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SOrbitCameraController.qml
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SOrbitCameraController.qml
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import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
Entity{
id: root
property Camera camera;
property real dt: 0.001
property real linearSpeed: 1
property real lookSpeed: 500
property real zoomLimit: 0.16
MouseDevice {
id: mouseDevice
sensitivity: 0.001 // Make it more smooth
}
MouseHandler {
id: mh
readonly property vector3d upVect: Qt.vector3d(0, 1, 0)
property point lastPos;
property real pan;
property real tilt;
sourceDevice: mouseDevice
onPanChanged: root.camera.panAboutViewCenter(pan, upVect);
onTiltChanged: root.camera.tiltAboutViewCenter(tilt);
onPressed: {
lastPos = Qt.point(mouse.x, mouse.y);
}
onPositionChanged: {
// You can change the button as you like for rotation or translation
if (mouse.buttons === 1){ // Left button for rotation
pan = -(mouse.x - lastPos.x) * dt * lookSpeed;
tilt = (mouse.y - lastPos.y) * dt * lookSpeed;
} else if (mouse.buttons === 2) { // Right button for translate
var rx = -(mouse.x - lastPos.x) * dt * linearSpeed;
var ry = (mouse.y - lastPos.y) * dt * linearSpeed;
camera.translate(Qt.vector3d(rx, ry, 0))
} else if (mouse.buttons === 3) { // Left & Right button for zoom
ry = (mouse.y - lastPos.y) * dt * linearSpeed
zoom(ry)
}
lastPos = Qt.point(mouse.x, mouse.y)
}
onWheel: {
zoom(wheel.angleDelta.y * dt * linearSpeed)
}
function zoom(ry) {
if (ry > 0 && zoomDistance(camera.position, camera.viewCenter) < zoomLimit) {
return
}
camera.translate(Qt.vector3d(0, 0, ry), Camera.DontTranslateViewCenter)
}
function zoomDistance(posFirst, posSecond) {
return posSecond.minus(posFirst).length()
}
}
}