QQuick3DGeometry Class▲
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Header: QQuick3DGeometry
-
Since: Qt 5.15
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Inherited By:
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Instantiated By: qml-qtquick3d-geometry.xml
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Inherits: QQuick3DObject
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Inherited By:
Detailed Description▲
The QQuick3DGeometry can be used to specify custom geometry for a Model in the Qt Quick 3D scene.
While not strictly required, the typical usage is to inherit from this class. The subclass is then exposed to QML by registering it to the type system. The geometry property of a Model can then be set to reference an instance of the registered type.
The high-level structure of such a class is typically similar to the following:
class
CustomGeometry : public
QQuick3DGeometry
{
public
:
CustomGeometry() {
rebuildGeometry(); }
void
setSomething() {
// Change relevant internal data.
// ...
// Then rebuild the vertex and index data and pass it to QQuick3DGeometry.
rebuildGeometry();
// Finally, trigger an update. This is relevant in case nothing else
// is changing in the scene; this way we make sure a new frame will
// be rendered.
update();
}
private
:
void
rebuildGeometry()
{
QByteArray vertices;
QByteArray indices;
...
setPrimitiveType(Lines);
setVertexBuffer(vertices);
setIndexBuffer(indices);
setStride(3
*
sizeof
(float
)); // e.g. when having 3 components per vertex
setBounds(...); // minimum and maximum extents, for picking
addAttribute(PositionSemantic, 0
, F32Type);
...
}
}
;
This class can then be registered as a QML type and used with Model.
In Qt 5 type registration happened with qmlRegisterType:
qmlRegisterType&
lt;CustomGeometry&
gt;("Example"
, 1
, 0
, "CustomGeometry"
);
In Qt 6 the default approach is to use automatic registration with the help of the build system. Instead of calling qmlRegisterType, the .pro file can now contain:
CONFIG +=
qmltypes
QML_IMPORT_NAME =
Example
QML_IMPORT_MAJOR_VERSION =
1
With CMake, automatic registration is the default behavior, so no special settings are needed beyond basic QML module setup:
qt_add_qml_module(application
URI Example
VERSION 1.0
)
The class implementation should add QML_NAMED_ELEMENT:
class
CustomGeometry : public
QQuick3DGeometry
{
Q_OBJECT
QML_NAMED_ELEMENT(CustomGeometry)
...
}
;
The QML code can then use the custom type:
import
Example 1.0
Model {
id
:
customModel
geometry
:
CustomGeometry {
}
}
At minimum, a custom geometry should have the following specified:
-
vertex data,
-
vertex stride,
-
primitive type,
-
an attribute with PositionSemantic.
These are sufficient to render the mesh. For indexed drawing, the index buffer data and an attribute with IndexSemantic needs to be specified as well. In order to support picking (input), the class must specify the bounding volume using setBounds(). For proper lighting, an attribute with NormalSemantic is needed. When the material uses texturing, at least one set of UV coordinates must be provided and described in an TexCoord0Semantic or TexCoord1Semantic attribute. Some materials may require tangents and binormals as well.
As a concrete, minimal example, the following class would provide geometry for a single triangle:
class
ExampleGeometry : public
QQuick3DGeometry
{
Q_OBJECT
QML_NAMED_ELEMENT(ExampleGeometry)
public
:
ExampleGeometry();
private
:
void
updateData();
}
;
ExampleGeometry::
ExampleGeometry()
{
updateData();
}
void
ExampleGeometry::
updateData()
{
QByteArray v;
v.resize(3
*
3
*
sizeof
(float
));
float
*
p =
reinterpret_cast
&
lt;float
*&
gt;(v.data());
// a triangle, front face = counter-clockwise
*
p++
=
-
1.0
f; *
p++
=
-
1.0
f; *
p++
=
0.0
f;
*
p++
=
1.0
f; *
p++
=
-
1.0
f; *
p++
=
0.0
f;
*
p++
=
0.0
f; *
p++
=
1.0
f; *
p++
=
0.0
f;
setVertexData(v);
setStride(3
*
sizeof
(float
));
setPrimitiveType(QQuick3DGeometry::PrimitiveType::
Triangles);
addAttribute(QQuick3DGeometry::Attribute::
PositionSemantic,
0
,
QQuick3DGeometry::Attribute::
F32Type);
}
Depending on the lighting in the scene, the result of referencing this geometry from a Model:
Vertex data is expected to follow OpenGL conventions. This means the data must be provided with the assumption that the Y axis is pointing up in the normalized device coordinate system, and that front faces have a counter clockwise winding.
