QAbstractAspect Class
class Qt3DCore::QAbstractAspectQAbstractAspect is the base class for aspects that provide a vertical slice of behavior. More...
Header: | #include <Qt3DCore/QAbstractAspect> |
CMake: | find_package(Qt6 REQUIRED COMPONENTS 3DCore) target_link_libraries(mytarget PRIVATE Qt6::3DCore) |
qmake: | QT += 3dcore |
Inherits: | QObject |
Inherited By: | Qt3DAnimation::QAnimationAspect, Qt3DInput::QInputAspect, Qt3DLogic::QLogicAspect, and Qt3DRender::QRenderAspect |
Status: | Deprecated |
Public Functions
QAbstractAspect(QObject *parent = nullptr) |
Protected Functions
void | registerBackendType(const Qt3DCore::QBackendNodeMapperPtr &functor) |
void | registerBackendType(const QMetaObject &obj, const Qt3DCore::QBackendNodeMapperPtr &functor) |
Qt3DCore::QNodeId | rootEntityId() const |
Macros
QT3D_REGISTER_ASPECT(name, AspectType) |
Detailed Description
Member Function Documentation
[explicit]
QAbstractAspect::QAbstractAspect(QObject *parent = nullptr)
Constructs a new QAbstractAspect with parent
[protected]
template <typename Frontend> void QAbstractAspect::registerBackendType(const Qt3DCore::QBackendNodeMapperPtr &functor)
Registers backend with functor.
[protected]
void QAbstractAspect::registerBackendType(const QMetaObject &obj, const Qt3DCore::QBackendNodeMapperPtr &functor)
Registers backend with obj and functor.
[noexcept protected]
Qt3DCore::QNodeId QAbstractAspect::rootEntityId() const
Returns root entity node id.
Macro Documentation
QT3D_REGISTER_ASPECT(name, AspectType)
Convenience macro for registering AspectType for instantiation by the currently set Qt3DCore::QAspectFactory. This makes it possible to create an instance of AspectType in the aspect thread by later passing name to Qt3DCore::QAspectEngine::registerAspect(const QString &name).
Note: It is also possible to register a new aspect without using this macro by instead using Qt3DCore::QAspectEngine::registerAspect(QAbstractAspect *aspect) which will handle moving a previously created aspect instance to the aspect thread context.
KDAB has published a few articles about writing custom Qt3D aspects on their blog. These provide an excellent starting point if you wish to learn more about it.