Aha, a timely guinea pig :)

We've just merged in a bunch of changes to extend the Qt3DInput library. Please take a look at:

http://code.qt.io/cgit/qt/qt3d.git/tree/examples/qt3d/simple-qml/CameraController.qml

for an example where we exercise the new API a little. We are in the process of folding something back into Qt3D proper to act as a camera (or anything else with a transform component) controller, but you can easily roll your own custom one with what is there now.

The basic concepts are:

1) Instantiate 1 or more QAbstractPhysicalDevice's - MouseController, KeyboardController so far. These will be renamed to something without Controller appended shortly. These house a set of "axes" and "buttons". The axes can be processed in some simple ways as specified by an AxisSettings object. E.g. for a gamepad controller or other analogue devices we can support deadzones (https://codereview.qt-project.org/#/c/143265/) and hopefully tomorrow, low pass filtering. We also have the ability to add more devices by way of plugins. We have a WIP plugin for the PS3 SixAxis controller for e.g.

2) The physical devices can be mapped onto LogicalDevices as shown in the simple-qml example above. This mapping takes the form of specifying axes and actions on the logical device and declaring which physical device axis/buttons they originate from. Support for chords and sequences will land shortly. The logical device allows you to customise the input within your application to map through to some named axes and actions in your application and allows support for multiple input devices and dynamically reconfiguring them.

3) Instantiate a AxisActionHandler component and associate a logical device with it. The handler's actionStarted(), actionFinished() and axisValueChanged() signals will be fired as appropriate for you to react to in a signal handler.

4) If you need to perform smooth animations per frame as a result of input, also instantiate a LogicComponent and implement it's signal handler which gets the frame delta-time passed in as an argument. Use this to multiply your calculated velocity (or whatever) by.

Hope this helps. If you have ideas for how to improve this then please let us know.

Cheers,

Sean

On 08/12/2015 14:51, Nye wrote:
Hello,
I wish to have the camera movement bound to a certain "slice" of the world space. I didn't see that to be available through the default implementation, so I assume I'd have to write my own component that implements the input aspect and attach it to my camera. I've gone through the sources, because at this point the documentation is pretty thin. Unfortunately, I don't seem able to grasp at this point how the aspect will notify my component of the input events. I have 2 questions: 1. For my case, am I assuming correctly that I'd need my own component to realize that functionality? 2. If I do need a separate component, how can I make it? I understand that I have to subclass from QComponent, but how would I be notified for the input events occurring? Do I need to implement some other classes to make it work (I saw a number of "functors" created in Qt3D's source)?

Any help is greatly appreciated.

Kind regards,
Konstantin.


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