SkinnedMesh.html 4.8 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 hierachy 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. This is called automatically in the constructor, and the skeleton
  97. is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
  98. constructor.
  99. </p>
  100. <h3>[method:SkinnedMesh clone]()</h3>
  101. <p>
  102. Returns a clone of this SkinnedMesh object and any descendants.
  103. </p>
  104. <h3>[method:null normalizeSkinWeights]()</h3>
  105. <p>
  106. Normalizes the skin weights.
  107. </p>
  108. <h3>[method:null pose]()</h3>
  109. <p>
  110. This method sets the skinned mesh in the rest pose (resets the pose).
  111. </p>
  112. <h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
  113. <p>
  114. Updates the [page:Matrix4 MatrixWorld].
  115. </p>
  116. <h2>Source</h2>
  117. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  118. </body>
  119. </html>