具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。
[name] can only be used with WebGL 2. With WebGL 1 *OES_texture_float* and vertex textures support is required.
const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
// create the skin indices and skin weights
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;
[page:BufferGeometry geometry] —— 一个[page:BufferGeometry]实例。
[page:Material material] —— (可选)一个[page:Material]实例,默认值是一个新的[page:MeshBasicMaterial]。
共有属性请参见其基类[page:Mesh]。
“attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld] 属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。 默认值是“attached”。
该基础矩阵用于绑定骨骼的变换。
该基础矩阵用于重置绑定骨骼的变换。
Read-only flag to check if a given object is of type [name].
用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton](骨架)。
共有方法请参见其基类[page:Mesh]。
[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。
[page:Matrix4 bindMatrix] —— 表示骨架基本变换的[page:Matrix4](4x4矩阵)。
将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。
This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.
标准化蒙皮的权重。
这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]