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@@ -1,133 +1,133 @@
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-<!DOCTYPE html>
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-<html lang="en">
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- <head>
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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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<meta charset="utf-8" />
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<meta charset="utf-8" />
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- <base href="../../" />
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- <script src="list.js"></script>
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- <script src="page.js"></script>
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- <link type="text/css" rel="stylesheet" href="page.css" />
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- </head>
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- <body>
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-
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- <h1>[name]</h1>
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-
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- <div class="desc">
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- Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].
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- WebGL only.
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- </div>
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-
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- <h2>Example</h2>
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-
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- <code>
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- // Create a simple "arm"
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-
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- var bones = [];
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-
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- var shoulder = new THREE.Bone();
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- var elbow = new THREE.Bone();
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- var hand = new THREE.Bone();
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-
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- shoulder.add( elbow );
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- elbow.add( hand );
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-
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- bones.push( shoulder );
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- bones.push( elbow );
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- bones.push( hand );
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-
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- shoulder.position.y = -5;
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- elbow.position.y = 0;
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- hand.position.y = 5;
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-
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- var armSkeleton = THREE.Skeleton( bones );
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-
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- // See THREE.SkinnedMesh for an example of usage with a mesh
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- </code>
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-
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- <h2>Constructor</h2>
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-
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-
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- <h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture] )</h3>
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- <div>
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- bones — The array of [page:bone bones]<br/>
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- boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/>
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- useVertexTexture — (optional) Whether or not to use a vertex texture in the shader.
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- </div>
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- <div>
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- The constructor automatically sets up all of the properties below.
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- </div>
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-
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-
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- <h2>Properties</h2>
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-
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- <h3>[property:Array bones]</h3>
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- <div>
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- The array of [page:bone bones]
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- </div>
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-
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-
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- <h3>[property:Boolean useVertexTexture]</h3>
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- <div>
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- Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices
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- support floating point pixel textures. If this option is set then the bone matrices will be packed into
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- a texture and sent to the shader. This method allows a much larger set of bones to be used. Otherwise
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- the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact
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- numbers vary between devices.
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- </div>
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-
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-
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- <h3>[property:Array boneInverses]</h3>
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- <div>
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- An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones.
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- </div>
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-
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-
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- <h3>[property:Integer boneTextureWidth]</h3>
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- <div>
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- The width of the vertex data texture.
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- </div>
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-
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-
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- <h3>[property:Integer boneTextureHeight]</h3>
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- <div>
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- The height of the vertex data texture.
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- </div>
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-
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-
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- <h3>[property:Float32Array boneMatrices]</h3>
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- <div>
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- The array buffer holding the bone data when using a vertex texture.
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- </div>
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-
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-
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- <h3>[property:DataTexture boneTexture]</h3>
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- <div>
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- The [page:DataTexture] holding the bone data when using a vertex texture.
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- </div>
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-
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-
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- <h2>Methods</h2>
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-
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- <h3>[method:null calculateInverses]()</h3>
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- <div>Generates the boneInverses.</div>
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-
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-
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- <h3>[method:null pose]()</h3>
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- <div>Returns the skeleton to the base pose.</div>
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-
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-
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- <h3>[method:null update]()</h3>
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- <div>
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- Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
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- This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
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- </div>
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-
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- <h3>[method:Skeleton clone]()</h3>
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- <div>
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- Clone a Skeleton Object.
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- </div>
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-
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- <h2>Source</h2>
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-
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- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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- </body>
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-</html>
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+ <base href="../../" />
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|
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+ <script src="list.js"></script>
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|
|
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+ <script src="page.js"></script>
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|
|
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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|
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+ </head>
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+ <body>
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+
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+ <h1>[name]</h1>
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+
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+ <div class="desc">
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+ Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].
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+ WebGL only.
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+ </div>
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+
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+ <h2>Example</h2>
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+
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+ <code>
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+ // Create a simple "arm"
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+
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+ var bones = [];
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+
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+ var shoulder = new THREE.Bone();
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+ var elbow = new THREE.Bone();
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+ var hand = new THREE.Bone();
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+
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+ shoulder.add( elbow );
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+ elbow.add( hand );
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+
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+ bones.push( shoulder );
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+ bones.push( elbow );
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+ bones.push( hand );
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+
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+ shoulder.position.y = -5;
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+ elbow.position.y = 0;
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+ hand.position.y = 5;
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+
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+ var armSkeleton = new THREE.Skeleton( bones );
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+
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+ // See THREE.SkinnedMesh for an example of usage with a mesh
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+ </code>
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+
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+ <h2>Constructor</h2>
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+
|
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+
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+ <h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture] )</h3>
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+ <div>
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+ bones — The array of [page:bone bones]<br/>
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+ boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/>
|
|
|
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+ useVertexTexture — (optional) Whether or not to use a vertex texture in the shader.
|
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|
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+ </div>
|
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+ <div>
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|
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+ The constructor automatically sets up all of the properties below.
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|
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+ </div>
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+
|
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+
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+ <h2>Properties</h2>
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+
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+ <h3>[property:Array bones]</h3>
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+ <div>
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+ The array of [page:bone bones]
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+ </div>
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+
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+
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+ <h3>[property:Boolean useVertexTexture]</h3>
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+ <div>
|
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+ Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices
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|
|
+ support floating point pixel textures. If this option is set then the bone matrices will be packed into
|
|
|
|
+ a texture and sent to the shader. This method allows a much larger set of bones to be used. Otherwise
|
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|
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+ the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact
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|
|
+ numbers vary between devices.
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|
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+ </div>
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+
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+
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+ <h3>[property:Array boneInverses]</h3>
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+ <div>
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+ An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones.
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+ </div>
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+
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+
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+ <h3>[property:Integer boneTextureWidth]</h3>
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+ <div>
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+ The width of the vertex data texture.
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+ </div>
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+
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+
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+ <h3>[property:Integer boneTextureHeight]</h3>
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+ <div>
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+ The height of the vertex data texture.
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+ </div>
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+
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+
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+ <h3>[property:Float32Array boneMatrices]</h3>
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+ <div>
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+ The array buffer holding the bone data when using a vertex texture.
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+ </div>
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+
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+
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+ <h3>[property:DataTexture boneTexture]</h3>
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+ <div>
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+ The [page:DataTexture] holding the bone data when using a vertex texture.
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+ </div>
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+
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+
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+ <h2>Methods</h2>
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+
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+ <h3>[method:null calculateInverses]()</h3>
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+ <div>Generates the boneInverses.</div>
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+
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+
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+ <h3>[method:null pose]()</h3>
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+ <div>Returns the skeleton to the base pose.</div>
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+
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+
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+ <h3>[method:null update]()</h3>
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+ <div>
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+ Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
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+ This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
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+ </div>
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+
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+ <h3>[method:Skeleton clone]()</h3>
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+ <div>
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+ Clone a Skeleton Object.
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+ </div>
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+
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </body>
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+</html>
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