VertexBlendAnimation QML Type
A type implementing vertex-blend morphing animation. More...
Import Statement: | import Qt3D.Animation 2.7 |
Instantiates: | QVertexBlendAnimation |
Inherits: |
Properties
- interpolator : real
- morphTargets : list<MorphTarget>
- target : GeometryRenderer
- targetName : string
- targetPositions : list<real>
Detailed Description
A VertexBlendAnimation type implements vertex-blend morphing animation to a target GeometryRenderer. The VertexBlendAnimation sets the correct Attributes from the morph targets to the target GeometryRenderer::geometry and calculates interpolator for the current position. Unlike with MorphingAnimation, where the blending is controller with blend weights, the blending occurs between sequential morph targets. The actual blending between the attributes must be implemented in the material. MorphPhongMaterial implements material with morphing support for phong lighting model. The blending happens between 2 attributes - 'base' and 'target'. The names for the base and target attributes are taken from the morph target names, where the base attribute retains the name it already has and the target attribute name gets 'Target' appended to the name. All morph targets in the animation should contain the attributes with same names as those in the base geometry.
Property Documentation
interpolator : real |
Holds the interpolator between base and target attributes.
morphTargets : list<MorphTarget> |
Holds the list of morph targets added to the animation.
target : GeometryRenderer |
Holds the target GeometryRenderer the morphing animation is applied to.
targetName : string |
Holds the name of the target geometry. This is a convenience property making it easier to match the target geometry to the morphing animation. The name is usually same as the name of the parent entity of the target GeometryRenderer, but does not have to be.
Holds the position values of the morph target. Each position in the list specifies the position of the corresponding morph target with the same index. The values must be in an ascending order. Values can be positive or negative and do not have any predefined unit.