I am drawing a 3D geometry (Point3D vertices) in a Qml scene graph with a custom QSGGeometryNode and QSGTransformNode. This works except that the 3D model is cut off at a certain z-coordinate (z is the depth axis in Qml). First I expected that the problem is due to intersection with the Qml 2D plane. But I tried to move the model along the z axis and it gets always cut off (as if there is a local model frustum clipping plane).
What could be the source of this problem?
Regards,
Unfortunately you can't "just" render 3D content inside the scene, as the scene graph will compress your Z values to make them honour proper stacking of the items.
If you have a 3D object, you may want to use QQuickFramebufferObject instead (see also this blog post).
Related
My 3D mesh contains T-vertices. I want to keep all vertices, but automatically subdivide triangles's edges that run through/past such a vertex.
Here's an
image showing triangles with t-vertices, and after the tessellation
that I'm looking for.
I started implementing some code but really think this must already exist.
The question is if your input mesh consist on plain triangles (in which case you can't have neighbors, because you can have several neighbors by each edge) or your mesh consist on "triangle shaped polygons".
If your input are triangles, meshlab won't solve your problem.
If you have polygons, you can use the "convert mesh into pure triangles" filter.
I have been trying to locate detected objects from 2D image in the 3D space for a single fixed camera installed at the height.
I went trough the similar questions, but the perspective view is not mentioned.
What I have:
The height of the camera
Calibration parameters
The exact location of one fixed object in view
I've wrote a set of solutions to this kind of problem. 3d points reconstruction from 2d coordinates (yes, "in perspective"), are obtained by means of the extrinsics matrix. See https://github.com/rodolfoap/screen2world-k. Other methods are linked from there.
I have a Poliigon Texture Demo c4d file. The file includes a sphere with a texture which renders correctly (bottom sphere in image). However when I create a sphere (top sphere in image), convert it to a polygonal object and apply the same texture it is being stretched horizontally.
I can fix this by changing the "Length U" setting to 50% in the Texture Tag but I notice that the sphere below does not need this modification so I was wondering how to convert the top sphere to a polygonal object the same way the bottom sphere is.
Cinema 4d Example
I have included a screengrab. The only notable difference is that the sphere below has additional diagonal division.
I am quite new to 3D so hope this all makes sense.
I think you only need to change the Sphere's Type, to a triangular type, like the sphere at the bottom.
If this helps, please consider up-voting and marking you question as solved
I'm using a 3d engine and need to translate between 3d world space and 2d screen space using perspective projection, so I can place 2d text labels on items in 3d space.
I've seen a few posts of various answers to this problem but they seem to use components I don't have.
I have a Camera object, and can only set it's current position and lookat position, it cannot roll. The camera is moving along a path and certain target object may appear in it's view then disappear.
I have only the following values
lookat position
position
vertical FOV
Z far
Z near
and obviously the position of the target object.
Can anyone please give me an algorithm that will do this using just these components?
Many thanks.
all graphics engines use matrices to transform between different coordinats systems. Indeed OpenGL and DirectX uses them, because they are the standard way.
Cameras usually construct the matrices using the parameters you have:
view matrix (transform the world to position in a way you look at it from the camera position), it uses lookat position and camera position (also the up vector which usually is 0,1,0)
projection matrix (transforms from 3D coordinates to 2D Coordinates), it uses the fov, near, far and aspect.
You could find information of how to construct the matrices in internet searching for the opengl functions that create them:
gluLookat creates a viewmatrix
gluPerspective: creates the projection matrix
But I cant imagine an engine that doesnt allow you to get these matrices, because I can ensure you they are somewhere, the engine is using it.
Once you have those matrices, you multiply them, to get the viewprojeciton matrix. This matrix transform from World coordinates to Screen Coordinates. So just multiply the matrix with the position you want to know (in vector 4 format, being the 4ยบ component 1.0).
But wait, the result will be in homogeneous coordinates, you need to divide X,Y,Z of the resulting vector by W, and then you have the position in Normalized screen coordinates (0 means the center, 1 means right, -1 means left, etc).
From here it is easy to transform multiplying by width and height.
I have some slides explaining all this here: https://docs.google.com/presentation/d/13crrSCPonJcxAjGaS5HJOat3MpE0lmEtqxeVr4tVLDs/present?slide=id.i0
Good luck :)
P.S: when you work with 3D it is really important to understand the three matrices (model, view and projection), otherwise you will stumble every time.
so I can place 2d text labels on items
in 3d space
Have you looked up "billboard" techniques? Sometimes just knowing the right term to search under is all you need. This refers to polygons (typically rectangles) that always face the camera, regardless of camera position or orientation.
I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters?
I hope my question is clear
The easiest way i've found to do it is have a characterX and characterY variable [integer or float, whatever you want] Then have a cameraX and cameraY variable. Every object in the scene is drawn at theObjectX-cameraX, theObjectY-cameraY...
CameraX/CameraY are tweened by a similar-to-midpoint formula so eventually they'll reach playerx/playery[Cx = (Cx*99+Px)/100] ... yeah
By doing this, every object moves in the stage's space, and is transformed only on render [saving you from headaches]
Use a matrix to define a camera reference frame.
Use space partitioning to split up your level into screens/windows.
Think of your player sprite as any other entity, like enemies and interactive objects.
Now what you want is the abstraction of a camera. You can define a camera as a 3x3 matrix with this layout:
[rotX_X, rotY_X, 0]
[rotX_Y, rotY_Y, 0]
[transX, transY, 1]
The 2x2 sub-matrix in the top-left corner is a rotation matrix. transX and transY defines the translation part, i.e the origin. You also get scaling for free. Just simply scale the rotation part with a scalar, and you have yourself a zoom.
For this to work properly with rotation, your sprites need to be polygons/primitives, say like triangles or quads; you can't just apply the matrix to the positions of the sprites when drawing. If you don't need rotation, just transforming the center point will work fine.
If you want the camera to follow the player, use the player's position as the camera origin. That is the translation vector [transX, transY]
So how do you apply the matrix to entity positions and model vertices? You do a vector-matrix multiplication.
v' = vM^-1, where v' is the new vector, v is the old vector, and M^-1 is the matrix inverse. A camera needs to be an inverse transform because it defines a local coordinate system. An analogy could be: If you are in front of me and I turn left from my reference frame, I am turning your right. This applies to all affine and linear transformations, like scaling, rotation and translation.
Split up your level into sub-parts so you can cull objects and scenery which does not need to be rendered. Your viewport is of a certain size/resolution. Only render scenery and entities which intersect with your viewport. Instead of checking each and every entity against the viewport bounds, assign each entity to a certain sub-screen and test the bounds of the sub-screen against the viewport and camera bounds. If your divide your levels into parts which are the same size as your viewport, then the maximum number of screens visible
at any particular time is:
2 if your camera only scrolls left and right.
4 if your camera scrolls left, right, up and down.
4 if your camera scrolls in any direction, and additionally can be rotated.
A screen-change is an event you can use to activate entities belonging to that screen. That could be enemies, background animations, doors or whatever you like.
If this is your first foray into writing a side-scroller, I'd suggest considering using an already existing game engine (like Construct or Gamemaker or XNA or whatever fits your experience level) so you don't have to worry about what order to render things and how to make it all work. Mess with that a bit--probably exploring a few of them--to get a feel for how they do things then venture out to your own once you've gotten used to it.
Not that there's anything wrong with baptism by fire but it can get pretty overwhelming in my opinion.