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Qt3d points and lines

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qt3ddraw lines
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  • 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
      0
      • 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
            0
            • 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
                        0

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