axesinputhandler.cpp Example File

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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, const QPoint &mousePos) { Q3DInputHandler::mousePressEvent(event, mousePos); if (Qt::LeftButton == event->button()) m_mousePressed = true; } void AxesInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos) { // Check if we're trying to drag axis label if (m_mousePressed && m_state != StateNormal) { setPreviousInputPos(inputPosition()); setInputPosition(mousePos); handleAxisDragging(); } else { Q3DInputHandler::mouseMoveEvent(event, mousePos); } } void AxesInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &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 camera float xRotation = scene()->activeCamera()->xRotation(); float yRotation = scene()->activeCamera()->yRotation(); // Calculate directional drag multipliers based on rotation float xMulX = qCos(qDegreesToRadians(xRotation)); float xMulY = qSin(qDegreesToRadians(xRotation)); float zMulX = qSin(qDegreesToRadians(xRotation)); float zMulY = qCos(qDegreesToRadians(xRotation)); // Get the drag amount QPoint move = inputPosition() - previousInputPos(); // Flip the effect of y movement if we're viewing from below float yMove = (yRotation < 0) ? -move.y() : move.y(); // Adjust axes switch (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; } }

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