Thanks Sean, There is no any instrument in qt3d animation framework similar to QuaternionAnimation (a PropertyAnimation for quaternions), isn't there?
2017-05-06 22:26 GMT+03:00 Sean Harmer <sean.har...@kdab.com>: > 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. >> >> _______________________________________________ >> Interest mailing list >> Interest@qt-project.org <mailto:Interest@qt-project.org> >> http://lists.qt-project.org/mailman/listinfo/interest >> <http://lists.qt-project.org/mailman/listinfo/interest> >> >> >> >> >> _______________________________________________ >> 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; Sweden (HQ) +46-563-540090 > Mobile: +44 (0)7545 140604 > KDAB - Qt Experts > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest >
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