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- <body>
-
- <h1>[name]</h1>
- <div class="desc">
- Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].
- WebGL only.
- </div>
- <h2>Example</h2>
- <code>
- // Create a simple "arm"
-
- var bones = [];
-
- var shoulder = new THREE.Bone();
- var elbow = new THREE.Bone();
- var hand = new THREE.Bone();
-
- shoulder.add( elbow );
- elbow.add( hand );
- bones.push( shoulder );
- bones.push( elbow );
- bones.push( hand );
-
- shoulder.position.y = -5;
- elbow.position.y = 0;
- hand.position.y = 5;
-
- var armSkeleton = new THREE.Skeleton( bones );
-
- // See THREE.SkinnedMesh for an example of usage with a mesh
- </code>
- <h2>Constructor</h2>
- <h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture] )</h3>
- <div>
- bones — The array of [page:bone bones]<br/>
- boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/>
- useVertexTexture — (optional) Whether or not to use a vertex texture in the shader.
- </div>
- <div>
- The constructor automatically sets up all of the properties below.
- </div>
- <h2>Properties</h2>
-
- <h3>[property:Array bones]</h3>
- <div>
- The array of [page:bone bones]
- </div>
-
-
- <h3>[property:Boolean useVertexTexture]</h3>
- <div>
- Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices
- 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
- the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact
- numbers vary between devices.
- </div>
-
-
- <h3>[property:Array boneInverses]</h3>
- <div>
- An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones.
- </div>
-
-
- <h3>[property:Integer boneTextureWidth]</h3>
- <div>
- The width of the vertex data texture.
- </div>
-
-
- <h3>[property:Integer boneTextureHeight]</h3>
- <div>
- The height of the vertex data texture.
- </div>
-
-
- <h3>[property:Float32Array boneMatrices]</h3>
- <div>
- The array buffer holding the bone data when using a vertex texture.
- </div>
-
-
- <h3>[property:DataTexture boneTexture]</h3>
- <div>
- The [page:DataTexture] holding the bone data when using a vertex texture.
- </div>
-
- <h2>Methods</h2>
- <h3>[method:null calculateInverses]()</h3>
- <div>Generates the boneInverses.</div>
-
-
- <h3>[method:null pose]()</h3>
- <div>Returns the skeleton to the base pose.</div>
-
-
- <h3>[method:null update]()</h3>
- <div>
- Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
- This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
- </div>
-
- <h3>[method:Skeleton clone]()</h3>
- <div>
- Returns a clone of this Skeleton object.
- </div>
-
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
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