Qt Quick 3D - XR Advanced Touch

Demonstrates touch on curved displays and 3D model touch handling.

Example showing curved UI panel and paintable 3D objects

This example builds on the XR Simple Touch Example to demonstrate more advanced touch interaction techniques in Qt Quick 3D Xr:

  • Touch interaction with 2D UI elements rendered on a curved 3D surface.
  • Direct touch handling on 3D models using UV coordinates.
  • Grabbing and manipulating 3D objects using pinch gestures.
  • Creating procedural curved meshes for immersive displays.
  • Building custom paintable textures with C++.

Curved Display with Source Item

One of the key features of this example is displaying a 2D user interface on a curved surface. We create a custom procedural mesh component, CurvedMesh, that generates a curved plane:

 // Copyright (C) 2025 The Qt Company Ltd.
 // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

 import QtQuick
 import QtQuick3D
 import QtQuick3D.Helpers

 ProceduralMesh {
         property real partitions: 50
         property real segments: 1
         property real radius: 50.0
         property real height: 50.0
         property real width: 80
         property var meshArrays: generateMesh(partitions , width, height, radius)
         positions: meshArrays.verts
         normals: meshArrays.normals
         uv0s: meshArrays.uvs
         indexes: meshArrays.indices

         function generateMesh(partitions : real, width: real, height: real, radius: real) : var {
             let verts = []
             let normals = []
             let uvs = []
             let indices = []

             // width = angleSpan * radius
             const angleSpan = width / radius

             for (let i = 0; i <= partitions ; ++i) {
                 for (let j = 0; j <= 1; ++j) {
                     const u = i / partitions ;
                     const v = j;

                     const x = u - 0.5 // centered
                     const angle = x * angleSpan

                     const posZ = radius - radius * Math.cos(angle)
                     const posY = height * v
                     const posX = radius * Math.sin(angle)

                     verts.push(Qt.vector3d(posX, posY, posZ));

                     let normal = Qt.vector3d(0 - posX, 0, radius - posZ).normalized();
                     normals.push(normal);

                     uvs.push(Qt.vector2d(u, v));
                 }
             }

             for (let i = 0; i < partitions ; ++i) {
                 let a = (segments + 1) * i;
                 let b = (segments + 1) * (i + 1);
                 let c = (segments + 1) * (i + 1) + 1;
                 let d = (segments + 1) * i + 1;

                 // Generate two triangles for each quad in the mesh
                 // Adjust order to be counter-clockwise
                 indices.push(a, b, d);
                 indices.push(b, c, d);
             }
             return { verts: verts, normals: normals, uvs: uvs, indices: indices }
         }
     }

The CurvedMesh inherits from ProceduralMesh and generates vertices, normals, and UV coordinates for a curved surface. The curvature is controlled by the radius property, which determines how much the surface bends. The mesh is divided into partitions segments to create a smooth curve.

We then apply this curved geometry to a Model with a PrincipledMaterial that uses a sourceItem to render 2D content:

 Model {
     objectName: "curved screen"
     x: 0
     y: -40
     z: -50
     // mesh origin is at bottom of screen; scene origin is at eye height
     geometry: CurvedMesh {
         width: height * 32 / 9
         height: 40
         radius: 80
     }
     visible: true
     pickable: true
     materials: PrincipledMaterial {
         baseColorMap: Texture {
             id: screenTexture
             sourceItem: Rectangle {
                 id: uiItem
                 width: height * 32 / 9
                 height: 500

                 property real dim: Math.min(width, height)

                 color: "#dd000000"

                 ColumnLayout {
                     id: leftItem
                     anchors.top: parent.top
                     anchors.bottom: parent.bottom
                     anchors.left: parent.left
                     anchors.right: centralItem.left
                     anchors.margins: 15
                     spacing: 10

                     GridLayout {
                         rows: 3
                         columns: 3
                         columnSpacing: 5
                         rowSpacing: 5

                         Layout.alignment: Qt.AlignHCenter | Qt.AlignVCenter

                         ColorSwatch {
                             color: "red"
                         }
                         ColorSwatch {
                             color: "orange"
                         }
                         ColorSwatch {
                             color: "yellow"
                         }
                         ColorSwatch {
                             color: "green"
                         }
                         ColorSwatch {
                             color: "blue"
                         }
                         ColorSwatch {
                             color: "purple"
                         }
                         ColorSwatch {
                             color: "white"
                         }
                         ColorSwatch {
                             color: "gray"
                         }
                         ColorSwatch {
                             color: "black"
                         }
                     }
                     RowLayout {
                         Label {
                             text: "Stroke width: " + penWidthSlider.value.toFixed(1)
                         }
                         Slider {
                             id: penWidthSlider
                             Layout.fillWidth: true
                             from: 1
                             to: 30
                             value: 10
                             onValueChanged: painterItem.setPenWidth(value)
                         }
                     }
                 }

                 Rectangle {
                     id: centralItem
                     width: uiItem.dim - 10
                     height: uiItem.dim - 10

                     anchors.centerIn: parent
                     color: "gray"

                     TextureItem {
                         id: painterItem
                         anchors.fill: parent
                         anchors.margins: 2
                         MultiPointTouchArea {
                             anchors.fill: parent
                             onPressed: (list) => {
                                            for (const pt of list) {
                                                painterItem.setPoint(pt.x, pt.y, pt.pointId, pt.pressed)
                                            }
                                        }
                             onUpdated: (list) => {
                                            for (const pt of list) {
                                                painterItem.setPoint(pt.x, pt.y, pt.pointId, pt.pressed)
                                            }
                                        }
                             onReleased: (list) => {
                                             for (const pt of list) {
                                                 painterItem.setPoint(pt.x, pt.y, pt.pointId, pt.pressed)
                                             }
                                         }
                         }
                         Component.onCompleted: {
                             // Let initial colors be the same as the hand colors
                             setColor("green", 1)
                             setColor("red", 2)
                         }
                     }
                 }

                 Item {
                     id: rightItem
                     anchors.left: centralItem.right
                     anchors.top: parent.top
                     anchors.bottom: parent.bottom
                     anchors.right: parent.right

                     GroupBox {
                         anchors.centerIn: parent
                         title: "3D Model"
                         ColumnLayout {
                             ColumnLayout {
                                 id: radioButtons
                                 RadioButton {
                                     text: "Torus"
                                     checked: true
                                 }
                                 RadioButton {
                                     text: "Cube"
                                 }
                                 RadioButton {
                                     text: "Sphere"
                                 }
                                 RadioButton {
                                     text: "Cylinder"
                                 }
                                 RadioButton {
                                     text: "Cone"
                                 }
                             }
                             RowLayout {
                                 Label {
                                     text: "Scale: " + scaleSlider.value.toFixed(2)
                                 }
                                 Slider {
                                     id: scaleSlider
                                     Layout.fillWidth: true
                                     from: 0.01
                                     to: 2
                                     value: 0.25
                                 }
                             }
                         }
                         ButtonGroup {
                             buttons: radioButtons.children
                             onCheckedButtonChanged: {
                                 selectableModel.meshName = checkedButton.text
                             }
                         }
                     }
                 }
             }
         }
         emissiveMap: screenTexture
         emissiveFactor: Qt.vector3d(0.8, 0.8, 0.8)
     }
     opacity: 0.99 // enable alpha blending
 }

The sourceItem property contains a standard Qt Quick Rectangle with a complex UI including color swatches, sliders, and a drawing canvas. This 2D content is automatically projected onto the curved 3D surface. Touch events on the curved surface are mapped back to 2D coordinates and delivered to the appropriate Qt Quick elements.

Note: The emissiveMap and emissiveFactor are used to make the screen appear self-lit, improving visibility in different lighting conditions. The slight transparency (opacity: 0.99) enables alpha blending.

Custom Paintable Texture

The drawing canvas in the UI uses a custom C++ class, TextureItem, which extends QQuickPaintedItem to provide a paintable texture that can be used in 3D materials:

 class TextureItem : public QQuickPaintedItem {
     Q_OBJECT
     Q_PROPERTY(const QQuick3DTextureData* textureData READ textureData NOTIFY textureDataChanged FINAL)
     QML_ELEMENT

 public:
     TextureItem(QQuickItem *parent = nullptr);

     void paint(QPainter *painter) override;
     const QQuick3DTextureData *textureData() const;

     Q_INVOKABLE void setPoint(float x, float y, int id, bool pressed);
     Q_INVOKABLE void setUv(float u, float v, int id, bool pressed);
     Q_INVOKABLE void clear(const QColor &color);
     Q_INVOKABLE void setColor(const QColor &newColor, int id = 0);
     Q_INVOKABLE void setPenWidth(qreal newPenWidth);
     Q_INVOKABLE void resetPoint(int id);

 public slots:
     void updateImage();

 signals:
     void textureDataChanged();
     void colorChanged();
     void penWidthChanged();

 private:

     struct TouchPointState {
         QColor color = "red";
         qreal penWidth = 10; // unused
         double alpha = 0.5;  // smoothing factor (0..1)
         bool initialized = false;
         QPointF prevFiltered;
         QPointF prevRaw;
         qint64 prevTime = 0; // timestamp in milliseconds

         void reset() {
             initialized = false;
             prevTime = 0;
         }

         QPointF filter(const QPointF &unfiltered, qint64 timestamp) {
             prevRaw = unfiltered;
             if (!initialized) {
                 prevFiltered = unfiltered;
                 prevTime = timestamp;
                 initialized = true;
             } else {
                 // Adjust alpha based on time delta
                 qint64 dt = timestamp - prevTime;
                 double adaptiveAlpha = qMin(1.0, alpha * (dt / 16.0)); // 16ms = ~60fps baseline

                 prevFiltered.setX(adaptiveAlpha * unfiltered.x() + (1 - adaptiveAlpha) * prevFiltered.x());
                 prevFiltered.setY(adaptiveAlpha * unfiltered.y() + (1 - adaptiveAlpha) * prevFiltered.y());
                 prevTime = timestamp;
             }
             return prevFiltered;
         }
     };

The TextureItem maintains an internal QImage that can be drawn on using QPainter. The image data is then exposed as a QQuick3DTextureData that can be used in material textures. This allows us to create dynamic, user-modified textures that update in real-time.

