Model QML Type

Lets you load a 3D model data. More...

Import Statement: import QtQuick3D 1.0
Inherits:

Node

Properties

Detailed Description

The Model item makes it possible to load a mesh and modify how its shaded, by adding materials to it. For a model to be renderable, it needs at least a mesh and a material.

Mesh format and built-in primitives

The model can load static meshes from storage or one of the built-in primitive types. The mesh format used is a run-time format that's native to the engine, but additional formats are supported through the asset import tool Balsam.

The built-in primitives can be loaded by setting the source property to one of these values: #Rectangle, #Sphere, #Cube, #Cylinder or #Cone.

Model {
    source: "#Sphere"
}

Materials

A model can consist of several sub-meshes, each of which can have its own material. The sub-mess uses a material from the materials list, corresponding to its index. If the number of materials is less than the sub-meshes, the last material in the list is used for subsequent sub-meshes.

There are currently three different materials that can be used with the model item, the PrincipledMaterial, the DefaultMaterial, and the CustomMaterial. In addition the Material Library provides a set of pre-made materials that can be used.

Property Documentation

castsShadows : bool

When this property is true, the geometry of this model is used when rendering to the shadow maps.


edgeTessellation : real

This property defines the edge multiplier to the tessellation generator.


geometry : Geometry

Specify custom geometry for the model. The Model::source must be empty when custom geometry is used.


innerTessellation : real

This property defines the inner multiplier to the tessellation generator.


isWireframeMode : bool

When this property is true and the tessellationMode is not Model.NoTessellation, a wireframe is displayed to highlight the additional geometry created by the tessellation generator.


materials : List<QtQuick3D::Material>

This property contains a list of materials used to render the provided geometry. To render anything, there must be at least one material. Normally there should be one material for each sub-mesh included in the source geometry.


pickable : bool

This property controls whether the model is pickable or not. By default models are not pickable and therefore not included when picking against the scene.


receivesShadows : bool

When this property is true, shadows can be cast onto this item. So the shadow map is applied to this model by the renderer.


source : url

This property defines the location of the mesh file containing the geometry of this Model or one of the built-in primitive meshes listed below as described in Mesh format and built-in primitives.

  • "#Rectangle"
  • "#Sphere"
  • "#Cube"
  • "#Cone"
  • "#Cylinder"

tessellationMode : enumeration

This property defines what method to use to dynamically generate additional geometry for the model. Tessellation is useful if you are using a displacement map with your geometry, or if you wish to generate a smoother silhouette when zooming in.

ConstantDescription
Model.NoTessellationNo tessellation is used. This is the default.
Model.LinearTessellation uses linear generation.
Model.PhongTessellation uses Phong generation.
Model.NPatchTessellation uses NPatch generation.

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