Name Description Size Coverage
matrix4x4_avx2_p.h 20056 -
matrix4x4_p.h 1092 -
matrix4x4_sse.cpp 811 -
matrix4x4_sse_p.h 16118 -
qabstractskeleton.cpp ! \internal 2377 -
qabstractskeleton.h 894 -
qabstractskeleton_p.h 1281 -
qarmature.cpp ! \qmltype Armature \inqmlmodule Qt3D.Core \inherits Component3D \nativetype Qt3DCore::QArmature \since 5.10 \brief Used to calculate skinning transform matrices and set them on shaders. The Armature component is aggregated by entities to give them the ability to calculate the palette of skinning transform matrices needed to properly render skinned meshes. Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a skeleton. For each joint affecting a vertex the mesh also provides a weight which determines the level of influence of the corresponding joint. The skinning palette used for performing the transformation of skinned vertices is provided by the Armature and is calculated from the joints contained in the referenced skeleton. Updating the local transform of a joint results in the skinning matrices being recalculated and the skinned mesh vertices bound to that joint moving accordingly. 4020 -
qarmature.h 1080 -
qarmature_p.h 939 -
qjoint.cpp ! \qmltype Joint \inqmlmodule Qt3D.Core \inherits Node \nativetype Qt3DCore::QJoint \since 5.10 \brief Used to transforms parts of skinned meshes. The Joint node is used to build skeletons as part of the skinned mesh support in Qt 3D. A joint can be transformed by way of its scale, rotation and translation properties. Any mesh vertices that are bound to the joint will have their transformations updated accordingly. 8668 -
qjoint.h 2654 -
qjoint_p.h 1248 -
qmath3d_p.h 6440 -
qskeleton.cpp ! \qmltype Skeleton \inqmlmodule Qt3D.Core \inherits AbstractSkeleton \nativetype Qt3DCore::QSkeleton \since 5.10 \brief Holds the data for a skeleton to be used with skinned meshes. Use Skeleton if you wish to manually create the joints of a skeleton for use with skinned meshes. This is mainly of use to people creating editors, tooling, or dynamic skeletons. It is more common that a Qt 3D application would simply consume an existing skeleton and skinned mesh as created in a digital content creation tool such as Blender. For this use case, please see SkeletonLoader. 3132 -
qskeleton.h 955 -
qskeleton_p.h 922 -
qskeletonloader.cpp ! \qmltype SkeletonLoader \inqmlmodule Qt3D.Core \inherits AbstractSkeleton \nativetype Qt3DCore::QSkeletonLoader \since 5.10 \brief Used to load a skeleton of joints from file. Use SkeletonLoader if you wish to load a whole skeleton from file rather than creating the joints yourself using Skeleton and Joints. Creating a skeleton and binding the vertices of a mesh to the skeleton is most easily performed in a 3D digital content creation tool such as Blender. The resulting skeleton and mesh can then be exported in a suitable format such as glTF 2 for consumption by Qt 3D. 5614 -
qskeletonloader.h 1989 -
qskeletonloader_p.h 1224 -
qtransform.cpp ! \qmltype Transform \inqmlmodule Qt3D.Core \inherits Component3D \nativetype Qt3DCore::QTransform \since 5.6 \brief Used to perform transforms on meshes. The Transform component is not shareable between multiple Entity's. The transformation is held as vector3d scale, quaternion rotation and vector3d translation components. The transformations are applied to the mesh in that order. When Transform::matrix property is set, it is decomposed to these transform components and corresponding transform signals are emitted. Several helper functions are provided to set up the Transform; fromAxisAndAngle and fromAxesAndAngles can be used to set the rotation around specific axes, fromEulerAngles can be used to set the rotation based on euler angles and rotateAround can be used to rotate the object around specific point relative to local origin. 16608 -
qtransform.h 3831 -
qtransform_p.h 1387 -
sqt_p.h 1533 -
vector3d_p.h 1075 -
vector3d_sse.cpp 1784 -
vector3d_sse_p.h 10082 -
vector4d_p.h 1075 -
vector4d_sse.cpp 500 -
vector4d_sse_p.h 9833 -