Qt3D rotations and translations - qt3d

I am new to Qt3D and I am wondering if it is possible to take an entity and rotate it around an axis eg. x-axis. Then translate it in a certain direction and then rotate it around the origin.
All I can do is one rotation and translation.
Thank you.

Just use Transform object:
Transform {
id: transform
scale3D: Qt.vector3d(root.scaleX, root.scaleY, root.scaleZ);
rotation: fromEulerAngles(rotateX, rotateY, rotateZ);
translation: Qt.vector3d(root.x, root.y, root.z);
}
Using Transform, you can scale, rotate, translate your entity. See Qt3D help or examples for more informations.

Related

How to translate MKT expression to D3 options on Albers projection?

This is the standard MKT expression (here also translated to Proj.4 string) of Albers conicEqualArea for official Statistical Grid of Brazil:
PROJCS["Conica_Equivalente_de_Albers_Brasil",
GEOGCS["GCS_SIRGAS2000",
DATUM["D_SIRGAS2000",
SPHEROID["Geodetic_Reference_System_of_1980",6378137,298.2572221009113]],
PRIMEM["Greenwich",0],
UNIT["Degree",0.017453292519943295]],
PROJECTION["Albers"],
PARAMETER["standard_parallel_1",-2],
PARAMETER["standard_parallel_2",-22],
PARAMETER["latitude_of_origin",-12],
PARAMETER["central_meridian",-54],
PARAMETER["false_easting",5000000],
PARAMETER["false_northing",10000000],
UNIT["Meter",1]]
The DATUM is the WGS 84 ("SIRGAS2000" is a alias for it).
How to translate all details to the D3.js v5 parametrization?
I try the obvious, as center and parallels, but it was not sufficient
var projection = d3.geoConicEqualArea()
.parallels([-2,-22]) // IS IT?
.scale(815)
//.rotate([??,??]) // HERE THE PROBLEM...
.center([-54, -12]) // IS IT?
PS: where the D3 documentation for it? The D3 source-code of geoConicEqualArea() have no clues.
The parts that translate to a d3 Albers projection are as follows:
PROJECTION["Albers"],
PARAMETER["standard_parallel_1",-2],
PARAMETER["standard_parallel_2",-22],
PARAMETER["latitude_of_origin",-12],
PARAMETER["central_meridian",-54],
You have the parallels, now you need to rotate. Also note, for any D3 projection, the rotation is applied to the centering coordinates. Generally, you'll want to rotate on the x and center on the y:
d3.geoAlbers()
.parallels([-2,-22])
.center([0,-12])
.rotate([54,0])
.translate([width/2,height/2])
.scale(k)
I've rotated in the opposite direction along the x axis (rotated the earth under me so that I'm overtop of the central meridian, hence my rotation by -x). I've then centered on the y. Lastly I translate so that the intersection of the central longitude and meridian is centered in the map and apply a scale value that is appropriate.
If I want to center on a different area but keep the projection the same, I can modify projection.center(), but keep in mind that the coordinates provided here are relative to the rotation. I can also use projection.fitSize() or projection.fitExtent(), both of which set 'translate' and 'scale' values for the projection. None of center/scale/translate change the distortion in the D3 projection.
Of course this isn't a true replication of your projection as the coordinate space units are pixels, you will remain unable to measure distances in meters directly without some extra work.
See also

Raycasting through a custom camera projection matrix

After modifying my main camera's projection matrix, the ScreenPointToRay method that use ray casting begin to fail, so the method which detect touched object use raycast fail too. Is there any way to use ScreenPointToRay method with a custom camera projection matrix?
If you made a custom camera projection matrix, then you probably know where is the user pointing to, how about casting a ray yourself and not using the helper?
If you have a problem with translation of the cursor to world position, there is a good approximation - take four angles on approxiamtely the edges of your camera's viewpoint (top of the viewport horizontal center, left of the viewport vertical center etc.) and interpolate between them.

How to copy the rotation value of a sprite to a plane?

I was wondering if there is a way to copy the rotational information of a sprite into a plane. It seems that for the sprite the rotation is set within the material and it is just one value. I tried copying the matrix of the sprite into that of the plane but had no luck.
Sprite rotation is defined in WebGL as you can read in SpritePlugin.js. Thus, if you wish to copy the rotation of an existing sprite in your scene, the easiest way may be to use quaternion. They allow better defining than x/y/z-angle defined ones (Euler rotations) as they ask for the rotation axis and the angle value. In your context, at each camera movement you modify a quaternion. You set it with quaternion.setFromAxisAngle(axis,angle). Then apply it to the plane with plane.setRotationFromQuaternion(quaternion).
Math side :
The axis would be the cross product between the vectors lastCameraPosition-sprite.position and actualCameraPosition-sprite.position,
the angle, the one between those vectors, got with the acos of their dot product divided by the product of their lengths.
For more about those maths, functions getMouseProjectionOnBall and rotateCamera in TrackBallControls are of great interest.
Hope it helped !