See Also▲
Member Function Documentation▲
void QQuick3DGeometry::addAttribute(Attribute::Semantic semantic, int offset, Attribute::ComponentType componentType)▲
Adds vertex attribute description. Each attribute has a semantic, which specifies the usage of the attribute and the number of components it has, an offset from the beginning to the vertex to the attribute location inside a vertex and a componentType specifying the datatype and size of the attribute.
The semantic can be one of the following:
Constant |
Description |
---|---|
PositionSemantic |
The attribute is a position. 3 components: x, y, and z |
NormalSemantic |
The attribute is a normal vector. 3 components: x, y, and z |
TexCoord0Semantic |
The attribute is a texture coordinate. 2 components: u and v |
TexCoord1Semantic |
The attribute is a texture coordinate. 2 components: u and v |
TangentSemantic |
The attribute is a tangent vector. 3 components: x, y, and z |
BinormalSemantic |
The attribute is a binormal vector. 3 components: x, y, and z |
JointSemantic |
The attribute is a joint index vector for skinning. 4 components: joint index 1-4 |
WeightSemantic |
The attribute is a weight vector for skinning. 4 components: joint weight 1-4 |
ColorSemantic |
The attribute is a vertex color vector. 4 components: r, g, b, and a |
TargetPositionSemantic |
The attribute is a position for the first morph target. 3 components: x, y, and z |
TargetNormalSemantic |
The attribute is a normal vector for the first morph target. 3 components: x, y, and z |
TargetTangentSemantic |
The attribute is a tangent vector for the first morph target. 3 components: x, y, and z |
TargetBinormalSemantic |
The attribute is a binormal vector for the first morph target. 3 components: x, y, and z |
In addition, semantic can be IndexSemantic. In this case the attribute does not represent an entry in the vertex buffer, but rather describes the index data in the index buffer. Since there is always just one index per vertex, offset makes no sense for the index buffer, and should be left at zero.
The component type can be one of the following:
Constant |
Description |
---|---|
U16Type |
The index component type is unsigned 16-bit integer. Only supported for IndexSemantic. |
U32Type |
The attribute (or index component) is an unsigned 32-bit integer. |
I32Type |
The attribute is a signed 32-bit integer. Be aware that old OpenGL versions (such as, 2.1 or OpenGL ES 2.0) may not support this data type. |
F32Type |
The attribute is a single-precision float. |
The joint index data is typically I32Type. F32Type is also supported in order to enable functioning with APIs, such as OpenGL ES 2.0, that do not support integer vertex input attributes.
For index data (IndexSemantic) only U16Type and U32Type are sensible and supported.
void QQuick3DGeometry::addAttribute(const QQuick3DGeometry::Attribute &attribute)▲
This is an overloaded function.
Adds vertex attribute description. Each attribute has a semantic, which specifies the usage of the attribute and the number of components it has, an offset from the beginning to the vertex to the attribute location inside a vertex and a componentType specifying the datatype and size of the attribute.
void QQuick3DGeometry::addSubset(int offset, int count, const QVector3D &boundsMin, const QVector3D &boundsMax, const QString &name = {})▲
Adds new subset to the geometry. Subsets allow rendering parts of the geometry with different materials. The materials are specified in the model.
If the geometry has index buffer, then the offset and count are the primitive offset and count of indices in the subset. If the geometry has only vertex buffer, the offset is the vertex offset and count is the number of vertices in the subset.
The bounds boundsMin and boundsMax should enclose the subset just like geometry bounds. Also the subset can have a name.
QQuick3DGeometry::Attribute QQuick3DGeometry::attribute(int index) const▲
Returns attribute definition number index
The attribute definitions are numbered from 0 to attributeCount() - 1
int QQuick3DGeometry::attributeCount() const▲
QVector3D QQuick3DGeometry::boundsMax() const▲
QVector3D QQuick3DGeometry::boundsMin() const▲
void QQuick3DGeometry::clear()▲
Resets the geometry to its initial state, clearing previously set vertex and index data as well as attributes.
