QAbstractSkeleton Class
(Qt3DCore::QAbstractSkeleton)A skeleton contains the joints for a skinned mesh. More...
| Header: | #include <QAbstractSkeleton> |
| qmake: | QT += 3dcore |
| Since: | Qt 5.10 |
| Instantiated By: | AbstractSkeleton |
| Inherits: | Qt3DCore::QNode |
| Inherited By: |
This class was introduced in Qt 5.10.
Properties
- jointCount : const int
- 3 properties inherited from Qt3DCore::QNode
- 1 property inherited from QObject
Public Functions
| int | jointCount() const |
- 13 public functions inherited from Qt3DCore::QNode
- 30 public functions inherited from QObject
Signals
| void | jointCountChanged(int jointCount) |
- 4 signals inherited from Qt3DCore::QNode
- 2 signals inherited from QObject
Related Non-Members
| typedef | QNodePtr |
| typedef | QNodeVector |
| typedef | QObjectList |
| QList<T> | qFindChildren(const QObject *obj, const QRegExp ®Exp) |
| Qt3DCore::QNodeId | qIdForNode(Qt3DCore::QNode *node) |
| Qt3DCore::QNodeIdVector | qIdsForNodes(const T &nodes) |
| T | qobject_cast(QObject *object) |
| T | qobject_cast(const QObject *object) |
Macros
| QT_NO_NARROWING_CONVERSIONS_IN_CONNECT | |
| Q_CLASSINFO(Name, Value) | |
| Q_DISABLE_COPY(Class) | |
| Q_DISABLE_COPY_MOVE(Class) | |
| Q_DISABLE_MOVE(Class) | |
| Q_EMIT | |
| Q_ENUM(...) | |
| Q_ENUM_NS(...) | |
| Q_FLAG(...) | |
| Q_FLAG_NS(...) | |
| Q_GADGET | |
| Q_INTERFACES(...) | |
| Q_INVOKABLE | |
| Q_NAMESPACE | |
| Q_OBJECT | |
| Q_PROPERTY(...) | |
| Q_REVISION | |
| Q_SET_OBJECT_NAME(Object) | |
| Q_SIGNAL | |
| Q_SIGNALS | |
| Q_SLOT | |
| Q_SLOTS |
Additional Inherited Members
- 3 public slots inherited from Qt3DCore::QNode
- 1 public slot inherited from QObject
- 9 static public members inherited from QObject
- 2 protected functions inherited from Qt3DCore::QNode
- 9 protected functions inherited from QObject
Detailed Description
Do not use this class directly. You should use QSkeletonLoader if loading skeleton data from a file (most likely) or QSkeleton if creating the skeleton and skinned mesh data yourself (mainly for people creating editors or tooling).