Qt3DExtras Namespace▲
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Header: Qt3DExtras
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CMake:
find_package(Qt6 REQUIRED COMPONENTS 3dextras)
target_link_libraries(mytarget PRIVATE Qt6::3dextras)
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qmake: QT += 3dextras
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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:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rought surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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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:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rough surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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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:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rought surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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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:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rought surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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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:
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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.
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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:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rought surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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The shininess of a surface is controlled by a float property.
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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:
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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.
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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.