[Interest] [ Qt3D ] Is QRotateTransform rotation axis?

Eddie Sutton edsutton at gmail.com
Sat Mar 21 17:40:34 CET 2015


I am starting from the Qt3D bigscene example.

I plan to use QCylinderMesh entities to represent underground pipes for a
utility infrastructure app where I know; 1) the pitch angle, and 2) depth
of each pipe.

The rotations axis appears to be to length midpoint of the cylinder.  Could
this be changed to the end of the cylinder?

    QRotateTransform *rotateX = new QRotateTransform();

    //It appears 1,0,0 rotates at center of pipe X axis. Where is 0.0
Where is 1.0? Where is -1.0?

    rotateX->setAxis(QVector3D(1.0f, 0.0f, 0.0f));

    rotateX->setAngleDeg(angleDegrees);




I am new to OpenGL.  I am struggling with camera perspective and coordinate
system, units, etc.  Pointers to Qt3D docs, or other learning resources are
appreciated.


I think I want to use whatever coordinate system is most popular in CAE.
Or perhaps aerospace navigation since I am basically navigating through
underground space.  I am thinking +Z up , +X right, -Y towards camera?

Any advice?  I am concerned it could be difficult to change once I get too
far down the road.

Is the right or left handed coordinates system all determined by
QCamera::setPosition
and QCamera->setUpVector ?  Like on a space station up/down is your point
of view, and left/right is dependent on your up/down perspective?

Thanks in advance for any direction,

-Ed
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