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#include "axesinputhandler.h"#include <QtCore/qmath.h>
AxesInputHandler::AxesInputHandler(QAbstract3DGraph *graph,QObject*parent) :
Q3DInputHandler(parent),
m_mousePressed(false),
m_state(StateNormal),
m_axisX(0),
m_axisZ(0),
m_axisY(0),
m_speedModifier(15.0f)
{
// Connect to the item selection signal from graph
connect(graph,&QAbstract3DGraph::selectedElementChanged,this,&AxesInputHandler::handleElementSelected);
}
void AxesInputHandler::mousePressEvent(QMouseEvent*event,constQPoint&mousePos)
{
Q3DInputHandler::mousePressEvent(event, mousePos);
if (Qt::LeftButton == event->button())
m_mousePressed =true;
}
void AxesInputHandler::mouseMoveEvent(QMouseEvent*event,constQPoint&mousePos)
{
// Check if we're trying to drag axis labelif (m_mousePressed && m_state != StateNormal) {
setPreviousInputPos(inputPosition());
setInputPosition(mousePos);
handleAxisDragging();
} else {
Q3DInputHandler::mouseMoveEvent(event, mousePos);
}
}
void AxesInputHandler::mouseReleaseEvent(QMouseEvent*event,constQPoint&mousePos)
{
Q3DInputHandler::mouseReleaseEvent(event, mousePos);
m_mousePressed =false;
m_state = StateNormal;
}
void AxesInputHandler::handleElementSelected(QAbstract3DGraph::ElementType type)
{
switch (type) {
case QAbstract3DGraph::ElementAxisXLabel:
m_state = StateDraggingX;
break;
case QAbstract3DGraph::ElementAxisYLabel:
m_state = StateDraggingY;
break;
case QAbstract3DGraph::ElementAxisZLabel:
m_state = StateDraggingZ;
break;
default:
m_state = StateNormal;
break;
}
}
void AxesInputHandler::handleAxisDragging()
{
float distance =0.0f;
// Get scene orientation from active camerafloat xRotation = scene()->activeCamera()->xRotation();
float yRotation = scene()->activeCamera()->yRotation();
// Calculate directional drag multipliers based on rotationfloat xMulX =qCos(qDegreesToRadians(xRotation));
float xMulY =qSin(qDegreesToRadians(xRotation));
float zMulX =qSin(qDegreesToRadians(xRotation));
float zMulY =qCos(qDegreesToRadians(xRotation));
// Get the drag amountQPoint move = inputPosition() - previousInputPos();
// Flip the effect of y movement if we're viewing from belowfloat yMove = (yRotation <0) ?-move.y() : move.y();
// Adjust axesswitch (m_state) {
case StateDraggingX:
distance = (move.x() * xMulX - yMove * xMulY) / m_speedModifier;
m_axisX->setRange(m_axisX->min() - distance, m_axisX->max() - distance);
break;
case StateDraggingZ:
distance = (move.x() * zMulX + yMove * zMulY) / m_speedModifier;
m_axisZ->setRange(m_axisZ->min() + distance, m_axisZ->max() + distance);
break;
case StateDraggingY:
distance = move.y() / m_speedModifier; // No need to use adjusted y move here
m_axisY->setRange(m_axisY->min() + distance, m_axisY->max() + distance);
break;
default:
break;
}
}