[Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box
Nicholas Yue
yue.nicholas at gmail.com
Mon Aug 1 17:05:21 CEST 2022
Hi,
I am diving into the geometry scene via QSceneLoader.
Using the following code as a starting point, I wish to place the camera
such that it automatically accommodates scenes of different sizes.
One way I am thinking of doing is to base on the scene geometry bounding
box.
Is there a method or API which I can call to query the entire scene
geometry bounding box ? Or do I have to walk the entire scene to build that
up by querying the bounding box for every geometry in the scene ?
Any sample code I can view to get me going ?
```
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#include <QFileDialog>
#include <QApplication>
#include <Qt3DRender/QCamera>
#include <Qt3DCore/QEntity>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DInput/QInputAspect>
#include <Qt3DRender/QSceneLoader>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DExtras/QForwardRenderer>
#include <Qt3DExtras/qt3dwindow.h>
// #include <Qt3DExtras/qfirstpersoncameracontroller.h>
#include "MyCameraController.h"
#include "TrackballCameraController.h"
class SceneWalker : public QObject
{
public:
SceneWalker(Qt3DRender::QSceneLoader *loader) : m_loader(loader) { }
void onStatusChanged();
private:
void walkEntity(Qt3DCore::QEntity *e, int depth = 0);
Qt3DRender::QSceneLoader *m_loader;
};
void SceneWalker::onStatusChanged()
{
qDebug() << "Status changed:" << m_loader->status();
if (m_loader->status() != Qt3DRender::QSceneLoader::Ready)
return;
// The QSceneLoader instance is a component of an entity. The loaded
scene
// tree is added under this entity.
QVector<Qt3DCore::QEntity *> entities = m_loader->entities();
// Technically there could be multiple entities referencing the scene
loader
// but sharing is discouraged, and in our case there will be one anyhow.
if (entities.isEmpty())
return;
Qt3DCore::QEntity *root = entities[0];
// Print the tree.
walkEntity(root);
// To access a given node (like a named mesh in the scene), use
QObject::findChild().
// The scene structure and names always depend on the asset.
Qt3DCore::QEntity *e = root->findChild<Qt3DCore::QEntity
*>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
if (e)
qDebug() << "Found propeller node" << e << "with components" <<
e->components();
}
void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
{
Qt3DCore::QNodeVector nodes = e->childNodes();
for (int i = 0; i < nodes.count(); ++i) {
Qt3DCore::QNode *node = nodes[i];
Qt3DCore::QEntity *entity = qobject_cast<Qt3DCore::QEntity *>(node);
if (entity) {
QString indent;
indent.fill(' ', depth * 2);
qDebug().noquote() << indent << "Entity:" << entity <<
"Components:" << entity->components();
walkEntity(entity, depth + 1);
}
}
}
int main(int ac, char **av)
{
QApplication app(ac, av);
Qt3DExtras::Qt3DWindow view;
view.defaultFrameGraph()->setClearColor(Qt::black);
// Root entity
Qt3DCore::QEntity *sceneRoot = new Qt3DCore::QEntity();
// Scene Camera
Qt3DRender::QCamera *camera = view.camera();
camera->setProjectionType(Qt3DRender::QCameraLens::PerspectiveProjection);
camera->setViewCenter(QVector3D(0.0f, 3.5f, 0.0f));
camera->setPosition(QVector3D(0.0f, 3.5f, 25.0f));
camera->setNearPlane(0.001f);
camera->setFarPlane(10000.0f);
// For camera controls
// Qt3DExtras::QFirstPersonCameraController *camController = new
Qt3DExtras::QFirstPersonCameraController(sceneRoot);
TrackballCameraController *camController = new
TrackballCameraController(sceneRoot);
camController->setWindowSize(QSize(view.width(),view.height())); //
https://github.com/cjmdaixi/Qt3DTrackball/issues/1#issuecomment-544183228
camController->setCamera(camera);
// Scene loader
Qt3DCore::QEntity *sceneLoaderEntity = new Qt3DCore::QEntity(sceneRoot);
Qt3DRender::QSceneLoader *sceneLoader = new
Qt3DRender::QSceneLoader(sceneLoaderEntity);
SceneWalker sceneWalker(sceneLoader);
QObject::connect(sceneLoader, &Qt3DRender::QSceneLoader::statusChanged,
&sceneWalker, &SceneWalker::onStatusChanged);
sceneLoaderEntity->addComponent(sceneLoader);
QStringList args = QCoreApplication::arguments();
QUrl sourceFileName;
if (args.count() <= 1) {
QWidget *container = new QWidget();
QFileDialog dialog;
dialog.setFileMode(QFileDialog::AnyFile);
sourceFileName = dialog.getOpenFileUrl(container,
QStringLiteral("Open a scene file"));
} else {
sourceFileName = QUrl::fromLocalFile(args[1]);
}
if (sourceFileName.isEmpty())
return 0;
sceneLoader->setSource(sourceFileName);
view.setRootEntity(sceneRoot);
view.show();
return app.exec();
}
```
Cheers
--
Nicholas Yue
https://www.linkedin.com/in/nicholasyue/
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