[Interest] [Qt3D] Smooth orbit camera
Oleg Evseev
ev.mipt at gmail.com
Sun May 7 01:39:27 CEST 2017
Thanks Sean,
There is no any instrument in qt3d animation framework similar to
QuaternionAnimation (a PropertyAnimation for quaternions), isn't there?
2017-05-06 22:26 GMT+03:00 Sean Harmer <sean.harmer at kdab.com>:
> Hi,
>
> On 06/05/2017 19:34, Oleg Evseev wrote:
>
>> Hi Andy,
>>
>> Thanks for tips!
>> I thought about standard animation (it's used in planets example by the
>> way) but I suppose it's better to use FrameAction:
>>
>> https://doc.qt.io/qt-5/qt3dlogic-qframeaction.html#details
>>
>> The QFrameAction provides a way to perform tasks each frame in a
>> synchronized way with the Qt3D backend. This is useful to implement
>> some aspects of application logic and to prototype functionality
>> that can later be folded into an additional Qt3D aspect.
>>
>> For example, the QFrameAction can be used to animate a property in
>> sync with the Qt3D engine where a Qt Quick animation element is not
>> perfectly synchronized and may lead to stutters in some cases.
>>
>>
>> Maybe this with camera movement is not the "some case".
>>
>> I haven't looked at the new Qt3D animation stuff, but I think its more
>>>
>> geared towards animated models, not moving the camera?
>>
>> I suppose it's for everything related to animation in 3d :)
>>
>
> Yes, you can use it to animate any property. If animating a property of a
> QNode that is known by the aspect backends then it even avoids the
> backend->frontend->backend round trip. For regular QObjects the animation
> is stepped on the backend and property updates sent to the frontend.
>
> Any of the approaches you mention should work fine.
>
> Cheers,
>
> Sean
>
>
>> 2017-05-06 21:22 GMT+03:00 Andy <asmaloney at gmail.com
>> <mailto:asmaloney at gmail.com>>:
>>
>> Oleg:
>>
>> The way I did it was to implement a QVariantAnimation-derived class
>> that stores the QCamera's start &end positions, view centres, and up
>> vectors. Then I just set the easing curve & the duration I want and
>> call start(). Works great for my use case.
>>
>> I haven't looked at the new Qt3D animation stuff, but I think its
>> more geared towards animated models, not moving the camera?
>>
>> (In another case I use QPropertyAnimation directly to animate some
>> arrow drawing in my scene which also works great and is easy to set
>> up.)
>>
>> ---
>> Andy Maloney // https://asmaloney.com
>> twitter ~ @asmaloney <https://twitter.com/asmaloney>
>>
>>
>> On Sat, May 6, 2017 at 1:46 PM, Oleg Evseev <ev.mipt at gmail.com
>> <mailto:ev.mipt at gmail.com>> wrote:
>>
>> Hi,
>>
>> I'm looking for solution to get smooth orbit camera in qt3d.
>> That is for example when I need to change angle of observe it
>> doesn't translate camera immediately, but with some delay, just
>> like in games: when vehicle turn camera follow it with delay.
>>
>> Does it make sense to use newest Qt3D animation framework (not
>> yet immersed in the study how to use it), or it would be
>> overkill for that task and it would be better to write special
>> camera controller based on QOrbitCameraController with custom
>> logic for frameAction onTriggered handling?
>>
>> Maybe there are some relative examples with ready-to-use math?
>> Will be much appreciate for links.
>>
>> Thanks for advices!
>>
>> --
>> With best regards, Oleg.
>>
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> --
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> KDAB (UK) Ltd, a KDAB Group company
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