Qt Quick 3D Xr

Introduction

Extended Reality (XR) is a term that includes Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). These technologies create immersive experiences that can alter a user's perception of the world around them. The Qt Quick 3D Xr module provides APIs for developing XR applications with Qt Quick 3D across a variety of devices and platforms.

Difference between Qt Quick 3D and Qt Quick 3D Xr applications

The main difference between a Qt Quick 3D and a Qt Quick 3D Xr application, from a developer's perspective, is the scene's entry point, and being aware of real-world units and tracking data is essential.

In Qt Quick 3D, a minimal application would consist of a camera, light, and a 3D model. The positioning and size of these elements are defined in the scene's coordinate system, which is arbitrary and can be defined by the developer to fit the needs of the application.

 View3D {
     width: 1280
     height: 720

     PerspectiveCamera {
         position: Qt.vector3d(0, 200, 300)
     }

     DirectionalLight {
     }

     Node {
         id: sceneRoot
         Model {
             id: model
             position: Qt.vector3d(0, -200, 0)
             source: "#Cylinder"
             materials: [ PrincipledMaterial {
                     baseColor: "red"
             }]
         }
     }
 }

In an XR application, consider real-world units and tracking data when defining the scene. The camera's position and orientation are defined by the device's, or in the case of head-mounted displays (HMD), the user's head position and orientation. The scene's units should match the real-world unit. For example, you'd want a door or a desk to be the same size in the real world as in the virtual world.

Note: The entry point in an Qt Quick 3D Xr application is not a View3D but the XrView. In addition, an XrOrigin defines the scene's origin, which tracked items are placed relative to.

 XrView {
     DirectionalLight {
     }

     xrOrigin: XrOrigin {
         XrController {
             id: rightController
             controller: XrController.ControllerRight
         }
         XrController {
             id: leftController
             controller: XrController.ControllerLeft
         }
     }

     Node {
         id: sceneRoot
         Model {
             id: floor
             source: ":meshes/floor.mesh"
             materials: [ PrincipledMaterial {
                     baseColor: "green"
                 }]
         }

         Model {
             id: table
             property real height: 0.7
             position: Qt.vector3d(0, height - 2.5, 0)
             source: ":meshes/table.mesh"
             materials: PrincipledMaterial {
                 baseColor: "white"
             }
         }

         Model {
             id: monitor
             source: ":meshes/monitor.mesh"
             y: table.height
             XrItem {
                 id: theScreen
                 y: monitor.yOffset + height
                 x: -width / 2
                 width: monitor.width
                 height: monitor.height
                 contentItem: ScreenContent {}
             }
         }
     }
 }

Where to go from here?

Take a look at Getting Started With Meta Quest 3 or Getting Started With Apple Vision Pro for more information about how to get started with your specific device. See the Supported Platforms page for more information about platforms and devices supported.

If you are looking for a specific Qt Quick 3D Xr API, take a look at the API Reference, or try out one of the Qt Quick 3D Xr Examples, which demonstrate how the Qt Quick 3D Xr APIs can be used.