QByteArray QQuick3DGeometry::indexData() const▲
QQuick3DGeometry::PrimitiveType QQuick3DGeometry::primitiveType() const▲
Returns the primitive type used when rendering. The default is Triangles.
See Also▲
See also setPrimitiveType
void QQuick3DGeometry::setBounds(const QVector3D &min, const QVector3D &max)▲
Sets the bounding volume of the geometry to the cube defined by the points min and max. This is used for picking.
void QQuick3DGeometry::setIndexData(const QByteArray &data)▲
Sets the index buffer to data. To use indexed drawing, add an attribute with IndexSemantic
See Also▲
See also indexData(), addAttribute
void QQuick3DGeometry::setIndexData(int offset, const QByteArray &data)▲
This is an overloaded function.
Updates a subset of the index buffer. offset specifies the offset in bytes, data specifies the size and the data.
This function will not resize the buffer. If offset + data.size() is greater than the current size of the buffer, the overshooting data will be ignored.
The partial update functions for vertex and index data do not offer any guarantee on how such changes are implemented internally. Depending on the underlying implementation, even partial changes may lead to updating the entire graphics resource.
void QQuick3DGeometry::setPrimitiveType(QQuick3DGeometry::PrimitiveType type)▲
Sets the primitive type used for rendering to type.
Constant |
Description |
---|---|
Points |
The primitives are points. |
LineStrip |
The primitives are lines in a strip. |
Lines |
The primitives are lines in a list. |
TriangleStrip |
The primitives are triangles in a strip. |
TriangleFan |
The primitives are triangles in a fan. Be aware that triangle fans may not be supported at run time, depending on the underlying graphics API. |
Triangles |
The primitives are triangles in a list. |
The initial value is Triangles.
Be aware that triangle fans (TriangleFan) may not be supported at run time, depending on the underlying graphics API. For example, with Direct 3D this topology will not be functional at all.
The point size for Points and the line width for Lines and LineStrip are controlled by the material. Be aware however that sizes other than 1 may not be supported at run time, depending on the underlying graphics API.
See Also▲
See also primitiveType()
void QQuick3DGeometry::setStride(int stride)▲
Sets the stride of the vertex buffer to stride, measured in bytes. This is the distance between two consecutive vertices in the buffer.
For example, a tightly packed, interleaved vertex buffer for a geometry using PositionSemantic, IndexSemantic, and ColorSemantic will have a stride of 28 (Seven floats in total: Three for position, four for color, and none for indexes, which do not go in the vertex buffer.)
QQuick3DGeometry expects, and works only with, vertex data with an interleaved attribute layout.
See Also▲
See also stride(), addAttribute
void QQuick3DGeometry::setVertexData(const QByteArray &data)▲
Sets the vertex buffer data. The buffer should hold all the vertex data packed in the array, as described by the attribute definitions. Note that this does not include attributes with IndexSemantic, which belong in the index buffer.
See Also▲
See also vertexData(), addAttribute, setStride, setIndexData
void QQuick3DGeometry::setVertexData(int offset, const QByteArray &data)▲
This is an overloaded function.
Updates a subset of the vertex buffer. offset specifies the offset in bytes, data specifies the size and the data.
This function will not resize the buffer. If offset + data.size() is greater than the current size of the buffer, the overshooting data will be ignored.
The partial update functions for vertex and index data do not offer any guarantee on how such changes are implemented internally. Depending on the underlying implementation, even partial changes may lead to updating the entire graphics resource.
int QQuick3DGeometry::stride() const▲
QVector3D QQuick3DGeometry::subsetBoundsMax(int subset) const▲
QVector3D QQuick3DGeometry::subsetBoundsMin(int subset) const▲
int QQuick3DGeometry::subsetCount() const▲
Returns the number of subsets.
int QQuick3DGeometry::subsetCount(int subset) const▲
QString QQuick3DGeometry::subsetName(int subset) const▲
Returns the subset name.