|qmake:||QT += quick|
|const QMatrix4x4 &||matrix() const|
|void||setMatrix(const QMatrix4x4 &matrix)|
Transformations apply the node's subtree and can be nested. Multiple transform nodes will be accumulated by intersecting all their matrices. The accumulation happens as part of the rendering.
The transform nodes implement a 4x4 matrix which in theory supports full 3D transformations. However, because the renderer optimizes for 2D use-cases rather than 3D use-cases, rendering a scene with full 3D transformations needs to be done with some care.
Note: All classes with QSG prefix should be used solely on the scene graph's rendering thread. See Scene Graph and Rendering for more information.
Member Function Documentation
Create a new QSGTransformNode with its matrix set to the identity matrix.
Deletes this transform node.
const QMatrix4x4 &QSGTransformNode::matrix() const
Returns this transform node's matrix.
See also setMatrix().
void QSGTransformNode::setMatrix(const QMatrix4x4 &matrix)
Sets this transform node's matrix to matrix.
See also matrix().
© 2019 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.