Holds the data for a skeleton to be used with skinned meshes. More...
Header: | #include <QSkeleton> |
CMake: | find_package(Qt6 COMPONENTS 3dcore REQUIRED) target_link_libraries(mytarget PRIVATE Qt6::3dcore) |
qmake: | QT += 3dcore |
Since: | Qt 5.10 |
Instantiated By: | Skeleton |
Inherits: | Qt3DCore::QAbstractSkeleton |
QSkeleton(Qt3DCore::QNode *parent = nullptr) | |
Qt3DCore::QJoint * | rootJoint() const |
void | setRootJoint(Qt3DCore::QJoint *rootJoint) |
void | rootJointChanged(Qt3DCore::QJoint *rootJoint) |
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.
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) |
Constructs a new QSkeleton with parent.
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Licensed under the GNU Free Documentation License, Version 1.3.
https://doc.qt.io/qt-6.2/qt3dcore-qskeleton.html