- Qt 6.11
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Layers Example
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Layers Example

Demonstrates the use of layers in QtQuick3D.

In this example the different colored logo models are placed in different layers. From the settings panel users can control the visibility of each layer by toggling the checkboxes.

#### Preparing the Scene layers

##### Layers

For convenience we alias the Layer enums type to something that makes it easier to identify.

     readonly property int redModels: ContentLayer.Layer1
     readonly property int greenModels: ContentLayer.Layer2
     readonly property int blueModels: ContentLayer.Layer3

##### Camera

Since we want to filter the camera view based on the layers, we need to set the layers the camera should render. We do this by setting the layers property of the camera to one or more layers. The camera will then only render those objects that are in the layers specified. By default the camera will render nodes from all layers.

To be able to select the active layers we create a `cameraFilter` property and bind it to the camera's layers property.

     property int cameraFilter: ContentLayer.LayerAll

     camera: PerspectiveCamera {
         layers: v3d.cameraFilter
         position: Qt.vector3d(0, 400, 500)
         eulerRotation.x: -30
         clipFar: 2000
     }

When the checkboxes in the settings panel are toggled, the `cameraFilter` property will be updated to include or exclude the respective layers. This way, the camera will only render the objects that are in the layers specified by the `cameraFilter`.

     CheckBox {
         id: checkBoxRedLayer
         text: qsTr("Red Layer")
         checked: true
         onCheckedChanged: {
             v3d.cameraFilter = checked ? v3d.cameraFilter | v3d.redModels : v3d.cameraFilter & ~v3d.redModels;
         }
     }

##### Models

The three different colored models now needs to be assigned to the respective layers. As with the camera, we can use the layers property of the model to assign it to a layer. The red logo model is assigned to the `redLayer`, the green to the `greenLayer`, and the blue to the `blueLayer`.

     Node {
         position: Qt.vector3d(0, 200, 0)
         Model {
             source: "qtlogo.mesh"
             layers: v3d.redModels
             scale: Qt.vector3d(5000, 5000, 5000)
             materials:[ PrincipledMaterial {
                 baseColor: "red"
                 roughness: 0.5
             } ]

             NumberAnimation on eulerRotation.y {
                 from: 0
                 to: 360
                 duration: 15000
                 loops: Animation.Infinite
             }
         }

         Model {
             position: Qt.vector3d(0, -50, 0)
             source: "#Cylinder"
             materials:[ PrincipledMaterial {
                 baseColor: "red"
                 roughness: 0.5
             } ]
         }

         ParticleSystem3D {
             visible: particlesCheckbox.checked
             running: particlesCheckbox.checked
             layers: v3d.redModels
             SpriteParticle3D {
                 id: redParticle
                 color: "red"
                 maxAmount: 200
                 particleScale: 8
                 fadeInDuration: 500
                 fadeOutDuration: 500
             }
             ParticleEmitter3D {
                 particle: redParticle
                 position: Qt.vector3d(0, -50, 0)
                 emitRate: 40
                 lifeSpan: 2000
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 120, 0)
                     directionVariation: Qt.vector3d(40, 40, 40)
                 }
             }
         }
     }

     Node {
         position: Qt.vector3d(0, 100, 0)
         Model {
             source: "qtlogo.mesh"
             layers: v3d.greenModels
             scale: Qt.vector3d(5000, 5000, 5000)
             materials:[ PrincipledMaterial {
                 baseColor: "green"
                 roughness: 0.5
             } ]

             NumberAnimation on eulerRotation.y {
                 from: 0
                 to: 360
                 duration: 20000
                 loops: Animation.Infinite
             }
         }
         Model {
             position: Qt.vector3d(0, -50, 0)
             source: "#Cylinder"
             materials:[ PrincipledMaterial {
                 baseColor: "green"
                 roughness: 0.5
             } ]
         }

         ParticleSystem3D {
             visible: particlesCheckbox.checked
             running: particlesCheckbox.checked
             layers: v3d.greenModels
             SpriteParticle3D {
                 id: greenParticle
                 color: "green"
                 maxAmount: 200
                 particleScale: 8
                 fadeInDuration: 500
                 fadeOutDuration: 500
             }
             ParticleEmitter3D {
                 particle: greenParticle
                 position: Qt.vector3d(0, -50, 0)
                 emitRate: 40
                 lifeSpan: 2000
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 120, 0)
                     directionVariation: Qt.vector3d(40, 40, 40)
                 }
             }
         }
     }
     Node {
         Model {
             source: "qtlogo.mesh"
             layers: v3d.blueModels
             scale: Qt.vector3d(5000, 5000, 5000)
             materials:[ PrincipledMaterial {
                 baseColor: "blue"
                 roughness: 0.5
             } ]

             NumberAnimation on eulerRotation.y {
                 from: 0
                 to: 360
                 duration: 12500
                 loops: Animation.Infinite
             }
         }
         Model {
             position: Qt.vector3d(0, -50, 0)
             source: "#Cylinder"
             materials:[ PrincipledMaterial {
                 baseColor: "blue"
                 roughness: 0.5
             } ]
         }

         ParticleSystem3D {
             visible: particlesCheckbox.checked
             running: particlesCheckbox.checked
             layers: v3d.blueModels
             SpriteParticle3D {
                 id: blueParticle
                 color: "blue"
                 maxAmount: 200
                 particleScale: 8
                 fadeInDuration: 500
                 fadeOutDuration: 500
             }
             ParticleEmitter3D {
                 particle: blueParticle
                 position: Qt.vector3d(0, -50, 0)
                 emitRate: 40
                 lifeSpan: 2000
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 120, 0)
                     directionVariation: Qt.vector3d(40, 40, 40)
                 }
             }
         }
     }

With the layers set up, the camera will now only render the models that are in the layers specified by the `cameraFilter`. The user can toggle the visibility of each layer by checking or unchecking the checkboxes in the settings panel.

Example project @ code.qt.io