Qt 3D QML Types
To import and use the module's QML types, use the following statement:
import Qt3D.Core 2.0
For collision detection, renderer, and input-related QML types, use the following import statements:
import Qt3D.Render 2.0 import Qt3D.Input 2.0 import Qt3D.Logic 2.0 import Qt3D.Extras 2.0
QML Types
Qt 3D Core Module
| Provides the base type for creating Qt 3D components | |
| Used to perform transforms on meshes | |
| Node subclass that can aggregate several Component3D instances that will specify its behavior | |
| A base QML type that other types inherit. It cannot be directly created | |
| Dynamically creates nodes | |
| A PropertyAnimation for quaternions | 
Qt 3D Input Module
| QML frontend for the abstract Qt3DInput::QAbstractActionInput C++ class | |
| QML frontend for abstract QAbstractAxisInput C++ class | |
| QML frontend for the abstract Qt3DInput::QAbstractPhysicalDevice C++ class | |
| QML frontend for the Qt3DInput::QAction C++ class | |
| QML frontend for the Qt3DInput::QActionInput C++ class | |
| QML frontend for QAnalogAxisInput C++ class | |
| QML frontend for the Qt3DInput::QAxis C++ class | |
| QML frontend for the Qt3DInput::QAxisAccumulator C++ class | |
| QML frontend for the Qt3DInput::QAxisSetting C++ class | |
| QML frontend for QButtonAxisInput C++ class. The axis value is controlled by buttons rather than a traditional analog input such as a joystick | |
| QML frontend for the Qt3DInput::QInputChord C++ class | |
| QML frontend for the Qt3DInput::QInputSequence C++ class | |
| Holds the pointer to an input event source object | |
| QML frontend for QKeyboardDevice C++ class | |
| QML frontend for QKeyboardHandler C++ class | |
| QML frontend for QKeyEvent C++ class | |
| QML frontend for the Qt3DInput::QLogicalDevice C++ class | |
| Delegates mouse events to the attached MouseHandler objects | |
| Provides parameters that describe a mouse event | |
| Contains parameters that describe a mouse wheel event | |
| Provides mouse event notification | 
Qt 3D Logic Module
| Provides a way to have a synchronous function executed each frame | 
Qt 3D Render Module
| Class to allow for selection of camera to be used | |
| Class to clear buffers | |
| FrameGraph node to issue work for the compute shader on GPU | |
| Base class of all FrameGraph configuration nodes | |
| Enable frustum culling for the FrameGraph | |
| Controls layers Drawn in a frame graph branch | |
| When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive | |
| Capture rendering | |
| Receives render capture result | |
| Provides a way of specifying the render surface | |
| Provides a way of specifying a render target | |
| Provides storage for the sort types to be used | |
| A viewport on the Qt3D Scene | |
| Defines a view point through which the scene will be rendered | |
| Provides the projection matrix that is used to define a Camera for 3D scene | |
| Way of filtering which entities will be rendered | |
| Specifies how entity picking is handled | |
| Type holds settings related to rendering process and host the active FrameGraph | |
| Defines an attribute and how data should be read from a Buffer | |
| Provides a data store for raw data to later be used as vertices or uniforms | |
| A custom mesh | |
| Provides the facility to load an existing Scene | |
| Encapsulate a QAbstractLight object in a Qt 3D scene | |
| Encapsulate a Directional Light object in a Qt 3D scene | |
| Encapsulate a Point Light object in a Qt 3D scene | |
| Encapsulate a Spot Light object in a Qt 3D scene | |
| Base class for effects in a Qt 3D scene | |
| Stores filter keys and their values | |
| For OpenGL identifies the API required for the attached technique | |
| Non-creatable abstract base for materials | |
| Provides storage for a name and value pair | |
| Encapsulates a Render Pass | |
| Encapsulates a Shader Program | |
| Encapsulates a Technique | |
| Instantiates a component that can be used to interact with an Entity by a process known as picking | |
| Holds information when an object is picked | |
| Holds information when a triangle is picked | |
| Enable alpha-to-coverage multisampling mode | |
| Specify alpha reference test | |
| Specifies the equation used for both the RGB blend equation and the Alpha blend equation | |
| Encapsulates blending information: specifies how the incoming values (what's going to be drawn) are going to affect the existing values (what is already drawn) | |
| Enables an additional OpenGL clipping plane that can be in shaders using gl_ClipDistance | |
| Allows specifying which color components should be written to the currently bound frame buffer | |
| Type specifies whether front or back face culling are enabled | |
| Type tests the fragment shader's depth value against the depth of a sample being written to | |
| Enable dithering | |
| Type defines front and back facing polygons | |
| Enable multisample antialiasing | |
| Disable depth write | |
| Specifies the size of rasterized points. May either be set statically or by shader programs | |
| Type sets the scale and steps to calculate depth values for polygon offsets | |
| Type discards fragments that fall outside of a certain rectangular portion of the screen | |
| Enables seamless cubemap texture filtering | |
| Type controls the front and back writing of individual bits in the stencil planes | |
| Type specifies stencil operation | |
| Type sets the actions to be taken when stencil and depth tests fail | |
| Type specifies arguments for the stecil test | |
| Type specifies arguments for stencil test | |
| Encapsulates the necessary information to create an OpenGL texture image | |
| Encapsulates the necessary information to create an OpenGL texture image from an image source | 
Qt 3D Extras Module
| Allows controlling the scene camera from the first person perspective | |
| Allows controlling the scene camera along orbital path | |
| Default implementation of the phong lighting effect where the diffuse light component is read from a texture map | |
| Default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps | |
| Material that implements the Gooch shading model, popular in CAD and CAM applications | |
| Specialization of NormalDiffuseMapMaterial with alpha coverage and a depth test performed in the rendering pass | |
| Default implementation of the phong lighting and bump effect where the diffuse light component is read from a texture map and the normals of the mesh being rendered from a normal texture map | |
| Default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map | |
| Default implementation for rendering the color properties set for each vertex | |
| Default implementation of the phong lighting effect with alpha | |
| Default implementation of the phong lighting effect | |
| Default FrameGraph implementation of a forward renderer | |
| Allows creation of a cone in 3D space | |
| A conical mesh | |
| Allows creation of a cuboid in 3D space | |
| A cuboid mesh | |
| Allows creation of a cylinder in 3D space | |
| A cylindrical mesh | |
| Allows creation of a plane in 3D space | |
| A square planar mesh | |
| Allows creation of a sphere in 3D space | |
| A spherical mesh | |
| Allows creation of a torus in 3D space | |
| A toroidal mesh |