On Mon, Mar 22, 2021 at 10:55 AM Alex john wrote:
> Transform {
> id: trefoilMeshTransform
> translation:Qt.vector3d(Qt.vector2D(100, 100)).unproject(
> modelView ,mainCam.projectionMatrix, forwardRenderer.viewportRect)
> property real theta: 0.0
> property rea
On Mon, Mar 22, 2021 at 10:55 AM Alex john wrote:
>
> On Thu, Mar 18, 2021 at 5:22 AM Walter Rawdanik wrote:
> >
> > You can’t convert 2d coordinates to a 3d position because you are missing
> > the z coordinate.
>
> I can have a dummy z value as 1 for the calculation. The problem is
> similar
On Thu, Mar 18, 2021 at 5:22 AM Walter Rawdanik wrote:
>
> You can’t convert 2d coordinates to a 3d position because you are missing the
> z coordinate.
I can have a dummy z value as 1 for the calculation. The problem is
similar as described here
https://community.khronos.org/t/getting-2d-to-3d
You can’t convert 2d coordinates to a 3d position because you are missing the z
coordinate. It is similar problem like with picking objects in a 3D scene - you
can unproject a 2d screen coordinate to a vector/ray in your 3d scene and then
do a ray casting to see what you hit but that’s about it.
I did the following changes to the wireframe example (Trefoilknot.qml file
translation property of transform) but still unable to get the modelView
Matrix, and also not sure whether the following changes to translation are
right If anyone can confirm and let me know
property var mainCam // got
> Going the other way round (back-projection) can be done by e.g.
> QVector3D::unproject()
Thanks, as I'm referring the the wireframe example I was able to get
the camera projection matrix from Camera Qml. However, I'm unsure how
to get the ModelView matrix and the viewport.
As I have loaded my
The 3D coordinates are *world coordinates*, and their units is whatever you
like, e.g. you can have a cube of size 0.1, 1, or 100, and with appropriate
camera settings, it will appear the same onto the window/device.
2D *window coordinates* are another thing.
For going to world coords to window c
Hello ,
Im successessfully able to load the obj file in Scene3D, and by using
fromEulerAngles I'm able to get the required yaw, pitch and
roll.However, I'm not able to use the right translation to get the
object rendered. I get the x,y coordinates in pixels from the other
module and I need to rend