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Qt3DExtras Namespace

Contains classes from the Qt3DExtras module.

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Qt3DExtras Namespace▲

  • Header: Qt3DExtras

  • CMake:

    find_package(Qt6 REQUIRED COMPONENTS 3dextras)

    target_link_libraries(mytarget PRIVATE Qt6::3dextras)

  • qmake: QT += 3dextras

  • Group: Qt3DExtras is part of qt3d-namespaces

Detailed Description▲

 

Classes▲

 

class QAbstractCameraController▲

The QAbstractCameraController class provides basic functionality for camera controllers.

class QConeGeometry▲

The QConeGeometry class allows creation of a cone in 3D space. * * * * * The QConeGeometry class is most commonly used internally by the QConeMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses. The class * allows for creation of both a cone and a truncated cone.

class QConeGeometryView▲

A conical mesh.

class QConeMesh▲

A conical mesh.

class QCuboidGeometry▲

The QCuboidGeometry class allows creation of a cuboid in 3D space. * * * * * The QCuboidGeometry class is most commonly used internally by the QCuboidMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

class QCuboidGeometryView▲

A cuboid mesh.

class QCuboidMesh▲

A cuboid mesh.

class QCylinderGeometry▲

The QCylinderGeometry class allows creation of a cylinder in 3D space. * * * * * The QCylinderGeometry class is most commonly used internally by the QCylinderMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

class QCylinderGeometryView▲

A cylindrical mesh.

class QCylinderMesh▲

A cylindrical mesh.

class QDiffuseSpecularMaterial▲

The QDiffuseSpecularMaterial class provides a default implementation of the phong lighting effect.

class QExtrudedTextGeometry▲

The QExtrudedTextGeometry class allows creation of a 3D extruded text in 3D space.

class QExtrudedTextMesh▲

A 3D extruded Text mesh.

class QFirstPersonCameraController▲

The QFirstPersonCameraController class allows controlling the scene camera from the first person perspective.

class QForwardRenderer▲

The QForwardRenderer provides a default FrameGraph implementation of a forward renderer.

class QGoochMaterial▲

The QGoochMaterial provides a material that implements the Gooch shading model, popular in CAD and CAM applications.

class QMetalRoughMaterial▲

The QMetalRoughMaterial provides a default implementation of PBR lighting.

class QMorphPhongMaterial▲

The QMorphPhongMaterial class provides a default implementation of the phong lighting effect.

class QOrbitCameraController▲

The QOrbitCameraController class allows controlling the scene camera along orbital path.

class QPerVertexColorMaterial▲

The QPerVertexColorMaterial class provides a default implementation for rendering the color properties set for each vertex.

class QPlaneGeometry▲

The QPlaneGeometry class allows creation of a plane in 3D space. * * * * The QPlaneGeometry class is most commonly used internally by the QPlaneMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

class QPlaneGeometryView▲

A square planar mesh.

class QPlaneMesh▲

A square planar mesh.

class QSkyboxEntity▲

Qt3DExtras::QSkyboxEntity is a convenience Qt3DCore::QEntity subclass that can be used to insert a skybox in a 3D scene.

class QSphereGeometry▲

The QSphereGeometry class allows creation of a sphere in 3D space. * * * * * The QSphereGeometry class is most commonly used internally by the QSphereMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

class QSphereGeometryView▲

A spherical mesh.

class QSphereMesh▲

A spherical mesh.

class QText2DEntity▲

QText2DEntity allows creation of a 2D text in 3D space.

class QTextureMaterial▲

The QTextureMaterial provides a default implementation of a simple unlit texture material.

class QTorusGeometry▲

The QTorusGeometry class allows creation of a torus in 3D space. * * * * * The QTorusGeometry class is most commonly used internally by the QTorusMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

class QTorusGeometryView▲

A toroidal mesh.

class QTorusMesh▲

A toroidal mesh.

Obsolete Members for Qt3DExtras▲

The following members of class Qt3DExtras are deprecated. We strongly advise against using them in new code.

Obsolete Classes▲

 
[since 5.7] class Qt3DExtras::QDiffuseMapMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

[since 5.7] class Qt3DExtras::QDiffuseSpecularMapMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rough surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

[since 5.7] class Qt3DExtras::QNormalDiffuseMapAlphaMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

[since 5.7] class Qt3DExtras::QNormalDiffuseMapMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial instead.

The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

[since 5.7] class Qt3DExtras::QNormalDiffuseSpecularMapMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial instead.

The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

[since 5.7] class Qt3DExtras::QPhongAlphaMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial instead.

The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

  • Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

[since 5.7] class Qt3DExtras::QPhongMaterial▲

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial instead.

The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

This class was introduced in Qt 5.7.

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