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Qt3d points and lines

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qt3ddraw lines
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  • G guy incognito

    So I figuered out how to draw simple lines with the help of

    Qt3DRender::QGeometryRenderer
    Qt3DRender::QGeometry
    Qt3DRender::QAttribute

    and Vertex/Index buffer. Now I got some flat lines. I would like to give them some more "volume" to make them look like tubes.
    Anyone got an approach?

    C Offline
    C Offline
    chris2401
    wrote on last edited by
    #6

    @guy-incognito could you share the code for drawing lines ? thanks!

    1 Reply Last reply
    0
    • kshegunovK kshegunov

      I don't understand the question. A line is a mathematical abstraction, it has no volume and no surface area (just like a point). If one needs to draw a line one uses a realistic object that represents the line - e.g. a rectangle in 2D, or a cuboid or cylinder in 3D. Also I don't understand how does a line is supposed to behave ...?

      G Offline
      G Offline
      guy incognito
      wrote on last edited by
      #7

      @kshegunov

      Let' s say i want to draw a triangle. I define the vertices p1 (0,0,0), p2 (2,0,0), and p3(1,2,0) and draw the lines between them. That's what i currently do. Now I want to draw a triangle with tubes instead of lines, so that it sort of looks like the triangle music instrument. I think thats called tubing and extrusion in OpenGL.

      It was my question if there is a convenient way in qt3d to do this. Maybe my lines could be replaced with cylinders, so the bottom surface starts at (0,0,0), the top surface ends in (2,0,0) etc. (thats what i meant with "behave like a line").

      kshegunovK 1 Reply Last reply
      0
      • G guy incognito

        @kshegunov

        Let' s say i want to draw a triangle. I define the vertices p1 (0,0,0), p2 (2,0,0), and p3(1,2,0) and draw the lines between them. That's what i currently do. Now I want to draw a triangle with tubes instead of lines, so that it sort of looks like the triangle music instrument. I think thats called tubing and extrusion in OpenGL.

        It was my question if there is a convenient way in qt3d to do this. Maybe my lines could be replaced with cylinders, so the bottom surface starts at (0,0,0), the top surface ends in (2,0,0) etc. (thats what i meant with "behave like a line").

        kshegunovK Offline
        kshegunovK Offline
        kshegunov
        Moderators
        wrote on last edited by
        #8

        Look at this thread's example code. It should be enough to get you started.

        Read and abide by the Qt Code of Conduct

        G 1 Reply Last reply
        1
        • kshegunovK kshegunov

          Look at this thread's example code. It should be enough to get you started.

          G Offline
          G Offline
          guy incognito
          wrote on last edited by guy incognito
          #9

          @kshegunov

          Thanks, the x,y and z axis look exactly like what I want. The only problem is, that QTransform for the QCylincerMesh is pretty unconvenient (as far as I see).

          @chris2401

          Take a look at this code. I used it to get an idea how to create custom meshes. You can adapt it to make it draw lines instead of TetraHedrons pretty easily.

          1 Reply Last reply
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          • S Offline
            S Offline
            Steve Brunton
            wrote on last edited by
            #10

            This has been my PITA also. I have just found an example in qt5.6 that was dropped in all further releases but it provides a working set of code that creates a custom entity with your own set of vectors / normals / colors. If you look at this in code.qt.io

            http://code.qt.io/cgit/qt/qt3d.git/tree/examples/qt3d/custom-mesh-cpp?h=5.6

            I wish Qt (KDAB is actually doing the Qt3D stuff) would spend a bit of time and put together some documented examples at the level of what their qGraphicsItem module was. Or at a minimum put some details to the qt function documentation. It is very frustrating to try and figure things out when there is no documentation or good functional examples on the objects we are supposed to use.

            M 1 Reply Last reply
            1
            • S Steve Brunton

              This has been my PITA also. I have just found an example in qt5.6 that was dropped in all further releases but it provides a working set of code that creates a custom entity with your own set of vectors / normals / colors. If you look at this in code.qt.io

              http://code.qt.io/cgit/qt/qt3d.git/tree/examples/qt3d/custom-mesh-cpp?h=5.6

              I wish Qt (KDAB is actually doing the Qt3D stuff) would spend a bit of time and put together some documented examples at the level of what their qGraphicsItem module was. Or at a minimum put some details to the qt function documentation. It is very frustrating to try and figure things out when there is no documentation or good functional examples on the objects we are supposed to use.

