On Mon, Mar 22, 2021 at 10:55 AM Alex john <blackbriar...@gmail.com> wrote: > > On Thu, Mar 18, 2021 at 5:22 AM Walter Rawdanik <w...@warmi.net> 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/20050/6 in opengl > they could fetch the requirted matrix for gluUnProject and get the 3d > coordinates from 2d. However, in Qt3d, I'm stuck to fetch the required > matrix i.e modelView etc and pass it correctly to the > vector3d::uproject and get the corresponding 3d points back. All I > could do is the following, however I doubt the correctness of it. > > // The code is exactly same as wireframe example file TrefoilKnot.qml > > Transform { > id: trefoilMeshTransform > translation:Qt.vector3d(Qt.vector2D(100, 100)).unproject( > modelView ,mainCam.projectionMatrix, forwardRenderer.viewportRect) > property real theta: 0.0 > property real phi:0.0 > property real roll: 0.0 > rotation: fromEulerAngles(theta, phi, roll) > scale: root.scale > } > > In translation, Qt.vector2D(100, 100) is where I give the x,y (window > coordinates) and expect the unproject api will return the 3d points > for translation. mainCam.projectionMatrix and > forwardRenderer.viewportRect are set from BasicCamera and > Forwardrenderer from main.qml respectively. And I do not know where to > get modelView. If you let me know the modelView matrix and confirm the > above changes are right, I'll be thankful. > > Do let me know.
Can anyone let me know about this? _______________________________________________ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest