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2 years ago
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<h1>[name]</h1>
<p class="desc">
对场景图中某一真实属性的引用,内部使用。
</p>
<h2>构造器</h2>
<h3>[name]( [param:Object3D rootNode], path, parsedPath )</h3>
<p>
-- [page:Object3D rootNode]:
-- path
-- parsedPath (可选)
</p>
<h2>属性</h2>
<h3>[property:Number path]</h3>
<p>
</p>
<h3>[property:Number parsedPath]</h3>
<p>
</p>
<h3>[property:Number node]</h3>
<p>
</p>
<h3>[property:Number rootNode]</h3>
<p>
</p>
<h3>[property:Object BindingType]</h3>
<p>
</p>
<h3>[property:Object Versioning]</h3>
<p>
</p>
<h3>[property:Array GetterByBindingType]</h3>
<p>
</p>
<h3>[property:Array SetterByBindingTypeAndVersioning]</h3>
<p>
</p>
<h2>方法</h2>
<h3>[method:undefined getValue]( [param:Array targetArray], [param:Number offset] )</h3>
<p>
</p>
<h3>[method:undefined setValue]( [param:Array sourceArray], [param:Number offset] )</h3>
<p>
</p>
<h3>[method:undefined bind]( )</h3>
<p>
为场景图中的属性创建 getter / setter对。 被[page:PropertyBinding.getValue getValue]和[page:PropertyBinding.setValue setValue]方法内部使用。
</p>
<h3>[method:undefined unbind]( )</h3>
<p>
解绑场景图中某属性的getter / setter对。
</p>
<h3>[method:Constructor Composite]( targetGroup, path, optionalParsedPath )</h3>
<p>
创建一个新的复合属性绑定(Composite PropertyBinding)
</p>
<h3>[method:Constructor create]( root, path, parsedPath )</h3>
<p>
创建一个新的复合属性绑定(Composite PropertyBinding) (如果根对象是[page:AnimationObjectGroup])或普通属性绑定
</p>
<h3>[method:Constructor parseTrackName]( trackName )</h3>
<p>
匹配以下形式的字符串:<br />
-- nodeName.property<br />
-- nodeName.property[accessor]<br />
-- nodeName.material.property[accessor]<br />
-- uuid.property[accessor]<br />
-- uuid.objectName[objectIndex].propertyName[propertyIndex]<br />
-- parentName/nodeName.property<br />
-- parentName/parentName/nodeName.property[index]<br />
-- .bone[Armature.DEF_cog].position<br />
-- scene:helium_balloon_model:helium_balloon_model.position
</p>
<h3>[method:Constructor findNode]( root, nodeName )</h3>
<p>
从节点树或骨骼([page:Skeleton Skeleton])中找出某节点
</p>
<h2>源码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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