Awesome! Thanks! I really like the entity and component system in qt3d! It just takes time to understand all the components and how they play together with each other. If I aggregate the QTransform and QCameraLens into my own camera code, do I need to subclass framegraph node to select my custom camera?
On Mon, Dec 5, 2016 at 3:52 AM Sean Harmer <sean.har...@kdab.com> wrote: > 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 > > > > > > _______________________________________________ > > Interest mailing list > > Interest@qt-project.org > > http://lists.qt-project.org/mailman/listinfo/interest > > > > -- > Dr Sean Harmer | sean.har...@kdab.com | Managing Director UK > KDAB (UK) Ltd, a KDAB Group company > Tel. +44 (0)1625 809908 <+44%201625%20809908>; Sweden (HQ) +46-563-540090 > <+46%20563%2054%2000%2090> > Mobile: +44 (0)7545 140604 <+44%207545%20140604> > KDAB - Qt Experts > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest > -- Phi|ip
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