Libgdx decal rotation around custom axis

I'm working app that uses Libgdx engine and decals in 3d space.
Now I need to rotate decals around X,Y,Z axis, but around custom pivot point that stands somewhere in the 3d space.
I found that decals have transformationOffset field, which might work with some calculations, but is Vector2 only. It means that I can move pivot point only over X and Y axis.
And when rotating decals over Y axis, wherever the pivot is, the result is the same.
decal.transformationOffset = new Vector2(0, -5);
decal.rotateX(newValues[0]);
decal.rotateY(newValues[1]);
decal.rotateZ(newValues[2]);
I need to move pivot over Z axis, too.
Is there some workaround for this issue?
Tnx!
EDIT:
I have succeded to rotate decal over pivot point in 3d space, but only if pivot's and decals's Z position is the same. If they are not I don't get what I've expected.
This is the code that works for pivot with same Z value:
decal.transformationOffset = new Vector2(pivotPosition.x - decal.getPosition().x, pivotPosition.y - decal.getPosition().y);
Tween.to(decal, DecalTween.XYZ_ROTATION, 5f).target(0, 360, 0).repeatYoyo(Tween.INFINITY, 0f).start(tweenManager);
And in tween I do this:
target.setRotationX(0);
target.setRotationY(0);
target.setRotationZ(0);
target.rotateX(newValues[0]);
target.rotateY(newValues[1]);
target.rotateZ(newValues[2]);
How to extend this to use and Z value for pivot. I'm trying to add and translation animation beside rotate to achive this, but the results is weird.
Tween.to(decal, DecalTween.MOVE_XYZ, 2.5f).target(decal.getPosition().x, decal.getPosition().y, pivotPosition.z - decal.getPosition().z).repeatYoyo(Tween.INFINITY, 0f).start(tweenManager);
decal.transformationOffset = new Vector2(pivotPosition.x - decal.getPosition().x, pivotPosition.y - decal.getPosition().y);
Tween.to(decal, DecalTween.XYZ_ROTATION, 5f).target(0, 360, 0).repeatYoyo(Tween.INFINITY, 0f).start(tweenManager);
Any idea how to combine translate and rotate animatio to get decal rotation in circle path over the pivot point?
I will answer my own question I guess.
I have extended Decal class, changed transformationOffset to Vector3.
Then in transformVertices I have added tz value, like there already was tx and ty. And add tz in calculation for vertex position.
Simple as that.
If anyone knows why is this left out from native libgdx support, please let me know.
Cheers.

Working with Three.js

Context: trying to take THREE.js and use it to display conic sections.
Method: creating a mesh of vertices and then connect face4's to all of them. Used two faces to produce a front and back side so that when the conic section rotates it won't matter from which angle the camera views it.
Problems encountered: 1. Trying to find a good way to create a intuitive mouse rotation scheme. If you think in spherical coordinates, then it feels like just making up/down change phi and left/right change phi would work. But that requires that you can move the camera. As far as I can tell, there is no way to change actively change the rotation of anything besides the objects. Does anyone know how to change the rotation of the camera or scene? 2. Is there a way to graph functions that is better than creating a mesh? If the mesh has many points then it is too slow, and if the mesh has few points then you cannot easily make out the shape of the conic sections.
Any sort of help would be most excellent.
I'm still starting to learn Three.js, so I'm not sure about the second part of your question.
For the first part, to change the camera, there is a very good way, which could also include zooming and moving the scene: the trackball camera.
For the exact code and how to use it, you can view:
https://github.com/mrdoob/three.js/blob/master/examples/webgl_trackballcamera_earth.html
At the botton of this page (http://mrdoob.com/122/Threejs) you can see the example in action (the globe in the third row from the bottom).
There is an orbit control script for the three.js camera.
I'm not sure if I understand the rotation bit. You do want to rotate an object, but you are correct, the rotation is relative.
When you rotate or move your camera, a matrix is calculated for that position/rotation, and it does indeed rotate the scene while keeping the camera static.
This is irrelevant though, because you work in model/world space, and you position your camera in it, the engine takes care of the rotations under the hood.
What you probably want is to set up an object, hook up your rotation with spherical coordinates, and link your camera as a child to this object. The translation along the cameras Z axis relative to the object should mimic your dolly (zoom is FOV change).
You can rotate the camera by changing its position. See the code I pasted here: https://gamedev.stackexchange.com/questions/79219/three-js-camera-turning-leftside-right
As others are saying OrbitControls.js is an intuitive way for users to manage the camera.
I tackled many of the same issues when building formulatoy.net. I used Morphing Geometries since I found mapping 3d math functions to a UV surface to require v little code and it allowed an easy way to implement different coordinate systems (Cartesian, spherical, cylindrical).
You could use particles instead of a mesh I suppose but a mesh seems best. The lattice material is not too useful if you're trying to understand a surface mathematically. At this point I'm thinking of drawing my own X,Y lines on the surface (or phi, theta lines etc) to better demonstrate cross-sections.
Hope that helps.
You can use trackball controls by which you can zoom in and out of an object,rotate the object,pan it.In trackball controls you are moving the camera around the object.Object still rotates with respect to the screen or renderer centre (0,0,0).

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