Reputation: 11
I have a window size width: 1500 height: 780, I would like to render the 3d object with 2d co-ordinates, giving z=1 as dummy value. Following is the qml code.(If i have to render at x=0,y=0 3d should object should render exactly the same place where the Rectangle in qml renders i.e window coordinates)
Entity {
id: root
property real x: 2.0
property real y: 0.0
property real z: 0.0
property real scale: 1
property var mainCam
property var forwardRenderer
property Material material
components: [ trefoilMeshTransform, mesh, root.material ]
Transform {
id: trefoilMeshTransform
property real userAngle: 900.0
translation:Qt.vector3d(0,1,1)
property real theta: 0.0
property real phi:0.0
property real roll: 0.0
rotation: fromEulerAngles(theta, phi, roll)
scale: root.scale
}
Mesh {
id: mesh
source: "assets/obj/cube.obj"
}
}
The code is exactly the same as wireframe example, including the camera settings. I tried to use the qt3d unproject api in qml but ended up unsuccessfully . Can you please help me with the clue?
Upvotes: 1
Views: 679
Reputation: 3893
Please read this document about How to convert world to screen coordinates and vice versa this is good for understanding some logics. and also this.
In qt3d I get 3d coordinate by using RayCaster and ScreenRayCaster it gives you the local position and world position and screen x , y see this site from kdab and its example
RenderSettings{
//all components that you need like viewport , InputSettings ,...
ScreenRayCaster {
id: screenRayCaster
onHitsChanged: printHits("Screen hits", hits)
}
}
MouseHandler {
id: mouseHandler
sourceDevice: MouseDevice {}
onReleased: { screenRayCaster.trigger(Qt.point(mouse.x, mouse.y)) }
}
function printHits(desc, hits) {
console.log(desc, hits.length)
for (var i=0; i<hits.length; i++) {
console.log(" " + hits[i].entity.objectName, hits[i].distance,
hits[i].worldIntersection.x, hits[i].worldIntersection.y, hits[i].worldIntersection.z)
}
}
Upvotes: 1