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<head>
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<body>
<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>
<h3>[property:Integer boneTextureSize]</h3>
<p>
The size of the [page:.boneTexture].
</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>
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