qtdoc/examples/demos/car-configurator/content/MouseRotatorAndWASD.qml

304 lines
7.9 KiB
QML

// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
Item {
id: root
property Node controlledObject: btnDemo.checked? null : cameraRoot
property real speed: 1
property real shiftSpeed: 3
property real forwardSpeed: 5
property real backSpeed: 5
property real rightSpeed: 5
property real leftSpeed: 5
property real upSpeed: 5
property real downSpeed: 5
property real xSpeed: 0.1
property real ySpeed: 0.1
property bool xInvert: true
property bool yInvert: false
property bool mouseEnabled: true
property bool keysEnabled: true
readonly property bool inputsNeedProcessing: status.moveForward | status.moveBack
| status.moveLeft | status.moveRight
| status.moveUp | status.moveDown
| status.useMouse
property alias acceptedButtons: dragHandler.acceptedButtons
implicitWidth: parent.width
implicitHeight: parent.height
focus: keysEnabled
DragHandler {
id: dragHandler
target: null
enabled: mouseEnabled
onCentroidChanged: {
mouseMoved(Qt.vector2d(centroid.position.x, centroid.position.y));
}
onActiveChanged: {
if (active)
mousePressed(Qt.vector2d(centroid.position.x, centroid.position.y));
else
mouseReleased(Qt.vector2d(centroid.position.x, centroid.position.y));
}
}
TapHandler {
onTapped: root.forceActiveFocus()
}
Keys.onPressed: (event) => { if (keysEnabled) handleKeyPress(event) }
Keys.onReleased: (event) => { if (keysEnabled) handleKeyRelease(event) }
function mousePressed(newPos) {
root.forceActiveFocus()
status.currentPos = newPos
status.lastPos = newPos
status.useMouse = true;
}
function mouseReleased(newPos) {
status.useMouse = false;
}
function mouseMoved(newPos) {
status.currentPos = newPos;
}
function forwardPressed() {
status.moveForward = true
status.moveBack = false
}
function forwardReleased() {
status.moveForward = false
}
function backPressed() {
status.moveBack = true
status.moveForward = false
}
function backReleased() {
status.moveBack = false
}
function rightPressed() {
status.moveRight = true
status.moveLeft = false
}
function rightReleased() {
status.moveRight = false
}
function leftPressed() {
status.moveLeft = true
status.moveRight = false
}
function leftReleased() {
status.moveLeft = false
}
function upPressed() {
status.moveUp = true
status.moveDown = false
}
function upReleased() {
status.moveUp = false
}
function downPressed() {
status.moveDown = true
status.moveUp = false
}
function downReleased() {
status.moveDown = false
}
function shiftPressed() {
status.shiftDown = true
}
function shiftReleased() {
status.shiftDown = false
}
function handleKeyPress(event) {
switch (event.key) {
case Qt.Key_W:
case Qt.Key_Up:
forwardPressed();
break;
case Qt.Key_S:
case Qt.Key_Down:
backPressed();
break;
case Qt.Key_A:
case Qt.Key_Left:
leftPressed();
break;
case Qt.Key_D:
case Qt.Key_Right:
rightPressed();
break;
case Qt.Key_R:
case Qt.Key_PageUp:
upPressed();
break;
case Qt.Key_F:
case Qt.Key_PageDown:
downPressed();
break;
case Qt.Key_Shift:
shiftPressed();
break;
}
}
function handleKeyRelease(event) {
switch (event.key) {
case Qt.Key_W:
case Qt.Key_Up:
forwardReleased();
break;
case Qt.Key_S:
case Qt.Key_Down:
backReleased();
break;
case Qt.Key_A:
case Qt.Key_Left:
leftReleased();
break;
case Qt.Key_D:
case Qt.Key_Right:
rightReleased();
break;
case Qt.Key_R:
case Qt.Key_PageUp:
upReleased();
break;
case Qt.Key_F:
case Qt.Key_PageDown:
downReleased();
break;
case Qt.Key_Shift:
shiftReleased();
break;
}
}
Timer {
id: updateTimer
interval: 16
repeat: true
running: root.inputsNeedProcessing
onTriggered: {
processInputs();
}
}
function processInputs() {
if (root.inputsNeedProcessing)
status.processInput();
}
QtObject {
id: status
property bool moveForward: false
property bool moveBack: false
property bool moveLeft: false
property bool moveRight: false
property bool moveUp: false
property bool moveDown: false
property bool shiftDown: false
property bool useMouse: false
property vector2d lastPos: Qt.vector2d(0, 0)
property vector2d currentPos: Qt.vector2d(0, 0)
function updatePosition(vector, speed, position) {
if (shiftDown)
speed *= shiftSpeed;
else
speed *= root.speed
var direction = vector;
var velocity = Qt.vector3d(direction.x * speed,
direction.y * speed,
direction.z * speed)
controlledObject.position = Qt.vector3d(position.x + velocity.x,
position.y + velocity.y,
position.z + velocity.z)
}
function negate(vector) {
return Qt.vector3d(-vector.x, -vector.y, -vector.z)
}
function processInput() {
if (controlledObject == undefined)
return;
if (moveForward)
updatePosition(controlledObject.forward, forwardSpeed, controlledObject.position)
else if (moveBack)
updatePosition(negate(controlledObject.forward), backSpeed, controlledObject.position)
if (moveRight)
updatePosition(controlledObject.right, rightSpeed, controlledObject.position)
else if (moveLeft)
updatePosition(negate(controlledObject.right), leftSpeed, controlledObject.position)
if (moveDown)
updatePosition(negate(controlledObject.up), downSpeed, controlledObject.position)
else if (moveUp)
updatePosition(controlledObject.up, upSpeed, controlledObject.position)
if (useMouse) {
// Get the delta
var rotationVector = controlledObject.eulerRotation;
var delta = Qt.vector2d(lastPos.x - currentPos.x,
lastPos.y - currentPos.y);
// rotate x
var rotateX = delta.x * xSpeed
if (xInvert)
rotateX = -rotateX;
rotationVector.y += rotateX;
// rotate y
var rotateY = delta.y * -ySpeed
if (yInvert)
rotateY = -rotateY;
if (rotationVector.x + rotateY <= 10 && rotationVector.x + rotateY >= -70.0 )
rotationVector.x += rotateY;
controlledObject.setEulerRotation(rotationVector);
lastPos = currentPos;
}
}
}
Item {
id: __materialLibrary__
}
}