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-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc33
1 files changed, 26 insertions, 7 deletions
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
index 202249188d..89da3cbb34 100644
--- a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
@@ -8,13 +8,13 @@
\title Cameras
- A camera is always necessary to view the content of a 3D scene. A camera
+ A camera is necessary to view the content of a 3D scene. A camera
defines how to project the content of a 3D scene into a 2D coordinate space,
which can then be used on a 2D surface. When a camera is present in the
scene, it can be used to direct what is displayed in a \l {3D Views}
{3D view}.
- \image studio-qtquick-3d-components.png "Qt Quick 3D components in Components"
+ \image studio-qtquick-3d-components.webp "Qt Quick 3D components in Components"
To add a camera component to your UI, do one of the following:
\list
@@ -31,7 +31,7 @@
\uicontrol QtQuick3D module to your project, as described in
\l {Adding and Removing Modules}.
- You can use the following components in your scenes to determine camera
+ The following components in your scenes determine the camera
projection:
\list
@@ -65,7 +65,7 @@
You can edit the camera properties in the \uicontrol Properties view.
- \image studio-qtquick-camera-properties "Properties view for Perspective Camera"
+ \image studio-qtquick-camera-properties.webp "Properties view for Perspective Camera"
\section1 Setting Camera Field of View
@@ -73,6 +73,8 @@
when \l {Creating Projects}{creating your project}, the camera properties
will be slightly different.
+ \note Orthographic cameras don't have the FOV property.
+
The camera frustum can be obtained by taking a frustum (that is, a
truncation with parallel planes) of the cone of vision that a camera or eye
would have to the rectangular viewports typically used in computer graphics.
@@ -112,10 +114,10 @@
\note The \uicontrol {Horizontal magnification} and
\uicontrol {Vertical magnification} properties are not available in Qt 5.
- The \uicontrol {Frustum culling enabled} property determines whether the
+ The \uicontrol {Frustum culling} property determines whether the
objects outside the camera frustum will be culled, which means they will not
be passed to the renderer.
- \note The \uicontrol {Frustum culling enabled} property is not available in
+ \note The \uicontrol {Frustum culling} property is not available in
Qt 5.
The default values are intended to cause anything within the view
@@ -124,5 +126,22 @@
better results with ambient occlusion or with effects that use the depth
buffer of the camera, such as the \e {depth of field} effect.
- \note Orthographic cameras don't have the FOV property.
+ \section1 Setting a Camera to Look at an Object
+
+ Setting the camera to look at a specific object can be useful, for example,
+ if you want to create a cinematic effect or have the camera follow a user-controlled object.
+
+ To set a camera to look at an object:
+
+ \list 1
+ \li In \uicontrol Navigator, select the camera.
+ \li In \uicontrol Properties > \uicontrol {Look-at-Node}, select the object that
+ the camera should look at.
+ \image camera-look-at-node.webp
+ \endlist
+
+ When you set a camera to look at an object, the camera automatically rotates to
+ point toward the assigned object, even if the object or the camera moves. The rotation only
+ happens around the x and y axes.
+
*/