Transform QML Type
Used to perform transforms on meshes More...
| Import Statement: | import Qt3D.Core 2.0 | 
| Since: | Qt 5.6 | 
| Instantiates: | QComponent | 
| Inherits: | 
Properties
- matrix : matrix4x4
- rotation : quaternion
- rotationX : real
- rotationY : real
- rotationZ : real
- scale : float
- scale3D : vector3d
- translation : vector3d
Methods
- quaternion fromAxesAndAngles(vector3d axis1, real angle1, vector3d axis2, real angle2, vector3d axis3, real angle3)
- quaternion fromAxesAndAngles(vector3d axis1, real angle1, vector3d axis2, real angle2)
- quaternion fromAxisAndAngle(real x, real y, real z, real angle)
- quaternion fromAxisAndAngle(vector3d axis, real angle)
- quaternion fromEulerAngles(real pitch, real yaw, real roll)
- quaternion fromEulerAngles(vector3d eulerAngles)
- matrix4x4 rotateAround(vector3d point, real angle, vector3d axis)
Detailed Description
The Transform component is not shareable between multiple Entity's.
Property Documentation
| matrix : matrix4x4 | 
Holds the matrix4x4 of the transform.
| rotation : quaternion | 
Holds the rotation of the transform as quaternion.
Holds the uniform scale of the transform. If the scale has been set with scale3D, holds the x value only.
| scale3D : vector3d | 
Holds the scale of the transform as vector3d.
| translation : vector3d | 
Holds the translation of the transform as vector3d.
Method Documentation
| quaternion fromAxesAndAngles(vector3d axis1, real angle1, vector3d axis2, real angle2, vector3d axis3, real angle3) | 
Creates a quaternion from axis1, angle1, axis2, angle2, axis3, and angle3. Returns the resulting quaternion.
| quaternion fromAxesAndAngles(vector3d axis1, real angle1, vector3d axis2, real angle2) | 
Creates a quaternion from axis1, angle1, axis2, and angle2. Returns the resulting quaternion.
| quaternion fromAxisAndAngle(real x, real y, real z, real angle) | 
Creates a quaternion from x, y, z, and angle. Returns the resulting quaternion.
| quaternion fromAxisAndAngle(vector3d axis, real angle) | 
Creates a quaternion from axis and angle. Returns the resulting quaternion.
| quaternion fromEulerAngles(real pitch, real yaw, real roll) | 
Creates a quaternion from pitch, yaw, and roll. Returns the resulting quaternion.
| quaternion fromEulerAngles(vector3d eulerAngles) | 
Creates a quaternion from eulerAngles. Returns the resulting quaternion.
Creates a rotation matrix from axis and angle around point. Returns the resulting matrix4x4.