              M Offline
              M Offline
              MatPaul
              wrote on last edited by
              #11

              @Steve-Brunton
              I am trying to draw a line in qml. I used the custom_mesh_qml for checking how it works in qt 5.9. but I encountered an error in the main.cpp file in the line 'engine.aspectEngine()->setData(data);' like setData not found. Can you help me on this. Thank you.

              jsulmJ 1 Reply Last reply
              0
              • M MatPaul

                @Steve-Brunton
                I am trying to draw a line in qml. I used the custom_mesh_qml for checking how it works in qt 5.9. but I encountered an error in the main.cpp file in the line 'engine.aspectEngine()->setData(data);' like setData not found. Can you help me on this. Thank you.

                jsulmJ Offline
                jsulmJ Offline
                jsulm
                Lifetime Qt Champion
                wrote on last edited by
                #12

                @MatPaul Why don't you post the actual error message?
                I guess the compiler tells you that there is no such method: setData.
                I guess aspectEngine() returns https://doc.qt.io/qt-5/qt3dcore-quick-qqmlaspectengine.html and QQmlAspectEngine does not have setData() method.

                https://forum.qt.io/topic/113070/qt-code-of-conduct

                M 1 Reply Last reply
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                • jsulmJ jsulm

                  @MatPaul Why don't you post the actual error message?
                  I guess the compiler tells you that there is no such method: setData.
                  I guess aspectEngine() returns https://doc.qt.io/qt-5/qt3dcore-quick-qqmlaspectengine.html and QQmlAspectEngine does not have setData() method.

                  M Offline
                  M Offline
                  MatPaul
                  wrote on last edited by
                  #13

                  @jsulm
                  I had used the code from this link
                  http://code.qt.io/cgit/qt/qt3d.git/tree/examples/qt3d/custom-mesh-qml?h=5.6

                  And run that on qt5.9
                  I think the setData() functionality is removed in 5.9. is there a new function which does the similar behaviour

                  1 Reply Last reply
                  0
                  • A Offline
                    A Offline
                    AlanWasHere
                    wrote on last edited by
                    #14

                    Try this piece of code to draw lines using pipes. It assumes that your camera up vector is the Y axis:
                    double w, h, d, l, tx, ty, tz, lxz, anglex, angley;
                    w = to.GetX() - from.GetX();
                    h = to.GetY() - from.GetY();
                    d = to.GetZ() - from.GetZ();
                    l = sqrt(ww + hh + dd);
                    lxz = sqrt(w
                    w + d*d);
                    tx = from.GetX() + w/2;
                    ty = from.GetY() + h/2;
                    tz = from.GetZ() + d/2;
                    anglex = acos(h/l)*180/3.14159265;
                    angley = acos(d/lxz)180/3.14159265;
                    QVector3D QVx(static_cast<float>(1), static_cast<float>(0), static_cast<float>(0));
                    QVector3D QVy(static_cast<float>(0), static_cast<float>(1
                    ((w<0)?-1:1)), static_cast<float>(0));

                    // Cylinder shape data
                    Qt3DExtras::QCylinderMesh *cylinder = new Qt3DExtras::QCylinderMesh();
                    cylinder->setRadius(.005f);
                    
                    cylinder->setLength(static_cast<float>(l));
                    cylinder->setRings(100);
                    cylinder->setSlices(20);
                    
                    // CylinderMesh Transform
                    Qt3DCore::QTransform *cylinderTransform = new Qt3DCore::QTransform();
                    cylinderTransform->setScale(1.0f);
                    cylinderTransform->setRotation(Qt3DCore::QTransform::fromAxesAndAngles(QVx,static_cast<float>(anglex), QVy, static_cast<float>(angley)));
                    cylinderTransform->setTranslation(QVector3D(static_cast<float>(tx), static_cast<float>(ty), static_cast<float>(tz)));
                    
                    Qt3DExtras::QDiffuseSpecularMaterial *cylinderMaterial = new Qt3DExtras::QDiffuseSpecularMaterial();
                    cylinderMaterial->setDiffuse(QColor(QRgb(0xffffff)));
                    
                    // Cylinder
                    m_cylinderEntity = new Qt3DCore::QEntity(m_rootEntity);
                    m_cylinderEntity->addComponent(cylinder);
                    m_cylinderEntity->addComponent(cylinderMaterial);
                    m_cylinderEntity->addComponent(cylinderTransform);
                    

                    }

                    halimaH 1 Reply Last reply
                    0
                    • A AlanWasHere

                      Try this piece of code to draw lines using pipes. It assumes that your camera up vector is the Y axis:
                      double w, h, d, l, tx, ty, tz, lxz, anglex, angley;
                      w = to.GetX() - from.GetX();
                      h = to.GetY() - from.GetY();
                      d = to.GetZ() - from.GetZ();
                      l = sqrt(ww + hh + dd);
                      lxz = sqrt(w
                      w + d*d);
                      tx = from.GetX() + w/2;
                      ty = from.GetY() + h/2;
                      tz = from.GetZ() + d/2;
                      anglex = acos(h/l)*180/3.14159265;
                      angley = acos(d/lxz)180/3.14159265;
                      QVector3D QVx(static_cast<float>(1), static_cast<float>(0), static_cast<float>(0));
                      QVector3D QVy(static_cast<float>(0), static_cast<float>(1
                      ((w<0)?-1:1)), static_cast<float>(0));

