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- <h1>[name]</h1>
- <p class="desc">
- Use an array of [page:Bone bones] to create a skeleton that can be used by
- a [page:SkinnedMesh].
- </p>
- <h2>Code Example</h2>
- <code>
- // Create a simple "arm"
- const bones = [];
- const shoulder = new THREE.Bone();
- const elbow = new THREE.Bone();
- const hand = new THREE.Bone();
- shoulder.add( elbow );
- elbow.add( hand );
- bones.push( shoulder );
- bones.push( elbow );
- bones.push( hand );
- shoulder.position.y = -5;
- elbow.position.y = 0;
- hand.position.y = 5;
- const armSkeleton = new THREE.Skeleton( bones );
- </code>
- <p>
- See the [page:SkinnedMesh] page for an example of usage with standard
- [page:BufferGeometry].
- </p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
- <p>
- [page:Array bones] - The array of [page:Bone bones]. Default is an empty
- array.<br />
- [page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br />
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <h3>[property:Array bones]</h3>
- <p>
- The array of [page:bone bones]. Note this is a copy of the original array,
- not a reference, so you can modify the original array without effecting
- this one.
- </p>
- <h3>[property:Array boneInverses]</h3>
- <p>
- An array of [page:Matrix4 Matrix4s] that represent the inverse of the
- [page:Matrix4 matrixWorld] of the individual bones.
- </p>
- <h3>[property:Float32Array boneMatrices]</h3>
- <p>The array buffer holding the bone data when using a vertex texture.</p>
- <h3>[property:DataTexture boneTexture]</h3>
- <p>
- The [page:DataTexture] holding the bone data when using a vertex texture.
- </p>
- <h2>Methods</h2>
- <h3>[method:Skeleton clone]()</h3>
- <p>Returns a clone of this Skeleton object.</p>
- <h3>[method:undefined calculateInverses]()</h3>
- <p>
- Generates the [page:.boneInverses boneInverses] array if not provided in
- the constructor.
- </p>
- <h3>[method:this computeBoneTexture]()</h3>
- <p>
- Computes an instance of [page:DataTexture] in order to pass the bone data
- more efficiently to the shader. The texture is assigned to
- [page:.boneTexture boneTexture].
- </p>
- <h3>[method:undefined pose]()</h3>
- <p>Returns the skeleton to the base pose.</p>
- <h3>[method:undefined update]()</h3>
- <p>
- Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture]
- after changing the bones. This is called automatically by the
- [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
- </p>
- <h3>[method:Bone getBoneByName]( [param:String name] )</h3>
- <p>
- name -- String to match to the Bone's .name property. <br /><br />
- Searches through the skeleton's bone array and returns the first with a
- matching name.<br />
- </p>
- <h3>[method:undefined dispose]()</h3>
- <p>
- Frees the GPU-related resources allocated by this instance. Call this
- method whenever this instance is no longer used in your app.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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