Hi,
On 06/05/2017 19:34, Oleg Evseev wrote:
Hi Andy,
Thanks for tips!
I thought about standard animation (it's used in planets example by the
way) but I suppose it's better to use FrameAction:
https://doc.qt.io/qt-5/qt3dlogic-qframeaction.html#details
The QFrameAction provides a way to perform tasks each frame in a
synchronized way with the Qt3D backend. This is useful to implement
some aspects of application logic and to prototype functionality
that can later be folded into an additional Qt3D aspect.
For example, the QFrameAction can be used to animate a property in
sync with the Qt3D engine where a Qt Quick animation element is not
perfectly synchronized and may lead to stutters in some cases.
Maybe this with camera movement is not the "some case".
I haven't looked at the new Qt3D animation stuff, but I think its more
geared towards animated models, not moving the camera?
I suppose it's for everything related to animation in 3d :)
Yes, you can use it to animate any property. If animating a property of
a QNode that is known by the aspect backends then it even avoids the
backend->frontend->backend round trip. For regular QObjects the
animation is stepped on the backend and property updates sent to the
frontend.
Any of the approaches you mention should work fine.
Cheers,
Sean
2017-05-06 21:22 GMT+03:00 Andy <asmalo...@gmail.com
<mailto:asmalo...@gmail.com>>:
Oleg:
The way I did it was to implement a QVariantAnimation-derived class
that stores the QCamera's start &end positions, view centres, and up
vectors. Then I just set the easing curve & the duration I want and
call start(). Works great for my use case.
I haven't looked at the new Qt3D animation stuff, but I think its
more geared towards animated models, not moving the camera?
(In another case I use QPropertyAnimation directly to animate some
arrow drawing in my scene which also works great and is easy to set up.)
---
Andy Maloney // https://asmaloney.com
twitter ~ @asmaloney <https://twitter.com/asmaloney>
On Sat, May 6, 2017 at 1:46 PM, Oleg Evseev <ev.m...@gmail.com
<mailto:ev.m...@gmail.com>> wrote:
Hi,
I'm looking for solution to get smooth orbit camera in qt3d.
That is for example when I need to change angle of observe it
doesn't translate camera immediately, but with some delay, just
like in games: when vehicle turn camera follow it with delay.
Does it make sense to use newest Qt3D animation framework (not
yet immersed in the study how to use it), or it would be
overkill for that task and it would be better to write special
camera controller based on QOrbitCameraController with custom
logic for frameAction onTriggered handling?
Maybe there are some relative examples with ready-to-use math?
Will be much appreciate for links.
Thanks for advices!
--
With best regards, Oleg.
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