forked from qt-creator/qt-creator
Doc: Update info about camera components
Task-number: QDS-4888 Change-Id: I7fe351d34953d3a5a59397818b92d93139aa81c6 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io> Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
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\image studio-qtquick-3d-components.png "Qt Quick 3D components in Library"
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\image studio-qtquick-3d-components.png "Qt Quick 3D components in Library"
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You can add a camera to your scene by dragging-and-dropping one from
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Add a camera by dragging-and-dropping one of the camera components from
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\l Library > \uicontrol Components > \uicontrol {Qt Quick 3D} > \uicontrol
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\l Library > \uicontrol Components > \uicontrol {Qt Quick 3D} > \uicontrol
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{Qt Quick 3D} to \l {3D Editor} or to a 3D view in \l Navigator.
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{Qt Quick 3D} to \l {3D Editor} or to a 3D view in \l Navigator.
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If the cameras are not displayed in \uicontrol Library, you should add the
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If the cameras are not displayed in \uicontrol Library, add the
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\uicontrol QtQuick3D module to your project, as described in
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\uicontrol QtQuick3D module to your project, as described in
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\l {Adding and Removing Modules}.
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\l {Adding and Removing Modules}.
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projection:
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projection:
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\list
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\list
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\li \l{PerspectiveCamera}{Camera Perspective} - is the standard camera
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\li \l{PerspectiveCamera}{Camera Perspective} is the standard camera
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type, which uses field of view and near and far clip planes to
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type, which gives a realistic projection of the scene since distant
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specify the projection.
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objects are perceived as smaller. It uses field of view and near and
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\li \l{OrthographicCamera}{Camera Orthographic} - renders all contents
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far clip planes to specify the projection.
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with no perspective. It is ideal for rendering 2D elements, because
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\li \l{OrthographicCamera}{Camera Orthographic} renders all contents
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with no perspective. It is ideal for rendering 2D elements because
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your images are guaranteed to be the right size on the screen, and
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your images are guaranteed to be the right size on the screen, and
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you can use the z position of components to bring them closer to or
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you can use the z position of components to bring them closer to or
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take them farther from the camera (\e z-sorting) with no
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take them farther from the camera (\e z-sorting) with no
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foreshortening artifacts.
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foreshortening artifacts.
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\li \l{FrustumCamera}{Camera Frustum} - enables finer grain control of
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\li \l{FrustumCamera}{Camera Frustum} enables finer grain control of
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how the frustum is defined, by setting the number of degrees between
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how the frustum is defined, by setting the number of degrees between
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the top and bottom or left and right edges of the camera frustum.
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the top and bottom or left and right edges of the camera frustum.
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This is useful when creating asymmetrical frustums.
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This is useful when creating asymmetrical frustums.
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\li \l{CustomCamera}{Camera Custom} - provides full control over how
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\li \l{CustomCamera}{Camera Custom} provides full control over how
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the projection matrix is created.
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the projection matrix is created.
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\endlist
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\endlist
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\section1 Setting Camera Field of View
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\section1 Setting Camera Field of View
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\note If you select \uicontrol {Qt 5} as the \uicontrol {Target Qt Version}
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when \l {Creating Projects}{creating your project}, the camera properties
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will be slightly different.
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The camera frustum can be obtained by taking a frustum (that is, a
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The camera frustum can be obtained by taking a frustum (that is, a
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truncation with parallel planes) of the cone of vision that a camera or eye
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truncation with parallel planes) of the cone of vision that a camera or eye
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would have to the rectangular viewports typically used in computer graphics.
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would have to the rectangular viewports typically used in computer graphics.
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This value is the number of degrees between the top and bottom edges
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This value is the number of degrees between the top and bottom edges
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of the camera frustum.
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of the camera frustum.
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The horizontal FOV determines the number of degrees between the left and
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The \uicontrol {FOV orientation} property specifies either a
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right edges of the camera frustum. It is automatically calculated based on
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\uicontrol Vertical (the default setting) or a \uicontrol Horizontal
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the aspect ratio of the scene when the FOV orientation is set to vertical.
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orientation for the field of view. The horizontal FOV determines the number
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You can set the orientation to horizontal to translate FOV values from
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of degrees between the left and right edges of the camera frustum. It is
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graphics tools such as Maya and Blender, which use horizontal FOV by
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automatically calculated based on the aspect ratio of the scene when the
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default.
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FOV orientation is set to vertical. You can set the orientation to horizontal
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to translate FOV values from graphics tools such as Maya and Blender, which
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use horizontal FOV by default.
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The \uicontrol {Horizontal magnification} and \uicontrol {Vertical magnification}
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properties determine the horizontal and vertical magnification of the camera
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frustum.
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\note The \uicontrol {Horizontal magnification} and
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\uicontrol {Vertical magnification} properties are not available in Qt 5.
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The \uicontrol {Frustum culling enabled} property determines whether the
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objects outside the camera frustum will be culled, which means they will not
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be passed to the renderer.
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\note The \uicontrol {Frustum culling enabled} property is not available in
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Qt 5.
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The default values are intended to cause anything within the view
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The default values are intended to cause anything within the view
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of the camera to be rendered. Aside from special clipping effects, you
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of the camera to be rendered. Aside from special clipping effects, you
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