The issue is that QEntity doesn't reflect directly the qml type Entity,
this is the same for many Qt3D classes.

Here is the declaration of QEntity from qentity.h

class QT3DCORESHARED_EXPORT QEntity : public QNode

{

    Q_OBJECT

public:

    explicit QEntity(QNode *parent = nullptr);

    virtual ~QEntity();


    QComponentVector components() const;


    void addComponent(QComponent *comp);

    void removeComponent(QComponent *comp);


    QEntity *parentEntity() const;


protected:

    explicit QEntity(QEntityPrivate &dd, QNode *parent = nullptr);


private:

    Q_DECLARE_PRIVATE(QEntity)


    QNodeCreatedChangeBasePtr createNodeCreationChange() const Q_DECL_OVERRIDE;

};



As you can see the method addComponent is not virtual and exported as
Q_PROPERTY, so when creating a derived class of QEntity when instanced
in qml it doesn't inherited of Entity properties.




2017-10-19 15:44 GMT+02:00 Jason H <jh...@gmx.com>:

> > I am looking for a way to manage an Entity tree in C++ and the Scene
> configuration in QML. My C++ code manage entities from a root node and I
> want to move the Frame graph and camera management,... to qml.
> > I can't figure out how to do that because if create a class that derive
> from QEntity some properties of Entity aren't declared like "components".
> >
> > My goal is to have an object hierarchy made with QEntity in c++ and
> dynamic views on it made in QML. Scene views should be dockable,...
>
>
> This is well-documented. QEntity inherits from QObject so you are good.
> I'm not sure what you mean by "like components". Public properties, signals
> and slots are visible to QML. If not it's a simple matter of wrapping them
> in a public one.
>
> http://doc.qt.io/qt-5/qtqml-cppintegration-topic.html
>
>
>
>


-- 
Xavier
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