Hi Sean,

Thanks very much. I will try is later.

Best Regards
Jordon Wu

2016-02-25 3:25 GMT+08:00 Sean Harmer <s...@theharmers.co.uk>:

> Hi Jordan,
>
> On 24/02/2016 02:27, Jordon Wu wrote:
>
> Hi Sean,
>
> This is a cool 3d demo(https://www.youtube.com/watch?v=zCBESbHSR1k )!
>
> Is this demo using assimp to load 3d model or using gltf to load 3d model ?
>
>
> Nope, each sub mesh is in it's own OBJ file which we load using the Mesh
> component. So in essence what we have is a scene graph hierarchy of
> RenderEntity's which look something like this:
>
> Entity {
>     id: root
>
>     property alias translation: transform.translation
>     property real scale: transform.scale
>     property Mesh mesh
>     property Material material
>     property Layer layer
>
>     Transform {
>         id: transform
>         translation: Qt.vector3d(x, y, z)
>     }
>
>     components: [
>         mesh,
>         material,
>         transform,
>         layer
>     ]
> }
>
> And then when we instantiate them they look like:
>
> // LEFT DOOR
>     RenderEntity {
>         mesh: leftDoor
>         material: materials.doorPaint
>         layer: carLayer
>         y: 0.5 * root.explodeProgress
>         x: 1 * root.explodeProgress
>
>         RenderEntity {
>             mesh: leftDoorGlass
>             material: materials.window
>             layer: carLayer
>         }
>
>         RenderEntity {
>             mesh: leftDoorHinge
>             material: materials.darkPlastic
>             layer: carLayer
>         }
>         RenderEntity {
>             mesh: leftDoorMirror
>             material: materials.trim
>             layer: carLayer
>         }
>
>         RenderEntity {
>             mesh: leftDoorOpener
>             material: materials.aluminium
>             layer: carLayer
>         }
>
>         RenderEntity {
>             mesh: leftDoorInnerLower
>             material: materials.salonDevicesPlate
>             layer: carLayer
>         }
>
>         RenderEntity {
>             mesh: leftDoorInnerUpper
>             material: materials.salonMaterial
>             layer: carLayer
>         }
>     }
>
> where for e.g. mesh: leftDoor just refers to a Mesh property elsewhere in
> the scope.
>
>
> BTW, Are you open this demo source code to public? Thanks
>
>
> I can't publish it just yet as we can't distribute the model itself so I
> need to strip that out. Hopefully soon though.
>
> Sean
>
>
> Best Regards
> Jordon Wu
>
> 2016-02-23 15:58 GMT+08:00 Sean Harmer <s...@theharmers.co.uk>:
>
>> Hi,
>>
>> On 23/02/2016 07:04, Jordon Wu wrote:
>>
>> Hi list all,
>>
>> I'm begin study qt3d(qt5.5 version) now. And I want to found some
>> examples about 3d model mesh and sub mesh operation.
>>
>> I google found a good example QtQuick3D Tutorial - Car3D (
>> http://www.youtube.com/watch?v=VvQ_NHKtHwE ), but this qt3d is V1.0  and
>> the example did not run on qt3d 5.5 or later.
>>
>> Has anyone know where could found example about qt3d to operate 3d model
>> mesh and sub mesh like above Car3D examples ? Thanks
>>
>>
>> Well, in making of this car demo,
>> <https://www.youtube.com/watch?v=zCBESbHSR1k>
>> https://www.youtube.com/watch?v=zCBESbHSR1k we simply exported the
>> submeshes we needed explicit control over as separate obj files and loaded
>> each one usign a Mesh component aggregated to an Entity. Each Entity has
>> it's own Transform component that we then bind properties to QML
>> expressions that reference the Qt Quick Controls, e.g. slider values or
>> boolean switches.
>>
>> You can also have all meshes in a single OBJ file and reference the sub
>> mesh you wish to render in the Mesh component. We tried this but found it
>> to be better to split them out as it allows more work to be done in
>> parallel at start up, leading to faster startup times.
>>
>> Cheers,
>>
>> Sean
>>
>>
>>
>> Best Regards
>>
>> Jordon Wu
>>
>>
>>
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>
>
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