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Qt3d points and lines

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qt3ddraw lines
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  • G guy incognito
    20 Feb 2017, 13:11

    @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").

    K Offline
    K Offline
    kshegunov
    Moderators
    wrote on 20 Feb 2017, 23:27 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 21 Feb 2017, 10:40
    1
    • K kshegunov
      20 Feb 2017, 23:27

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

      G Offline
      G Offline
      guy incognito
      wrote on 21 Feb 2017, 10:40 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 16 Apr 2017, 21:08 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 30 Nov 2017, 02:54
        1
        • S Steve Brunton
          16 Apr 2017, 21:08

          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 30 Nov 2017, 02:54 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.

          J 1 Reply Last reply 30 Nov 2017, 05:31
          0
          • M MatPaul
            30 Nov 2017, 02:54

            @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.

            J Offline
            J Offline
            jsulm
            Lifetime Qt Champion
            wrote on 30 Nov 2017, 05:31 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 30 Nov 2017, 06:17
            0
            • J jsulm
              30 Nov 2017, 05:31

              @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 30 Nov 2017, 06:17 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 5 Jul 2018, 12:55 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 15 Apr 2019, 14:52
                0
                • A AlanWasHere
                  5 Jul 2018, 12:55

                  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 15 Apr 2019, 14:52 last edited by
                  #15

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

                  J 1 Reply Last reply 16 Apr 2019, 04:42
                  0
                  • halimaH halima
                    15 Apr 2019, 14:52

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

                    J Offline
                    J Offline
                    jsulm
                    Lifetime Qt Champion
                    wrote on 16 Apr 2019, 04:42 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 30 Apr 2019, 11:50
                    0
                    • J jsulm
                      16 Apr 2019, 04:42

                      @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 30 Apr 2019, 11:50 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 29 Jun 2021, 14:52 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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