The key method is setUv(), which handles touch input in UV coordinate space:

 void TextureItem::setUv(float u, float v, int id, bool pressed)
 {
     auto &s = state[id];

     bool inRange = u >= 0 && u <= 1 && v >=0 && v <= 1;
     if (!pressed || !inRange) {
         s.reset();
         return;
     }

This method implements several sophisticated features:

  • Temporal smoothing with adaptive filtering to reduce jitter.
  • Detection and handling of UV coordinate wrapping (when drawing crosses texture boundaries).
  • Per-touch-point state tracking for multi-touch support.

Touch Handling on 3D Models

The example demonstrates direct touch interaction with 3D models through the enhanced XrGadget component. When a hand touches a 3D model, the touch position is converted to UV coordinates and forwarded to the model:

 const touchState = view.touchpointState(root.touchId)
 const gadget = touchState.model as XrGadget
 if (gadget) {
     gadget.handleTouch(touchState.uvPosition, root.touchId, touchState.pressed)
 }

The XrGadget component receives these touch events through its handleTouch function:

 onTouched: (uvPosition, touchID, pressed) => {
     if (!isGrabbing)
         painterItem.setUv(uvPosition.x, uvPosition.y, touchID, pressed);
 }

When the user is not grabbing the model, touch events are forwarded to the TextureItem, which draws on the model's texture. This allows users to paint directly on the 3D object's surface.

Grabbing and Manipulating 3D Objects

The example also implements grab-and-move functionality using the pinch gesture:

 XrInputAction {
     id: grabAction
     controller: XrInputAction.RightHand
     actionId: [ XrInputAction.IndexFingerPinch ]

     onPressedChanged: {
         if (pressed)
             grabController.startGrab()
     }
 }

When the user performs a pinch gesture with their right hand, the system captures the offset and rotation between the hand and the selected object:

 XrController {
     id: grabController
     controller: XrController.RightHand
     property vector3d grabOffset
     property quaternion grabRotation

     function startGrab() {
         const scenePos = selectableModel.scenePosition
         const sceneRot = selectableModel.sceneRotation
         grabOffset = scenePos.minus(scenePosition)
         grabRotation = rotation.inverted().times(sceneRot)
     }

     onRotationChanged: {
         if (isGrabbing) {
             let newPos = scenePosition.plus(grabOffset)
             let newRot = sceneRotation.times(grabRotation)

             selectableModel.setPosition(newPos)
             selectableModel.setRotation(newRot)
         }
     }
 }

As the hand moves, the object follows while maintaining the original offset and relative rotation. This creates a natural and intuitive way to position 3D objects in space.

Color Selection and Multi Touch

The color palette on the curved display demonstrates multi-touch interaction. Each hand can independently select a color by tapping a color swatch:

 component ColorSwatch: Rectangle {
     implicitWidth: 100
     implicitHeight: 100

     function perceivedBrightness() {
         return 0.2 * color.r + 0.7 * color.g + 0.1 * color.b
     }

     function contrastColor() {
         if (perceivedBrightness() > 0.6)
             return Qt.darker(color, 1.1)

         const h = color.hslHue
         const s = color.hslSaturation
         const l = color.hslLightness + 0.2

         return Qt.hsla(h, s, l, 1.0)
     }

     border.color: contrastColor()
     border.width: csth.pressed ? 8 : 4
     property real penWidth: 5

     TapHandler {
         id: csth
         dragThreshold: 1000
         onTapped: (pt) => {
                       painterItem.setColor(parent.color, pt.id)
                       colorChange(parent.color, pt.id)
                   }
         onLongPressed: {
             painterItem.clear(parent.color)
         }
     }
 }

The TapHandler responds to taps from different touch points (identified by pt.id), allowing each hand to have its own color. When a color is selected, it updates both the hand color and the drawing color for that touch ID through the colorChange signal:

 y: xrView.referenceSpace === XrView.ReferenceSpaceLocalFloor ? 130 : 0
 onColorChange: (col, id) => {
     if (id === 1)
         rightHand.color = col
     else
         leftHand.color = col
 }

This demonstrates how to build multi-user or multi-hand interfaces where different touch points can have independent state and behavior.

UI Controls and Model Customization

The example includes a complete control panel that allows users to:

  • Select different geometric primitives (torus, cube, sphere, cylinder, and cone).
  • Adjust the scale of the 3D model.
  • Change the pen width for drawing.
  • Clear the drawing canvas by long-pressing a color swatch.

These controls demonstrate how to build full-featured spatial interfaces that combine 2D UI paradigms with 3D interaction in an XR environment.

Example project @ code.qt.io