                      // Cylinder shape data
                      Qt3DExtras::QCylinderMesh *cylinder = new Qt3DExtras::QCylinderMesh();
                      cylinder->setRadius(.005f);
                      
                      cylinder->setLength(static_cast<float>(l));
                      cylinder->setRings(100);
                      cylinder->setSlices(20);
                      
                      // CylinderMesh Transform
                      Qt3DCore::QTransform *cylinderTransform = new Qt3DCore::QTransform();
                      cylinderTransform->setScale(1.0f);
                      cylinderTransform->setRotation(Qt3DCore::QTransform::fromAxesAndAngles(QVx,static_cast<float>(anglex), QVy, static_cast<float>(angley)));
                      cylinderTransform->setTranslation(QVector3D(static_cast<float>(tx), static_cast<float>(ty), static_cast<float>(tz)));
                      
                      Qt3DExtras::QDiffuseSpecularMaterial *cylinderMaterial = new Qt3DExtras::QDiffuseSpecularMaterial();
                      cylinderMaterial->setDiffuse(QColor(QRgb(0xffffff)));
                      
                      // Cylinder
                      m_cylinderEntity = new Qt3DCore::QEntity(m_rootEntity);
                      m_cylinderEntity->addComponent(cylinder);
                      m_cylinderEntity->addComponent(cylinderMaterial);
                      m_cylinderEntity->addComponent(cylinderTransform);
                      

                      }

                      halimaH Offline
                      halimaH Offline
                      halima
                      wrote on last edited by
                      #15

                      @AlanWasHere
                      Hello,
                      what do you mean by : static_cast<float>(1((w<0)?-1:1)) please?

                      jsulmJ 1 Reply Last reply
                      0
                      • halimaH halima

                        @AlanWasHere
                        Hello,
                        what do you mean by : static_cast<float>(1((w<0)?-1:1)) please?

                        jsulmJ Offline
                        jsulmJ Offline
                        jsulm
                        Lifetime Qt Champion
                        wrote on last edited by
                        #16

                        @halima What exactly are you asking?
                        static_cast casts from one type to another:

                        static_cast<T>(W) - this casts from W to T
                        

                        So, in this case it casts from int to float.
                        Or do you want to know what

                        (w<0)?-1:1)
                        

                        means?
                        If so then see https://www.tutorialspoint.com/cplusplus/cpp_conditional_operator.htm

                        https://forum.qt.io/topic/113070/qt-code-of-conduct

                        halimaH 1 Reply Last reply
                        0
                        • jsulmJ jsulm

                          @halima What exactly are you asking?
                          static_cast casts from one type to another:

                          static_cast<T>(W) - this casts from W to T
                          

                          So, in this case it casts from int to float.
                          Or do you want to know what

                          (w<0)?-1:1)
                          

                          means?
                          If so then see https://www.tutorialspoint.com/cplusplus/cpp_conditional_operator.htm

                          halimaH Offline
                          halimaH Offline
                          halima
                          wrote on last edited by
                          #17

                          @jsulm ok I got my answer, Thanks :D

                          1 Reply Last reply
                          0
                          • A Offline
                            A Offline
                            Alexandr Sudnik
                            wrote on last edited by
                            #18

                            Hi! I wrote resolution like @AlanWasHere, but a little clearer

                            void addLine(QEntity *parentEntity, const QVector3D &srcPos, const QVector3D &targPos)
                            {
                                auto edgeEntity = new QEntity{parentEntity};
                            
                                auto cylinder = new QCylinderMesh{edgeEntity};
                            
                                auto len = srcPos.distanceToPoint(targPos);
                                cylinder->setLength(len);
                                cylinder->setRadius(0.1f);
                            
                                auto transPoint = targPos - srcPos;
                                auto xAngle = atan(sqrt(pow(transPoint.z(), 2) + pow(transPoint.x(), 2)) / transPoint.y()) / M_PI * 180;
                                auto yAngle = (transPoint.x() == 0 && transPoint.z() == 0) ? 0 : atan(transPoint.x() / transPoint.z()) / M_PI * 180;
                            
                                auto transform = new Qt3DCore::QTransform{edgeEntity};
                                transform->setRotationX(xAngle);
                                transform->setRotationY(yAngle);
                                transform->setTranslation((srcPos + targPos) / 2);
                            
                                auto material = new QPhongMaterial{edgeEntity};
                                material->setDiffuse("#ffff00");
                            
                                edgeEntity->addComponent(cylinder);
                                edgeEntity->addComponent(transform);
                                edgeEntity->addComponent(material);
                            }
                            
                            1 Reply Last reply
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