QSkeleton Class
class Qt3DCore::QSkeletonHolds the data for a skeleton to be used with skinned meshes. More...
Header: | #include <QSkeleton> |
CMake: | find_package(Qt6 REQUIRED COMPONENTS 3DCore) target_link_libraries(mytarget PRIVATE Qt6::3DCore) |
qmake: | QT += 3dcore |
In QML: | Skeleton |
Inherits: | Qt3DCore::QAbstractSkeleton |
Status: | Deprecated |
Properties
- rootJoint : Qt3DCore::QJoint*
Public Functions
Public Slots
void | setRootJoint(Qt3DCore::QJoint *rootJoint) |
Signals
void | rootJointChanged(Qt3DCore::QJoint *rootJoint) |
Detailed Description
Use QSkeleton 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 QSkeletonLoader.
Property Documentation
rootJoint : Qt3DCore::QJoint*
Holds the root joint of the hierarchy of joints forming the skeleton.
Access functions:
Qt3DCore::QJoint * | rootJoint() const |
void | setRootJoint(Qt3DCore::QJoint *rootJoint) |
Notifier signal:
void | rootJointChanged(Qt3DCore::QJoint *rootJoint) |
Member Function Documentation
QSkeleton::QSkeleton(Qt3DCore::QNode *parent = nullptr)
Constructs a new QSkeleton with parent.