The transformations are applied about the origin in local coords. For
the cylinder that is indeed the centre of the mesh. To solve this add in
a translation to move the origin to one end of the cylinder, rotate, and
then translate back again.
Cheers,
Sean
On 21/03/2015 16:40, Eddie Sutton wrote:
I am starting from the Qt3D bigscene example.
I plan to use QCylinderMesh entities to represent underground pipes
for a utility infrastructure app where I know; 1) the pitch angle, and
2) depth of each pipe.
The rotations axis appears to be to length midpoint of the cylinder.
Could this be changed to the end of the cylinder?
QRotateTransform *rotateX = new QRotateTransform();
//It appears1,0,0 rotates at center of pipe X axis. Where is 0.0
Where is 1.0? Where is -1.0?
rotateX->setAxis(QVector3D(1.0f, 0.0f, 0.0f));
rotateX->setAngleDeg(angleDegrees);
I am new to OpenGL. I am struggling with camera perspective and
coordinate system, units, etc. Pointers to Qt3D docs, or other
learning resources are appreciated.
I think I want to use whatever coordinate system is most popular in
CAE. Or perhaps aerospace navigation since I am basically navigating
through underground space. I am thinking +Z up , +X right, -Y towards
camera?
Any advice? I am concerned it could be difficult to change once I get
too far down the road.
Is the right or left handed coordinates system all determined by
QCamera::setPosition and QCamera->setUpVector ? Like on a space
station up/down is your point of view, and left/right is dependent on
your up/down perspective?
Thanks in advance for any direction,
-Ed
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