2017-05
http://blog.qt.io/blog/2017/05/24/qt3d/
Qt3D future
5.9
Use Qt Quick or QPainter to render into a texture
Embed Qt Quick into Qt3D, including input handling
Level of Detail support for meshes
Text support - 2D and 3D
Additional materials such as PBR materials
others
Generating and filling buffers out of QAbstractItemModels
Billboards - camera facing entities
Particle systems
VR support
new aspects:
碰撞检测
动画:关键帧动画;骨骼动画;Morph target animation; Removes animation workload from main thread
物理:刚体/柔体物理模拟
AI:
三维位置音效:如喇叭,越近越响
工具
设计时工具:场景设计器
Qt 3D Studio
编译时工具:资产状态监控
More
贴图控制
可yizhi算法(OpenGL)
各种3d模型的加载 2d ui嵌入到 3d里面用Scene2D
Scene2D {
id: qmlTexture
output: RenderTargetOutput {
attachmentPoint: RenderTargetOutput.Color0
texture: Texture2D { id: offscreenTexture }
}
entities: [ cube ]
Item {
id: customQtQuickStuff
}
} 纹理加载器
TextureLoader {
source: "qrc:/assets/textures/pbr-default/pbr-default-metallic.png"
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
generateMipMaps: true
} 新增材质
粗糙金属材质
MetalRoughMaterial
粗糙金属纹理材质
TexturedMetalRoughMaterial {
baseColor: TextureLoader {
format: Texture.SRGB8_Alpha8
source: "qrc:/assets/powerup/basecolor.png"
}
metalness: TextureLoader { source: "qrc:/assets/powerup/metalness.png" }
roughness: TextureLoader { source: "qrc:/assets/powerup/roughness.png" }
normal: TextureLoader { source: "qrc:/assets/powerup/normal.png" }
ambientOcclusion: TextureLoader { source: "qrc:/assets/powerup/ambientocclusion.png" }
} 新增环境光
EnvironmentLight {
id: envLight
irradiance: TextureLoader {
source: "qrc:/assets/envmaps/wobbly-bridge/wobbly_bridge_4k" + _envmapFormat + "_cube_irradiance.dds" minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
generateMipMaps: false
}
specular: TextureLoader {
source: "qrc:/assets/envmaps/wobbly-bridge/wobbly_bridge_4k" + _envmapFormat + "_cube_specular.dds" minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
generateMipMaps: false
}
} 天空盒实体
SkyboxEntity {
baseName: "qrc:/assets/envmaps/wobbly-bridge/wobbly_bridge_4k" + _envmapFormat + "_cube_radiance"
extension: ".dds"
gammaCorrect: true
} 相机增加曝光度属性
Camera {
id: mainCamera
position: Qt.vector3d(-10, 0, 0)
viewCenter: Qt.vector3d(0, 0, 0)
exposure: 1.4 // 曝光度
} 加载预设的动画
import Qt3D.Animation 2.9
ClipAnimator {
id: animator
loops: 3
clip: AnimationClipLoader { source: "qrc:/jumpinganimation.json" }
channelMapper: ChannelMapper {
mappings: [
ChannelMapping { channelName: "Location"; target: cubeTransform; property: "translation" },
ChannelMapping { channelName: "Rotation"; target: cubeTransform; property: "rotation" },
ChannelMapping { channelName: "Scale"; target: cubeTransform; property: "scale3D" }
]
}
}
对象选择器
ObjectPicker { onClicked: animator.running = true;} 根据远近来动态调整场景(volumeOverride)
LevelOfDetail
Entity {
components: [
CylinderMesh {
radius: 1
length: 3
rings: 2
slices: sliceValues[lod.currentIndex]
property var sliceValues: [20, 10, 6, 4]
},
Transform {
rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
},
PhongMaterial {
diffuse: "lightgreen"
},
LevelOfDetail {
id: lod
camera: camera
thresholds: [1000, 600, 300, 180]
thresholdType: LevelOfDetail.ProjectedScreenPixelSizeThreshold
volumeOverride: lod.createBoundingSphere(Qt.vector3d(0, 0, 0), 2.0)
}
]
}
LevelOfDetailSwitch
Entity {
components: [
LevelOfDetailSwitch {
camera: camera
thresholds: [20, 35, 50]
thresholdType: LevelOfDetail.DistanceToCameraThreshold
}
]
HighDetailEntity { enabled: false }
MediumDetailEntity { enabled: false }
LowDetailEntity { enabled: false }
}
LevelOfDetailLoader
LevelOfDetailLoader {
id: lodLoader
camera: camera
thresholds: [20, 35, 50]
thresholdType: LevelOfDetail.DistanceToCameraThreshold
volumeOverride: lodLoader.createBoundingSphere(Qt.vector3d(0, 0, 0), -1)
sources: ["qrc:/HighDetailEntity.qml", "qrc:/MediumDetailEntity.qml", "qrc:/LowDetailEntity.qml"]
} 渲染文本
Text2DEntity
Text2DEntity {
id: text
text: "Hello World"
width: 20
height: 10
}
ExtrudedTextMesh
auto *text = new Qt3DCore::QEntity(root);
auto *textTransform = new Qt3DCore::QTransform();
auto *textMesh = new Qt3DExtras::QExtrudedTextMesh();
textMesh->setDepth(.45f);
QFont font(family, 32, -1, false);
textMesh->setFont(font);
textMesh->setText(QString(family));
auto *textMaterial = new Qt3DExtras::QPhongMaterial(root);
textMaterial->setDiffuse(QColor(111, 150, 255));
text->addComponent(textTransform);
text->addComponent(textMesh);
text->addComponent(textMaterial);

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