Joint QML Type
Used to transforms parts of skinned meshes. More...
- childJoints : list<Joint>
- inverseBindMatrix : matrix4x4
- rotation : quaternion
- rotationX : real
- rotationY : real
- rotationZ : real
- scale : vector3d
- translation : vector3d
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.
inverseBindMatrix : matrix4x4
Holds the inverse bind matrix of the joint. This is used to transform vertices from model space into the space of this joint so they can subsequently be multiplied by the joint's global transform to perform the skinning operation.
rotation : quaternion
Holds the rotation of the joint as quaternion.
rotationX : real
Holds the x rotation of the joint as an Euler angle.
rotationY : real
Holds the y rotation of the joint as an Euler angle.
rotationZ : real
Holds the z rotation of the joint as an Euler angle.
scale : vector3d
Holds the uniform scale of the joint.
translation : vector3d
Holds the translation of the joint as vector3d.
© 2018 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.