Qt Quick 3D - Custom Morphing Animation | Qt Quick 3D 6.4.1

- Qt 6.4
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Custom Morphing Animation
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Custom Morphing Animation

Demonstrates writing C++ custom geometry with a morph target.

This example shows how to define a complex custom geometry in C++ that contains a base shape and a morph target, with normal vectors for both.

#### Custom geometry

The main part of this example is creating a custom geometry with a morph target. We do this by subclassing QQuick3DGeometry:

     class MorphGeometry : public QQuick3DGeometry
     {
         Q_OBJECT
         QML_NAMED_ELEMENT(MorphGeometry)
         Q_PROPERTY(int gridSize READ gridSize WRITE setGridSize NOTIFY gridSizeChanged)

     public:
         MorphGeometry(QQuick3DObject *parent = nullptr);

         int gridSize() { return m_gridSize; }
         void setGridSize(int gridSize);

     signals:
         void gridSizeChanged();

     private:
         void calculateGeometry();
         void updateData();

         QList<QVector3D> m_positions;
         QList<QVector3D> m_normals;

         QList<QVector3D> m_targetPositions;
         QList<QVector3D> m_targetNormals;

         QList<quint32> m_indexes;

         QByteArray m_vertexBuffer;
         QByteArray m_indexBuffer;

         int m_gridSize = 50;
         QVector3D boundsMin;
         QVector3D boundsMax;
     };

The constructor defines the layout of the mesh data:

     MorphGeometry::MorphGeometry(QQuick3DObject *parent)
         : QQuick3DGeometry(parent)
     {
         updateData();
     }

The function `updateData` performs the actual uploading of the mesh geometry:

     void MorphGeometry::updateData()
     {
         clear();
         calculateGeometry();

         addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0,
                      QQuick3DGeometry::Attribute::ComponentType::F32Type);
         addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, 3 * sizeof(float),
                      QQuick3DGeometry::Attribute::ComponentType::F32Type);

         addAttribute(QQuick3DGeometry::Attribute::TargetPositionSemantic, 6 * sizeof(float),
                      QQuick3DGeometry::Attribute::ComponentType::F32Type);
         addAttribute(QQuick3DGeometry::Attribute::TargetNormalSemantic, 9 * sizeof(float),
                      QQuick3DGeometry::Attribute::ComponentType::F32Type);

         addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
                      QQuick3DGeometry::Attribute::ComponentType::U32Type);

         const int numVertexes = m_positions.size();
         m_vertexBuffer.resize(numVertexes * sizeof(Vertex));
         Vertex *vert = reinterpret_cast<Vertex *>(m_vertexBuffer.data());

         for (int i = 0; i < numVertexes; ++i) {
             Vertex &v = vert[i];
             v.position = m_positions[i];
             v.normal = m_normals[i];
             v.targetPosition = m_targetPositions[i];
             v.targetNormal = m_targetNormals[i];
         }

         setStride(sizeof(Vertex));
         setVertexData(m_vertexBuffer);
         setPrimitiveType(QQuick3DGeometry::PrimitiveType::Triangles);
         setBounds(boundsMin, boundsMax);

         m_indexBuffer = QByteArray(reinterpret_cast<char *>(m_indexes.data()), m_indexes.size() * sizeof(quint32));
         setIndexData(m_indexBuffer);
     }

We call `updateData` from the constructor, and when a property has changed.

The function `calculateGeometry` contains all the tedious mathematics to calculate the shapes and normal vectors. It is specific to this example, and the code will not be explained in detail. In general: to implement smooth shading, it's necessary to calculate the normal vector for each vertex. Mathematically, the normal vector can be calculated from the partial derivatives of the function describing the plane:

In this example, we make it simple by using a cosine wave for the base shape, knowing that its derivative is a sine function.

In practice, normal vectors can often be determined by geometric reasoning. For the morph target, we use the fact that any vector from the center of a sphere to the surface will be normal to the sphere at that point. Note that normal vectors in QtQuick3D must have unit length, which can be done by using QVector3D::normalized().

#### QML part

We define a morph target that corresponds to the one we created in the custom geometry, and do an animation on the weight, so it will cycle between the two shapes:

     MorphTarget {
         id: morphtarget
         attributes: MorphTarget.Position | MorphTarget.Normal
         SequentialAnimation on weight {
             PauseAnimation { duration: 1000 }
             NumberAnimation { from: 0; to: 1; duration: 4000 }
             PauseAnimation { duration: 1000 }
             NumberAnimation { from: 1; to: 0; duration: 4000 }
             loops: Animation.Infinite
         }
     }

Finally, we create a model using our custom geometry, and apply the morph target to it:

     Model {
         y: -1
         geometry: MorphGeometry {}
         morphTargets: [ morphtarget ]
         materials: material
     }

Files:

- custommorphing/CMakeLists.txt
- custommorphing/custommorphing.pro
- custommorphing/main.cpp
- custommorphing/main.qml
- custommorphing/morphgeometry.cpp
- custommorphing/morphgeometry.h
- custommorphing/qml.qrc