Qt3D SceneLoader 实体未呈现
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【中文标题】Qt3D SceneLoader 实体未呈现【英文标题】:Qt3D SceneLoader entity is not rendered 【发布时间】:2018-11-14 10:17:33 【问题描述】:我正在尝试创建一个能够呈现包含透明对象的 obj 的 Qt3D 原型。因此,我需要以某种方式将QSortPolicy
与自定义框架图合并。我整理了一些在互联网上找到的示例(不幸的是,没有很多 Qt3D C++ 示例)。原型的来源如下所示。问题是我将QTorusMesh
和QSceneLoader
的内容添加到根实体,但是在渲染时只会显示圆环,obj(在本例中为猴子)不会渲染,我不会知道为什么,也不知道如何调试它。我倾倒了所有的树(场景图和框架图)并且找不到任何不一致之处。只有我能想到加载的对象以某种方式需要不同的渲染器(QGeometryRenderer
),需要将其添加到框架图中?有人知道我在做什么错吗?
示例:Custom frame graph、Scene walker
#include <QGuiApplication>
#include <Qt3DCore/QEntity>
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DInput/QInputAspect>
#include <Qt3DExtras/Qt3DWindow>
#include <Qt3DExtras/QPhongMaterial>
#include <Qt3DExtras/QOrbitCameraController>
#include <Qt3DExtras/QTorusMesh>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DRender/QSceneLoader>
#include <Qt3DRender/QRenderSurfaceSelector>
#include <Qt3DRender/QClearBuffers>
#include <Qt3DRender/QLayerFilter>
#include <Qt3DRender/QViewport>
#include <Qt3DRender/QCameraSelector>
#include <Qt3DRender/QLayer>
#include <Qt3DRender/QRenderSettings>
class SceneWalker : public QObject
public:
SceneWalker(Qt3DRender::QSceneLoader* loader):
m_loader(loader)
void onStatusChanged();
private:
void walkEntity(Qt3DCore::QEntity* e, int depth = 0);
Qt3DRender::QSceneLoader* m_loader;
;
void SceneWalker::onStatusChanged()
qDebug() << "Status changed:" << m_loader->status();
if (m_loader->status() != Qt3DRender::QSceneLoader::Ready)
return;
// The QSceneLoader instance is a component of an entity. The loaded scene
// tree is added under this entity.
QVector<Qt3DCore::QEntity*> entities = m_loader->entities();
// Technically there could be multiple entities referencing the scene loader
// but sharing is discouraged, and in our case there will be one anyhow.
if (entities.isEmpty())
return;
Qt3DCore::QEntity* root = entities[0];
// Print the tree.
walkEntity(root);
// To access a given node (like a named mesh in the scene), use QObject::findChild().
// The scene structure and names always depend on the asset.
Qt3DCore::QEntity* e = root->findChild<Qt3DCore::QEntity*>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
if (e)
qDebug() << "Found propeller node" << e << "with components" << e->components();
void SceneWalker::walkEntity(Qt3DCore::QEntity* e, int depth)
Qt3DCore::QNodeVector nodes = e->childNodes();
for (int i = 0; i < nodes.count(); ++i)
Qt3DCore::QNode* node = nodes[i];
Qt3DCore::QEntity* entity = qobject_cast<Qt3DCore::QEntity*>(node);
if (entity)
QString indent;
indent.fill(' ', depth * 2);
qDebug().noquote() << indent << "Entity:" << entity << "Components:" << entity->components();
walkEntity(entity, depth + 1);
int main(int argc, char* argv[])
QGuiApplication app(argc, argv);
Qt3DExtras::Qt3DWindow* window = new Qt3DExtras::Qt3DWindow();
// Root
Qt3DCore::QEntity* rootEntity = new Qt3DCore::QEntity();
window->setRootEntity(rootEntity);
Qt3DRender::QRenderSurfaceSelector *renderSurfaceSelector = new Qt3DRender::QRenderSurfaceSelector();
renderSurfaceSelector->setSurface(window);
// clearing the buffers
Qt3DRender::QClearBuffers* clearBuffers = new Qt3DRender::QClearBuffers(renderSurfaceSelector);
clearBuffers->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
// Framegraph for objects
Qt3DRender::QLayerFilter* objectsLayerFilter = new Qt3DRender::QLayerFilter(renderSurfaceSelector);
Qt3DRender::QLayer* objectsLayer = new Qt3DRender::QLayer(objectsLayerFilter);
objectsLayerFilter->addLayer(objectsLayer);
Qt3DRender::QViewport* viewport = new Qt3DRender::QViewport(objectsLayer);
Qt3DRender::QCameraSelector* objectsCameraSelector = new Qt3DRender::QCameraSelector(viewport);
Qt3DRender::QCamera* objectsCamera = new Qt3DRender::QCamera(objectsCameraSelector);
objectsCamera->lens()->setPerspectiveProjection(45.f, 16.0f/9.0f, 0.01f, 1000.f);
objectsCamera->setPosition(QVector3D(0, 0, -10));
objectsCamera->setViewCenter(QVector3D(0, 0, 0));
objectsCamera->setUpVector(QVector3D(0, 1, 0));
objectsCameraSelector->setCamera(objectsCamera);
// Set the new framegraph
window->setActiveFrameGraph(renderSurfaceSelector);
window->renderSettings()->setRenderPolicy(Qt3DRender::QRenderSettings::Always);
// camera controls
Qt3DExtras::QOrbitCameraController* camController = new Qt3DExtras::QOrbitCameraController(rootEntity);
camController->setLinearSpeed(50.0f);
camController->setLookSpeed(180.0f);
camController->setCamera(objectsCamera);
// Torus
Qt3DCore::QEntity* torusEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DExtras::QTorusMesh* torusMesh = new Qt3DExtras::QTorusMesh(torusEntity);
torusMesh->setSlices(50.0f);
torusMesh->setRings(50.0f);
torusMesh->setRadius(2.0f);
Qt3DExtras::QPhongMaterial* torusMaterial = new Qt3DExtras::QPhongMaterial(torusEntity);
torusMaterial->setAmbient(Qt::gray);
Qt3DCore::QTransform* torusTransform = new Qt3DCore::QTransform(torusEntity);
torusTransform->setTranslation(QVector3D(0.0f, 0.0f, 10.0f));
torusTransform->setRotationY(50.0f);
torusTransform->setScale(2.0f);
torusEntity->addComponent(torusTransform);
torusEntity->addComponent(torusMesh);
torusEntity->addComponent(torusMaterial);
torusEntity->addComponent(objectsLayer);
// Scene loader
Qt3DCore::QEntity* sceneLoaderEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DRender::QSceneLoader* sceneLoader = new Qt3DRender::QSceneLoader(sceneLoaderEntity);
sceneLoader->setSource(QUrl::fromLocalFile("monkey.obj"));
// Transform
Qt3DCore::QTransform* sceneLoaderTransform = new Qt3DCore::QTransform(sceneLoaderEntity);
sceneLoaderTransform->setScale(2.0f);
sceneLoaderTransform->setTranslation(QVector3D(0.0f, 0.0f, 10.0f));
SceneWalker sceneWalker(sceneLoader);
QObject::connect(sceneLoader, &Qt3DRender::QSceneLoader::statusChanged, &sceneWalker, &SceneWalker::onStatusChanged);
sceneLoaderEntity->addComponent(sceneLoader);
sceneLoaderEntity->addComponent(sceneLoaderTransform);
sceneLoaderEntity->addComponent(objectsLayer);
window->show();
return app.exec();
【问题讨论】:
【参考方案1】:问题是您实际上并没有将猴子添加到对象层。 QSceneLoader
创建自己的场景子树,即使 OBJ 文件包含单个对象。所以你只是将子树的根实体添加到对象层。
SceneWalker
对象遍历QSceneLoader
子树并提供有关其结构的信息。您只需查看控制台输出,找到要渲染的实体的名称,然后将它们附加到所需的层。
这必须使用信号和槽异步完成。在创建 QSceneLoader
对象后立即执行此操作(假设您的网格名为“monkey”):
QObject::connect(sceneLoader, &Qt3DRender::QSceneLoader::statusChanged, &app,
[sceneLoader, objectsLayer](Qt3DRender::QSceneLoader::Status s)
if (s == Qt3DRender::QSceneLoader::Status::Ready)
sceneLoader->entity("monkey")->addComponent(objectsLayer);
);
由于您使用的是 OBJ 文件,您甚至可以完全放弃 SceneWalker
。 OBJ 文件是基于文本的,因此您只需使用文本编辑器打开它即可找到网格的名称。
如果您成功使用图层过滤器,则无需使用QSortPolicy
(查看this answer)。
【讨论】:
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