| 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 |
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| 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 |
- |