Transform QML Type

Used to perform transforms on meshes More...

Import Statement: import Qt3D.Core 2.0
Since: Qt 5.6
Instantiates: QComponent
Inherits:

Component3D

Properties

Methods

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.


rotationX : real

Holds the x rotation of the transform as Euler angle.


rotationY : real

Holds the y rotation of the transform as Euler angle.


rotationZ : real

Holds the z rotation of the transform as Euler angle.


scale : float

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.


matrix4x4 rotateAround(vector3d point, real angle, vector3d axis)

Creates a rotation matrix from axis and angle around point. Returns the resulting matrix4x4.