如何在 Qt3D 中创建 Undo/Redo 操作?
How to create Undo/Redo operations in Qt3D?
我在 QML 中使用 qt3d 创建了一些实体。例如,此代码显示一个 Scene3D
元素声明 RootEntity
这是另一个包含场景图的 QML 元素:
Scene3D
{
id : scene3d
anchors.fill: parent
focus: true
aspects: ["render", "logic", "input"]
hoverEnabled: true
cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
antialiasing: true
RootEntity
{
id:root
}
}
RootEntity.qml:
Entity {
id:root
property double x : 0.0
Camera {
id: mainCamera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d(0.0, 4.49373, -3.78577)
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d(0.0, 0.5, 0.0)
}
OrbitCameraController
{
id: mainCameraController
camera: mainCamera
}
components: [
RenderSettings {
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
RenderSurfaceSelector {
CameraSelector {
id: cameraSelector
camera: mainCamera
FrustumCulling {
ClearBuffers {
buffers: ClearBuffers.AllBuffers
clearColor: "#444449"
NoDraw {}
}
LayerFilter {
filterMode: LayerFilter.DiscardAnyMatchingLayers
layers: [topLayer]
}
LayerFilter {
filterMode: LayerFilter.AcceptAnyMatchingLayers
layers: [topLayer]
ClearBuffers {
buffers: ClearBuffers.DepthBuffer
}
}
}
}
}
}
},
InputSettings {}
]
Layer {
id: topLayer
recursive: true
}
ListModel {
id: entityModel
ListElement { x:0;y:0;z:0 }
}
NodeInstantiator
{
id:instance
model: entityModel
delegate: Entity {
id: sphereEntity
components: [
SphereMesh
{
id:sphereMesh
radius: 0.3
},
PhongMaterial
{
id: materialSphere
ambient:"red"
},
Transform {
id: transform
translation:Qt.vector3d(x, y, z)
}
]
}
}
MouseDevice
{
id: mouseDev
}
MouseHandler
{
id: mouseHandler
sourceDevice: mouseDev
onPressed:
{
x++;
entityModel.append({"x":x,"y":0.0,"z": Math.random()})
}
}
}
在我的 Scene3D 中单击鼠标时,会显示一个球体。
我不知道如何删除特定实体或通过按 Ctrl+Z 和创建 undo/redo 效果Ctrl+Shift+Z 在 Qt3d 中。
谢谢。
一种方法是维护 Qt.vector3d
元素的全局列表,并使用它来记录通过“撤消”操作删除的球体的位置:
- 当用户点击CTRL+Z时,创建一个新的
Qt.vector3d
对象来存储最后一个球体的位置渲染(即最后附加到 entityModel
的位置)并将该位置添加到 3d 向量的全局列表中;
- 然后,要从屏幕上删除球体,请使用需要删除的球体的索引调用
entityModel.remove()
;
“重做”操作恰恰相反:
- 当用户点击 CTRL+Y 时,全局 3d 矢量列表的最后一个元素保存最新球体的位置删除:将此位置附加到
entityModel
以便可以再次渲染球体;
- 然后,记得从全局列表中删除这个位置,以便下一个撤消操作可以渲染不同的球体;
RootEntity.qml:
import QtQuick 2.0
import QtQml.Models 2.15
import Qt3D.Core 2.12
import Qt3D.Render 2.12
import Qt3D.Extras 2.12
import Qt3D.Input 2.12
Entity {
id: root
// global list of Qt.vector3d elements that store the location of the spheres that are removed
property variant removedSpheres : []
// x-coordinate of the next sphere that will be added
property double x : 0.0
Camera {
id: mainCamera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d(0.0, 4.49373, -3.78577)
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d(0.0, 0.5, 0.0)
}
OrbitCameraController {
id: mainCameraController
camera: mainCamera
}
components: [
RenderSettings {
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
RenderSurfaceSelector {
CameraSelector {
id: cameraSelector
camera: mainCamera
FrustumCulling {
ClearBuffers {
buffers: ClearBuffers.AllBuffers
clearColor: "#444449"
NoDraw {}
}
LayerFilter {
filterMode: LayerFilter.DiscardAnyMatchingLayers
layers: [topLayer]
}
LayerFilter {
filterMode: LayerFilter.AcceptAnyMatchingLayers
layers: [topLayer]
ClearBuffers {
buffers: ClearBuffers.DepthBuffer
}
}
}
}
}
}
},
InputSettings {}
]
Layer {
id: topLayer
recursive: true
}
ListModel {
id: entityModel
ListElement { x: 0; y: 0; z: 0 }
}
NodeInstantiator {
