SkinnedMesh.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Object3D] &rarr; [page:Mesh] &rarr;
  12. <h1>[name]</h1>
  13. <p class="desc">
  14. A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
  15. The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
  16. </p>
  17. <iframe id="scene" src="scenes/bones-browser.html"></iframe>
  18. <script>
  19. // iOS iframe auto-resize workaround
  20. if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
  21. var scene = document.getElementById( 'scene' );
  22. scene.style.width = getComputedStyle( scene ).width;
  23. scene.style.height = getComputedStyle( scene ).height;
  24. scene.setAttribute( 'scrolling', 'no' );
  25. }
  26. </script>
  27. <h2>Example</h2>
  28. <code>
  29. var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );
  30. // create the skin indices and skin weights
  31. var position = geometry.attributes.position;
  32. var vertex = new THREE.Vector3();
  33. var skinIndices = [];
  34. var skinWeights = [];
  35. for ( var i = 0; i < position.count; i ++ ) {
  36. vertex.fromBufferAttribute( position, i );
  37. // compute skinIndex and skinWeight based on some configuration data
  38. var y = ( vertex.y + sizing.halfHeight );
  39. var skinIndex = Math.floor( y / sizing.segmentHeight );
  40. var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
  41. skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
  42. skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
  43. }
  44. geometry.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
  45. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
  46. // create skinned mesh and skeleton
  47. var mesh = new THREE.SkinnedMesh( geometry, material );
  48. var skeleton = new THREE.Skeleton( bones );
  49. // see example from THREE.Skeleton
  50. var rootBone = skeleton.bones[ 0 ];
  51. mesh.add( rootBone );
  52. // bind the skeleton to the mesh
  53. mesh.bind( skeleton );
  54. // move the bones and manipulate the model
  55. skeleton.bones[ 0 ].rotation.x = -0.1;
  56. skeleton.bones[ 1 ].rotation.x = 0.2;
  57. </code>
  58. <h2>Constructor</h2>
  59. <h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
  60. <p>
  61. [page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
  62. [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
  63. </p>
  64. <h2>Properties</h2>
  65. <p>See the base [page:Mesh] class for common properties.</p>
  66. <h3>[property:string bindMode]</h3>
  67. <p>
  68. Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
  69. property for the base transform matrix of the bones. "detached" uses the
  70. [page:SkinnedMesh.bindMatrix]. Default is "attached".
  71. </p>
  72. <h3>[property:Matrix4 bindMatrix]</h3>
  73. <p>
  74. The base matrix that is used for the bound bone transforms.
  75. </p>
  76. <h3>[property:Matrix4 bindMatrixInverse]</h3>
  77. <p>
  78. The base matrix that is used for resetting the bound bone transforms.
  79. </p>
  80. <h3>[property:Boolean isSkinnedMesh]</h3>
  81. <p>
  82. Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br />
  83. You should not change this, as it used internally for optimisation.
  84. </p>
  85. <h3>[property:Skeleton skeleton]</h3>
  86. <p>
  87. [page:Skeleton] representing the bone hierarchy of the skinned mesh.
  88. </p>
  89. <h2>Methods</h2>
  90. <p>See the base [page:Mesh] class for common methods.</p>
  91. <h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
  92. <p>
  93. [page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
  94. [page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
  95. Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property
  96. and the .bindMatrixInverse gets calculated.
  97. </p>
  98. <h3>[method:SkinnedMesh clone]()</h3>
  99. <p>
  100. Returns a clone of this SkinnedMesh object and any descendants.
  101. </p>
  102. <h3>[method:null normalizeSkinWeights]()</h3>
  103. <p>
  104. Normalizes the skin weights.
  105. </p>
  106. <h3>[method:null pose]()</h3>
  107. <p>
  108. This method sets the skinned mesh in the rest pose (resets the pose).
  109. </p>
  110. <h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
  111. <p>
  112. Updates the [page:Matrix4 MatrixWorld].
  113. </p>
  114. <h2>Source</h2>
  115. <p>
  116. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  117. </p>
  118. </body>
  119. </html>