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29 | |
30 | #include "axesinputhandler.h" |
31 | #include <QtCore/qmath.h> |
32 | |
33 | AxesInputHandler::AxesInputHandler(QAbstract3DGraph *graph, QObject *parent) : |
34 | Q3DInputHandler(parent), |
35 | m_mousePressed(false), |
36 | m_state(StateNormal), |
37 | m_axisX(0), |
38 | m_axisZ(0), |
39 | m_axisY(0), |
40 | m_speedModifier(15.0f) |
41 | { |
42 | //! [3] |
43 | // Connect to the item selection signal from graph |
44 | connect(sender: graph, signal: &QAbstract3DGraph::selectedElementChanged, receiver: this, |
45 | slot: &AxesInputHandler::handleElementSelected); |
46 | //! [3] |
47 | } |
48 | |
49 | //! [0] |
50 | void AxesInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos) |
51 | { |
52 | Q3DInputHandler::mousePressEvent(event, mousePos); |
53 | if (Qt::LeftButton == event->button()) |
54 | m_mousePressed = true; |
55 | } |
56 | //! [0] |
57 | |
58 | //! [2] |
59 | void AxesInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos) |
60 | { |
61 | //! [5] |
62 | // Check if we're trying to drag axis label |
63 | if (m_mousePressed && m_state != StateNormal) { |
64 | //! [5] |
65 | setPreviousInputPos(inputPosition()); |
66 | setInputPosition(mousePos); |
67 | handleAxisDragging(); |
68 | } else { |
69 | Q3DInputHandler::mouseMoveEvent(event, mousePos); |
70 | } |
71 | } |
72 | //! [2] |
73 | |
74 | //! [1] |
75 | void AxesInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos) |
76 | { |
77 | Q3DInputHandler::mouseReleaseEvent(event, mousePos); |
78 | m_mousePressed = false; |
79 | m_state = StateNormal; |
80 | } |
81 | //! [1] |
82 | |
83 | void AxesInputHandler::handleElementSelected(QAbstract3DGraph::ElementType type) |
84 | { |
85 | //! [4] |
86 | switch (type) { |
87 | case QAbstract3DGraph::ElementAxisXLabel: |
88 | m_state = StateDraggingX; |
89 | break; |
90 | case QAbstract3DGraph::ElementAxisYLabel: |
91 | m_state = StateDraggingY; |
92 | break; |
93 | case QAbstract3DGraph::ElementAxisZLabel: |
94 | m_state = StateDraggingZ; |
95 | break; |
96 | default: |
97 | m_state = StateNormal; |
98 | break; |
99 | } |
100 | //! [4] |
101 | } |
102 | |
103 | void AxesInputHandler::handleAxisDragging() |
104 | { |
105 | float distance = 0.0f; |
106 | |
107 | //! [6] |
108 | // Get scene orientation from active camera |
109 | float xRotation = scene()->activeCamera()->xRotation(); |
110 | float yRotation = scene()->activeCamera()->yRotation(); |
111 | //! [6] |
112 | |
113 | //! [7] |
114 | // Calculate directional drag multipliers based on rotation |
115 | float xMulX = qCos(v: qDegreesToRadians(degrees: xRotation)); |
116 | float xMulY = qSin(v: qDegreesToRadians(degrees: xRotation)); |
117 | float zMulX = qSin(v: qDegreesToRadians(degrees: xRotation)); |
118 | float zMulY = qCos(v: qDegreesToRadians(degrees: xRotation)); |
119 | //! [7] |
120 | |
121 | //! [8] |
122 | // Get the drag amount |
123 | QPoint move = inputPosition() - previousInputPos(); |
124 | |
125 | // Flip the effect of y movement if we're viewing from below |
126 | float yMove = (yRotation < 0) ? -move.y() : move.y(); |
127 | //! [8] |
128 | |
129 | //! [9] |
130 | // Adjust axes |
131 | switch (m_state) { |
132 | case StateDraggingX: |
133 | distance = (move.x() * xMulX - yMove * xMulY) / m_speedModifier; |
134 | m_axisX->setRange(min: m_axisX->min() - distance, max: m_axisX->max() - distance); |
135 | break; |
136 | case StateDraggingZ: |
137 | distance = (move.x() * zMulX + yMove * zMulY) / m_speedModifier; |
138 | m_axisZ->setRange(min: m_axisZ->min() + distance, max: m_axisZ->max() + distance); |
139 | break; |
140 | case StateDraggingY: |
141 | distance = move.y() / m_speedModifier; // No need to use adjusted y move here |
142 | m_axisY->setRange(min: m_axisY->min() + distance, max: m_axisY->max() + distance); |
143 | break; |
144 | default: |
145 | break; |
146 | } |
147 | //! [9] |
148 | } |
149 | |