id: instance
model: entityModel
delegate: Entity {
id: sphereEntity
components: [
SphereMesh { id:sphereMesh; radius: 0.3 },
PhongMaterial { id: materialSphere; ambient:"red" },
Transform { id: transform; translation:Qt.vector3d(x, y, z) }
]
}
}
MouseDevice {
id: mouseDev
}
MouseHandler {
id: mouseHandler
sourceDevice: mouseDev
onPressed:
{
if (mouse.button === Qt.LeftButton)
{
console.log("LeftButton: new sphere")
// add new sphere
entityModel.append( {"x" : ++root.x, "y" : 0.0, "z" : Math.random()} )
}
if (mouse.button === Qt.MiddleButton)
{
console.log("MiddleButton: clear spheres")
// removes all spheres (can't be undone)
root.x = 0;
entityModel.clear();
removedSpheres.length = 0;
}
}
}
KeyboardDevice {
id: keyboardDev
}
KeyboardHandler {
id: keyboardHandler
sourceDevice: keyboardDev
focus: true
onPressed: {
// handle CTRL+Z: undo
if (event.key === Qt.Key_Z && (event.modifiers & Qt.ControlModifier))
{
console.log("CTRL+Z")
// remove the last sphere added to the screen
let lastIdx = entityModel.count - 1;
if (lastIdx >= 0)
{
// save sphere position before removal
removedSpheres.push(Qt.vector3d(entityModel.get(lastIdx).x, entityModel.get(lastIdx).y, entityModel.get(lastIdx).z));
// remove sphere from the model
entityModel.remove(lastIdx);
}
}
// handle CTRL+Y: redo
if (event.key === Qt.Key_Y && (event.modifiers & Qt.ControlModifier))
{
console.log("CTRL+Y")
// add the last sphere removed back into the model
if (removedSpheres.length > 0)
{
// add the sphere
let lastIdx = removedSpheres.length - 1;
entityModel.append( {"x" : removedSpheres[lastIdx].x, "y" : removedSpheres[lastIdx].y, "z" : removedSpheres[lastIdx].z} )
// erase the last item added to removedSpheres
removedSpheres.pop()
}
}
}
}
}
我在 QML 中使用 qt3d 创建了一些实体。例如,此代码显示一个 Scene3D
元素声明 RootEntity
这是另一个包含场景图的 QML 元素:
Scene3D
{
id : scene3d
anchors.fill: parent
focus: true
aspects: ["render", "logic", "input"]
hoverEnabled: true
cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
antialiasing: true
RootEntity
{
id:root
}
}
RootEntity.qml:
Entity {
id:root
property double x : 0.0
Camera {
id: mainCamera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d(0.0, 4.49373, -3.78577)
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d(0.0, 0.5, 0.0)
}
OrbitCameraController
{
id: mainCameraController
camera: mainCamera
}
components: [
RenderSettings {
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
RenderSurfaceSelector {
CameraSelector {
id: cameraSelector
camera: mainCamera
FrustumCulling {
ClearBuffers {
buffers: ClearBuffers.AllBuffers
clearColor: "#444449"
NoDraw {}
}
LayerFilter {
filterMode: LayerFilter.DiscardAnyMatchingLayers
layers: [topLayer]
}
LayerFilter {
filterMode: LayerFilter.AcceptAnyMatchingLayers
layers: [topLayer]
ClearBuffers {
buffers: ClearBuffers.DepthBuffer
}
}
}
}
}
}
},
InputSettings {}
]
Layer {
id: topLayer
recursive: true
}
ListModel {
id: entityModel
ListElement { x:0;y:0;z:0 }
}
NodeInstantiator
{
id:instance
model: entityModel
delegate: Entity {
id: sphereEntity
components: [
SphereMesh
{
id:sphereMesh
radius: 0.3
},
PhongMaterial
{
id: materialSphere
ambient:"red"
},
Transform {
id: transform
translation:Qt.vector3d(x, y, z)
}
]
}
}
MouseDevice
{
id: mouseDev
}
MouseHandler
{
id: mouseHandler
sourceDevice: mouseDev
onPressed:
{
x++;
entityModel.append({"x":x,"y":0.0,"z": Math.random()})
}
}
}
在我的 Scene3D 中单击鼠标时,会显示一个球体。
