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import Qt3D.Core 2.0
import Qt3D.Render 2.9
import Qt3D.Input 2.0
import Qt3D.Extras 2.10
import QtQuick 2.9
/**
* BoundingBox entity for Meshing node. Used to define the area to reconstruct.
* Simple box controlled by a gizmo to give easy and visual representation.
*/
Entity {
id: root
property DefaultCameraController sceneCameraController
property Layer frontLayerComponent
property var window
property var currentMeshingNode: null
enabled: true
EntityWithGizmo {
id: boundingBoxEntity
sceneCameraController: root.sceneCameraController
frontLayerComponent: root.frontLayerComponent
window: root.window
// Update node meshing slider values when the gizmo has changed: translation, rotation, scale, type
transformGizmo.onGizmoChanged: {
var previous_euler = Qt.vector3d(rotation.x, rotation.y, rotation.z)
var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
switch(type) {
case TransformGizmo.Type.TRANSLATION: {
_reconstruction.setAttribute(
root.currentMeshingNode.attribute("boundingBox.bboxTranslation"),
JSON.stringify([translation.x, -translation.y, -translation.z])
)
break
}
case TransformGizmo.Type.ROTATION: {
_reconstruction.setAttribute(
root.currentMeshingNode.attribute("boundingBox.bboxRotation"),
JSON.stringify([updated_rotation.x, updated_rotation.y, updated_rotation.z])
)
break
}
case TransformGizmo.Type.SCALE: {
_reconstruction.setAttribute(
root.currentMeshingNode.attribute("boundingBox.bboxScale"),
JSON.stringify([scale.x, scale.y, scale.z])
)
break
}
case TransformGizmo.Type.ALL: {
_reconstruction.setAttribute(
root.currentMeshingNode.attribute("boundingBox"),
JSON.stringify([
[translation.x, -translation.y, -translation.z],
[updated_rotation.x, updated_rotation.y, updated_rotation.z],
[scale.x, scale.y, scale.z]
])
)
break
}
}
}
// Translation values from node (vector3d because this is the type of QTransform.translation)
property var nodeTranslation : Qt.vector3d(
root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxTranslation.x").value : 0,
root.currentMeshingNode ? -root.currentMeshingNode.attribute("boundingBox.bboxTranslation.y").value : 0,
root.currentMeshingNode ? -root.currentMeshingNode.attribute("boundingBox.bboxTranslation.z").value : 0
)
// Rotation values from node (3 separated values because QTransform stores Euler angles like this)
property var nodeRotationX: {
var rx = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.x").value : 0
var ry = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
var rz = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
var previous_euler = Qt.vector3d(rx, ry, rz)
var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
return updated_rotation.x
}
property var nodeRotationY: {
var rx = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.x").value : 0
var ry = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
var rz = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
var previous_euler = Qt.vector3d(rx, ry, rz)
var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
return updated_rotation.y
}
property var nodeRotationZ: {
var rx = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.x").value : 0
var ry = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
var rz = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
var previous_euler = Qt.vector3d(rx, ry, rz)
var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
return updated_rotation.z
}
// Scale values from node (vector3d because this is the type of QTransform.scale3D)
property var nodeScale: Qt.vector3d(
root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxScale.x").value : 1,
root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxScale.y").value : 1,
root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxScale.z").value : 1
)
// Automatically evaluate the Transform: value is taken from the node OR from the actual modification if the gizmo is moved by mouse.
// When the gizmo has changed (with mouse), the new values are set to the node, the priority is given back to the node and the Transform is re-evaluated once with those values.
transformGizmo.gizmoDisplayTransform.translation: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.translation : nodeTranslation
transformGizmo.gizmoDisplayTransform.rotationX: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationX : nodeRotationX
transformGizmo.gizmoDisplayTransform.rotationY: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationY : nodeRotationY
transformGizmo.gizmoDisplayTransform.rotationZ: transformGizmo.focusGizmoPriority ? transformGizmo.gizmoDisplayTransform.rotationZ : nodeRotationZ
transformGizmo.objectTransform.scale3D: transformGizmo.focusGizmoPriority ? transformGizmo.objectTransform.scale3D : nodeScale
// The entity
BoundingBox { transform: boundingBoxEntity.objectTransform }
}
}
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