1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
/****************************************************************************
**
** Copyright (C) 2021 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Design Studio.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** 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
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\page studio-3d-model.html
\previouspage studio-skeletal-components.html
\nextpage studio-3d-materials.html
\title 3D Models
The \l Components view features some built-in primitive 3D models. This allows
you to add cubes, cones, cylinders, and planes (rectangles) to your scene.
\image studio-3d-models.png "Various 3D models in 3D Editor"
A Model component loads mesh data from a file. You can modify how the
component is shaded by using materials. For more information, see
\l {Materials and Shaders} and \l {Creating Custom Materials}.
You can drag-and-drop a model from \uicontrol Components
> \uicontrol {Qt Quick 3D} > \uicontrol {Qt Quick 3D} to \l {3D Editor} or
to \l Navigator > \uicontrol {Scene Environment} > \uicontrol Scene. If the
models are not displayed in \uicontrol {Components}, you should add the
\uicontrol QtQuick3D module to your project, as described in
\l {Adding and Removing Modules}.
\image studio-qtquick-3d-components.png "The Qt Quick 3D section in Components"
\section1 Model Properties
You can change the model type in \uicontrol Properties > \uicontrol Model
> \uicontrol Source field. Select the \inlineimage icons/plus.png
button to add custom model types to the list.
\image studio-qtquick-3d-model.png "Model properties"
To use the geometry of this model when rendering to shadow maps, select the
\uicontrol {Casts shadows} check box. To allow casting shadows on the model,
select the \uicontrol {Receives shadows} check box.
To enable picking the model against the scene, select the
\uicontrol Pickable check box. Picking transforms the screen
space x and y coordinates to a ray cast towards the specified
position in scene space.
A model can consist of several sub-meshes, each of which can have its own
material. Select the material from the list in the \uicontrol {Materials}
field. Select the \inlineimage icons/plus.png
button to add materials to the list. For more information about materials,
see \l {Materials and Shaders}.
Specify a custom geometry for the model in the \uicontrol Geometry field.
The \uicontrol Source field must be empty when custom geometry is used.
Set the \uicontrol Instancing property to render a number of instances of
the model as defined by an instancing table. The instancing tables can be
defined by using one of the \l{Instanced Rendering}{instancing components}
available in \uicontrol Components > \uicontrol {Qt Quick 3D}
> {Qt Quick 3D}.
Set the \uicontrol {Instance root} property to define the origin of the
instance's coordinate system.
Specify the \uicontrol Skeleton property to define the \uicontrol Skeleton
component used for this model. \uicontrol Skeletons are used for skeletal
animation.
Specify \uicontrol {Morph targets} to use for rendering the provided
geometry. Meshes should have at least one attribute among positions, normals,
tangent, and bitangent for the morph targets. \uicontrol {Quick 3D} supports
the maximum of eight \uicontrol {Morph targets}. Any additional targets
after the first eight will be ignored. This property is not used when the
model is shaded by a \uicontrol {Custom Material}.
Define the \uicontrol {Depth bias} property to ensure the shadows of your
model are displayed correctly.
\section1 Tessellation Properties Available in Qt 5
The properties discussed in this section are only available if you selected
\uicontrol {Qt 5} as the \uicontrol {Target Qt Version} when creating the
project.
\image studio-qtquick-3d-properties-tessellation.png "Tessellation properties"
Tessellation refers to additional geometry that resembles tiling, which you
can add to your model. To dynamically generate tessellation for the model,
select \uicontrol Linear, \uicontrol Phong, or \uicontrol NPatch as the
\uicontrol {Tessellation mode}. Tessellation is useful when using a
displacement map with geometry, or to generate a smoother silhouette
when zooming in.
Specify an edge multiplier to the tessellation generator in the
\uicontrol {Edge tessellation} field and an inner multiplier in
the \uicontrol {Inner tessellation} field.
To display a wireframe that highlights the additional geometry created by
the tessellation generator, select the \uicontrol {Enable wireframe mode}
check box.
*/
|