我不知道如何删除特定实体或通过按 Ctrl+Z 和创建 undo/redo 效果Ctrl+Shift+Z 在 Qt3d 中。 谢谢。
一种方法是维护 Qt.vector3d
元素的全局列表,并使用它来记录通过“撤消”操作删除的球体的位置:
- 当用户点击CTRL+Z时,创建一个新的
Qt.vector3d
对象来存储最后一个球体的位置渲染(即最后附加到entityModel
的位置)并将该位置添加到 3d 向量的全局列表中; - 然后,要从屏幕上删除球体,请使用需要删除的球体的索引调用
entityModel.remove()
;
“重做”操作恰恰相反:
- 当用户点击 CTRL+Y 时,全局 3d 矢量列表的最后一个元素保存最新球体的位置删除:将此位置附加到
entityModel
以便可以再次渲染球体; - 然后,记得从全局列表中删除这个位置,以便下一个撤消操作可以渲染不同的球体;
RootEntity.qml:
import QtQuick 2.0
import QtQml.Models 2.15
import Qt3D.Core 2.12
import Qt3D.Render 2.12
import Qt3D.Extras 2.12
import Qt3D.Input 2.12
Entity {
id: root
// global list of Qt.vector3d elements that store the location of the spheres that are removed
property variant removedSpheres : []
// x-coordinate of the next sphere that will be added
property double x : 0.0
Camera {
id: mainCamera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d(0.0, 4.49373, -3.78577)
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d(0.0, 0.5, 0.0)
}
OrbitCameraController {
id: mainCameraController
camera: mainCamera
}
components: [
RenderSettings {
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
RenderSurfaceSelector {
CameraSelector {
id: cameraSelector
camera: mainCamera
FrustumCulling {
ClearBuffers {
buffers: ClearBuffers.AllBuffers
clearColor: "#444449"
NoDraw {}
}
LayerFilter {
filterMode: LayerFilter.DiscardAnyMatchingLayers
layers: [topLayer]
}
LayerFilter {
filterMode: LayerFilter.AcceptAnyMatchingLayers
layers: [topLayer]
ClearBuffers {
buffers: ClearBuffers.DepthBuffer
}
}
}
}
}
}
},
InputSettings {}
]
Layer {
id: topLayer
recursive: true
}
ListModel {
id: entityModel
ListElement { x: 0; y: 0; z: 0 }
}
NodeInstantiator {
id: instance
model: entityModel
delegate: Entity {
id: sphereEntity
components: [
SphereMesh { id:sphereMesh; radius: 0.3 },
PhongMaterial { id: materialSphere; ambient:"red" },
Transform { id: transform; translation:Qt.vector3d(x, y, z) }
]
}
}
MouseDevice {
id: mouseDev
}
MouseHandler {
id: mouseHandler
sourceDevice: mouseDev
onPressed:
{
if (mouse.button === Qt.LeftButton)
{
console.log("LeftButton: new sphere")
// add new sphere
entityModel.append( {"x" : ++root.x, "y" : 0.0, "z" : Math.random()} )
}
if (mouse.button === Qt.MiddleButton)
{
console.log("MiddleButton: clear spheres")
// removes all spheres (can't be undone)
root.x = 0;
entityModel.clear();
removedSpheres.length = 0;
}
}
}
KeyboardDevice {
id: keyboardDev
}
KeyboardHandler {
id: keyboardHandler
sourceDevice: keyboardDev
focus: true
onPressed: {
// handle CTRL+Z: undo
if (event.key === Qt.Key_Z && (event.modifiers & Qt.ControlModifier))
{
console.log("CTRL+Z")
// remove the last sphere added to the screen
let lastIdx = entityModel.count - 1;
if (lastIdx >= 0)
{
// save sphere position before removal
removedSpheres.push(Qt.vector3d(entityModel.get(lastIdx).x, entityModel.get(lastIdx).y, entityModel.get(lastIdx).z));
// remove sphere from the model
entityModel.remove(lastIdx);
}
}
// handle CTRL+Y: redo
if (event.key === Qt.Key_Y && (event.modifiers & Qt.ControlModifier))
{
console.log("CTRL+Y")
// add the last sphere removed back into the model
if (removedSpheres.length > 0)
{
// add the sphere
let lastIdx = removedSpheres.length - 1;
entityModel.append( {"x" : removedSpheres[lastIdx].x, "y" : removedSpheres[lastIdx].y, "z" : removedSpheres[lastIdx].z} )
// erase the last item added to removedSpheres
removedSpheres.pop()
}
}
}
}
}