[Interest] [ Qt3D ] Is QRotateTransform rotation axis?
Sean Harmer
sean.harmer at kdab.com
Mon Mar 23 15:34:53 CET 2015
The transformations are applied about the origin in local coords. For
the cylinder that is indeed the centre of the mesh. To solve this add in
a translation to move the origin to one end of the cylinder, rotate, and
then translate back again.
Cheers,
Sean
On 21/03/2015 16:40, Eddie Sutton wrote:
>
> 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 appears1,0,0 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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--
Dr Sean Harmer | sean.harmer at kdab.com | Managing Director UK
Klarälvdalens Datakonsult AB, a KDAB Group company
Tel. Sweden (HQ) +46-563-540090, USA +1-866-777-KDAB(5322)
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