d.leftMouseButtonPressed) { root.camera.pan(root.lookSpeed * d.dx * dt, d.firstPersonUp) root.camera.tilt(root.lookSpeed * d.dy * dt) } } } ] // components }