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/****************************************************************************
**
** Copyright (C) 2020 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Design Studio documentation.
**
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** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
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****************************************************************************/
/*!
\previouspage studio-3d-design-mode.html
\page studio-3d-editor.html
\nextpage studio-3d-view.html
\title Working in the 3D Editor
To project a 3D scene to a 2D viewport, it is necessary to view the scene
from a \l{Using Scene Camera}{camera}. Select the \uicontrol {Toggle
Perspective/Orthographic Projection} button (1) on the 3D editor toolbar to
switch between a \e {perspective camera} and an \e {orthographic camera}.
A perspective camera uses field of view and near and far clip planes to
specify the projection, whereas an orthographic camera can be thought of
as a 2D camera. Both of them are free-form cameras that you can use to
orbit around the scene.
When you import 3D scenes from files that you exported from 3D graphics
tools, you also import the camera, light, model, and materials. If your
scene did not contain them, you can add the corresponding Qt Quick 3D
types from the \uicontrol Library.
You can use the toolbar buttons (2) to show the \e transformation
gizmo in the \uicontrol {3D Editor} when an item is selected
and to determine what happens when you drag the selected item.
Transformation refers to moving, rotating, or scaling of an object.
Select the \uicontrol {Toggle Local/Global Orientation} button (3) to
determine whether the gizmos affect only the local transformations of the
item or whether they transform with respect to the global space.
\image studio-3d-editor.png "3D Editor"
The \e pivot of the component is used as the origin for position, scale,
and rotation operations. You can set a \l{Setting Transform Properties}
{local pivot offset} for an item in the \uicontrol Properties view to
manipulate the component around a point other than its local origin. A
line is drawn in the 3D editor from the pivot point to the center of the
component to provide a visual connection between them.
\section1 Controlling the Edit View Camera
You can add 3D camera types to the scene to project the view you see in
the View3D type in the application. While editing scenes, you can use
a separate \e {edit view camera} (4) to project the scene to the 3D edit
view in the Design mode.
You can navigate the scene by rotating, panning, and zooming the edit view
camera.
To zoom, use the mouse wheel or press \key Alt and right-click anywhere in
the rendered view to zoom the view in or out as you drag up or down.
To pan, press \key Alt and use the middle mouse button to click anywhere in
the rendered view to slide the view around.
To orbit, press \key Alt and click anywhere in the rendered view to rotate
the view.
To scale the edit view camera and to focus it on the selected items, select
\uicontrol {Fit Selected} button or press \key F.
The world axis helper (5) shows the direction of the world axes in respect
to the edit view camera. To point the camera at the currently selected
component in the direction of an axis, click the axis. If no component
is selected, the camera is pointed at the world origin. This does not
affect the camera zoom level.
For more information about using the cameras in the scene, the available
3D camera types, and their properties, see \l{Using Scene Camera}.
\section1 Selecting Items
To move, rotate, or scale items in the scene, you need to select them first.
The selection mode buttons determine how items are selected when you click
them in the 3D editor.
\list
\li In the \inlineimage select_item.png
(\uicontrol {Select Item}) mode, a single item is selected.
\li In the \inlineimage select_group.png
(\uicontrol {Select Group}) mode, the top level parent of the item
is selected. This enables you to move, rotate, or scale a group of
items.
\endlist
To toggle the selection mode, press \key Q.
\section1 Moving Items
\image studio-3d-editor-move.png "3D editor in move mode"
You can move items in relation to their coordinate system, along the x, y,
or z view axis or on the top, bottom, left, and right clip planes of the
render camera.
To move items, select \inlineimage move_on.png
or press \key W.
To move items along an axis, click the axis and drag the item along the
axis.
To move items on a plane, select the plane handle and drag the item on
the plane.
To move an item freely in the editor, select the handle at the center of
the item.
\section1 Rotating Items
You can rotate items around the view axes of the camera.
\image studio-3d-editor-rotate.png "3D editor in rotate mode"
To rotate items, select \inlineimage rotate_on.png
or press \key E.
To rotate an item around an axis, select the axis and drag in the direction
you want to rotate the item in.
To freely rotate the item, select the gray circle.
\section1 Using Global and Local Orientation
To switch between global and local orientation, select \uicontrol
{Toggle Local/Global Orientation}.
In global orientation mode, transformation of a selected object is presented
with respect to the global space. For example, while the move tool is
selected, selecting a cube will show its move gizmo aligned with the axes
of global space. Dragging on the red arrow of the gizmo moves the object in
the global x direction.
In local orientation mode, the position of a selected object is shown
according to local axes specific to the selected object. For example,
selecting a rotated cube will show its axes rotated, and not aligned with
the axes of global space. Dragging on the red arrow of the gizmo
moves the object in the local x direction in relation to the object.
\section1 Scaling Items
\image studio-3d-editor-scale.png "3D editor in scale mode"
To scale items, select \inlineimage scale_on.png
or press \key R.
You can use the scale handles to adjust the local x, y, or z scale of an
item. You can adjust the scale across one, two, or three axes, depending
on the handle.
To adjust the scale across one axis, select the scale handle attached to
the axis. To uniformly scale an item across all axes, select the handle
at the center of the item.
To adjust the scale across a plane, select the plane handle and drag the
item on the plane.
\section1 Using Edit View Light
You use 3D light types to light the models in the scene. While editing
scenes, you can use a separate \e {edit view light} to illuminate the
portions of the scene that the scene lights do not hit. To switch the edit
view light on and off, select the \uicontrol {Toggle Edit Light} button (6).
For more information about the available scene light types and their
properties, see \l{Using Lights}.
*/
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