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320 lines
8.8 KiB
320 lines
8.8 KiB
/****************************************************************************
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**
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** Copyright (C) 2019 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Quick 3D.
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**
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** $QT_BEGIN_LICENSE:GPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 or (at your option) any later version
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** approved by the KDE Free Qt Foundation. The licenses are as published by
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.15
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import QtQuick3D 1.15
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Item {
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id: root
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property Node controlledObject: undefined
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property real speed: 1
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property real shiftSpeed: 3
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property real forwardSpeed: 5
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property real backSpeed: 5
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property real rightSpeed: 5
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property real leftSpeed: 5
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property real upSpeed: 5
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property real downSpeed: 5
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property real xSpeed: 0.1
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property real ySpeed: 0.1
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property bool xInvert: false
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property bool yInvert: true
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property bool mouseEnabled: true
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property bool keysEnabled: true
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readonly property bool inputsNeedProcessing: status.moveForward | status.moveBack
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| status.moveLeft | status.moveRight
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| status.moveUp | status.moveDown
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| status.useMouse
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property alias acceptedButtons: dragHandler.acceptedButtons
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implicitWidth: parent.width
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implicitHeight: parent.height
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focus: keysEnabled
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DragHandler {
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id: dragHandler
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target: null
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enabled: mouseEnabled
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onCentroidChanged: {
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mouseMoved(Qt.vector2d(centroid.position.x, centroid.position.y));
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}
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onActiveChanged: {
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if (active)
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mousePressed(Qt.vector2d(centroid.position.x, centroid.position.y));
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else
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mouseReleased(Qt.vector2d(centroid.position.x, centroid.position.y));
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}
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}
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Keys.onPressed: if (keysEnabled) handleKeyPress(event)
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Keys.onReleased: if (keysEnabled) handleKeyRelease(event)
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function mousePressed(newPos) {
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status.currentPos = newPos
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status.lastPos = newPos
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status.useMouse = true;
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}
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function mouseReleased(newPos) {
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status.useMouse = false;
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}
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function mouseMoved(newPos) {
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status.currentPos = newPos;
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}
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function forwardPressed() {
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status.moveForward = true
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status.moveBack = false
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}
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function forwardReleased() {
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status.moveForward = false
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}
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function backPressed() {
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status.moveBack = true
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status.moveForward = false
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}
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function backReleased() {
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status.moveBack = false
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}
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function rightPressed() {
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status.moveRight = true
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status.moveLeft = false
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}
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function rightReleased() {
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status.moveRight = false
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}
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function leftPressed() {
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status.moveLeft = true
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status.moveRight = false
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}
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function leftReleased() {
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status.moveLeft = false
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}
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function upPressed() {
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status.moveUp = true
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status.moveDown = false
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}
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function upReleased() {
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status.moveUp = false
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}
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function downPressed() {
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status.moveDown = true
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status.moveUp = false
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}
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function downReleased() {
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status.moveDown = false
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}
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function shiftPressed() {
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status.shiftDown = true
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}
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function shiftReleased() {
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status.shiftDown = false
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}
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function handleKeyPress(event)
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{
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switch (event.key) {
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case Qt.Key_W:
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case Qt.Key_Up:
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forwardPressed();
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break;
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case Qt.Key_S:
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case Qt.Key_Down:
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backPressed();
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break;
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case Qt.Key_A:
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case Qt.Key_Left:
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leftPressed();
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break;
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case Qt.Key_D:
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case Qt.Key_Right:
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rightPressed();
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break;
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case Qt.Key_R:
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case Qt.Key_PageUp:
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upPressed();
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break;
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case Qt.Key_F:
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case Qt.Key_PageDown:
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downPressed();
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break;
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case Qt.Key_Shift:
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shiftPressed();
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break;
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}
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}
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function handleKeyRelease(event)
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{
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switch (event.key) {
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case Qt.Key_W:
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case Qt.Key_Up:
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forwardReleased();
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break;
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case Qt.Key_S:
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case Qt.Key_Down:
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backReleased();
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break;
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case Qt.Key_A:
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case Qt.Key_Left:
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leftReleased();
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break;
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case Qt.Key_D:
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case Qt.Key_Right:
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rightReleased();
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break;
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case Qt.Key_R:
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case Qt.Key_PageUp:
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upReleased();
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break;
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case Qt.Key_F:
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case Qt.Key_PageDown:
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downReleased();
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break;
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case Qt.Key_Shift:
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shiftReleased();
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break;
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}
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}
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Timer {
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id: updateTimer
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interval: 16
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repeat: true
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running: root.inputsNeedProcessing
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onTriggered: {
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processInputs();
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}
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}
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function processInputs()
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{
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if (root.inputsNeedProcessing)
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status.processInput();
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}
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QtObject {
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id: status
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property bool moveForward: false
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property bool moveBack: false
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property bool moveLeft: false
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property bool moveRight: false
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property bool moveUp: false
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property bool moveDown: false
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property bool shiftDown: false
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property bool useMouse: false
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property vector2d lastPos: Qt.vector2d(0, 0)
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property vector2d currentPos: Qt.vector2d(0, 0)
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function updatePosition(vector, speed, position)
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{
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if (shiftDown)
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speed *= shiftSpeed;
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else
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speed *= root.speed
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var direction = vector;
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var velocity = Qt.vector3d(direction.x * speed,
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direction.y * speed,
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direction.z * speed);
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controlledObject.position = Qt.vector3d(position.x + velocity.x,
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position.y + velocity.y,
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position.z + velocity.z);
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}
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function negate(vector) {
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return Qt.vector3d(-vector.x, -vector.y, -vector.z)
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}
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function processInput() {
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if (controlledObject == undefined)
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return;
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if (moveForward)
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updatePosition(controlledObject.forward, forwardSpeed, controlledObject.position);
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else if (moveBack)
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updatePosition(negate(controlledObject.forward), backSpeed, controlledObject.position);
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if (moveRight)
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updatePosition(controlledObject.right, rightSpeed, controlledObject.position);
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else if (moveLeft)
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updatePosition(negate(controlledObject.right), leftSpeed, controlledObject.position);
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if (moveDown)
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updatePosition(negate(controlledObject.up), downSpeed, controlledObject.position);
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else if (moveUp)
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updatePosition(controlledObject.up, upSpeed, controlledObject.position);
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if (useMouse) {
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// Get the delta
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var rotationVector = controlledObject.eulerRotation;
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var delta = Qt.vector2d(lastPos.x - currentPos.x,
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lastPos.y - currentPos.y);
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// rotate x
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var rotateX = delta.x * xSpeed
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if (xInvert)
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rotateX = -rotateX;
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rotationVector.y += rotateX;
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// rotate y
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var rotateY = delta.y * -ySpeed
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if (yInvert)
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rotateY = -rotateY;
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rotationVector.x += rotateY;
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controlledObject.setEulerRotation(rotationVector);
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lastPos = currentPos;
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}
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}
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}
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}
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