Hi,

I see you found it already but I'll explain for posterity. All Qt 3D wants from a "camera" is a view matrix and a projection matrix. These come from the QTransform and QCameraLens components respectively, which are aggregated by QCamera. QCamera itself is not special, it is just an entity with these components and provides some API for common operations. If QCamera doesn't suit your needs you can subclass QEntity, aggregate these components, plus any others you want (perhaps a light source), and add whatever API you like.

Cheers,

Sean

On 04/12/2016 20:49, Philip Schuchardt wrote:
Nevermind, I figured it out. The QCamera can be accessed changed
directly through QCamera::transform()->setMatrix().



On Sun, Dec 4, 2016 at 9:54 AM Philip Schuchardt <vpica...@gmail.com
<mailto:vpica...@gmail.com>> wrote:

    In the next step of porting my OpenGL application to Qt3D, I trying
    to use my existing camera and interaction code. My interaction code
    creates and manipulates QMatrix4x4's for projection and view
    matrixes. It seems like Qt3D's camera doesn't provide direct access
    of ViewMatrix. My question is how do I set this directly? Can I
    subclass QCamera and control it directly? Could I make my code
    Camera an entry and not use QCamera? How would Qt3D interpret my
    camera as a QCamera and set the necessary uniforms in the shaders.
    Also, how would this play with CameraSelector nodes in the
    framegraph? Would I have to make a custom CameraSelector framegraph
    node?  The nice thing about direct control of the ViewMatrix is
    there's no mystery about how the math works. Without direct access
    to the ViewMatrix, it'll take me a decedent amount to port my camera
    code...

    Also, how do you unproject a point on the screen using the QCamera
    and the viewport in Q3D? This is necessary for my interactions to
    work correctly.

    Thanks,
    Phi|ip
    --
    Phi|ip

--
Phi|ip


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