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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Object3D] → [page:Mesh] →
- <h1>[name]</h1>
- <p class="desc">
- A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be
- used to animate the vertices of the geometry.
- </p>
- <iframe id="scene" src="scenes/bones-browser.html"></iframe>
- <script>
- // iOS iframe auto-resize workaround
- if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
- const scene = document.getElementById( 'scene' );
- scene.style.width = getComputedStyle( scene ).width;
- scene.style.height = getComputedStyle( scene ).height;
- scene.setAttribute( 'scrolling', 'no' );
- }
- </script>
- <h2>Code Example</h2>
- <code>
- const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
- // create the skin indices and skin weights manually
- // (typically a loader would read this data from a 3D model for you)
- const position = geometry.attributes.position;
- const vertex = new THREE.Vector3();
- const skinIndices = [];
- const skinWeights = [];
- for ( let i = 0; i < position.count; i ++ ) {
- vertex.fromBufferAttribute( position, i );
- // compute skinIndex and skinWeight based on some configuration data
- const y = ( vertex.y + sizing.halfHeight );
- const skinIndex = Math.floor( y / sizing.segmentHeight );
- const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
- skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
- skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
- }
- geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
- geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
- // create skinned mesh and skeleton
- const mesh = new THREE.SkinnedMesh( geometry, material );
- const skeleton = new THREE.Skeleton( bones );
- // see example from THREE.Skeleton
- const rootBone = skeleton.bones[ 0 ];
- mesh.add( rootBone );
- // bind the skeleton to the mesh
- mesh.bind( skeleton );
- // move the bones and manipulate the model
- skeleton.bones[ 0 ].rotation.x = -0.1;
- skeleton.bones[ 1 ].rotation.x = 0.2;
- </code>
- <h2>Constructor</h2>
- <h3>
- [name]( [param:BufferGeometry geometry], [param:Material material] )
- </h3>
- <p>
- [page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
- [page:Material material] - (optional) an instance of [page:Material].
- Default is a new [page:MeshBasicMaterial].
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Mesh] class for common properties.</p>
- <h3>[property:String bindMode]</h3>
- <p>
- Either `AttachedBindMode` or `DetachedBindMode`. `AttachedBindMode` means the skinned mesh
- shares the same world space as the skeleton. This is not true when using `DetachedBindMode`
- which is useful when sharing a skeleton across multiple skinned meshes.
- Default is `AttachedBindMode`.
- </p>
- <h3>[property:Matrix4 bindMatrix]</h3>
- <p>The base matrix that is used for the bound bone transforms.</p>
- <h3>[property:Matrix4 bindMatrixInverse]</h3>
- <p>The base matrix that is used for resetting the bound bone transforms.</p>
- <h3>[property:Box3 boundingBox]</h3>
- <p>
- The bounding box of the [name]. Can be calculated with
- [page:.computeBoundingBox](). Default is `null`.
- </p>
- <h3>[property:Sphere boundingSphere]</h3>
- <p>
- The bounding sphere of the [name]. Can be calculated with
- [page:.computeBoundingSphere](). Default is `null`.
- </p>
- <h3>[property:Boolean isSkinnedMesh]</h3>
- <p>Read-only flag to check if a given object is of type [name].</p>
- <h3>[property:Skeleton skeleton]</h3>
- <p>[page:Skeleton] representing the bone hierarchy of the skinned mesh.</p>
- <h2>Methods</h2>
- <p>See the base [page:Mesh] class for common methods.</p>
- <h3>
- [method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )
- </h3>
- <p>
- [page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br />
- [page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base
- transform of the skeleton.<br /><br />
- Bind a skeleton to the skinned mesh. The bindMatrix gets saved to
- .bindMatrix property and the .bindMatrixInverse gets calculated.
- </p>
- <h3>[method:SkinnedMesh clone]()</h3>
- <p>
- This method does currently not clone an instance of [name] correctly.
- Please use [page:SkeletonUtils.clone]() in the meanwhile.
- </p>
- <h3>[method:undefined computeBoundingBox]()</h3>
- <p>
- Computes the bounding box of the skinned mesh, and updates the [page:.boundingBox] attribute.
- The bounding box is not computed by the engine; it must be computed by your app.
- If the skinned mesh is animated, the bounding box should be recomputed per frame.
- </p>
- <h3>[method:undefined computeBoundingSphere]()</h3>
- <p>
- Computes the bounding sphere of the skinned mesh, and updates the [page:.boundingSphere] attribute.
- The bounding sphere is automatically computed by the engine when it is needed, e.g., for ray casting and view frustum culling.
- If the skinned mesh is animated, the bounding sphere should be recomputed per frame.
- </p>
- <h3>[method:undefined normalizeSkinWeights]()</h3>
- <p>Normalizes the skin weights.</p>
- <h3>[method:undefined pose]()</h3>
- <p>This method sets the skinned mesh in the rest pose (resets the pose).</p>
- <h3>
- [method:Vector3 applyBoneTransform]( [param:Integer index], [param:Vector3 vector] )
- </h3>
- <p>
- Applies the bone transform associated with the given index to the given
- position vector. Returns the updated vector.
- </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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