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- <body>
- [page:Object3D] →
- <h1>[name]</h1>
- <div class="desc">A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.</div>
- <h2>Example</h2>
-
- <iframe src='scenes/bones-browser.html'></iframe>
-
- <code>
- var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
-
- //Create the skin indices and skin weights
- for ( var i = 0; i < geometry.vertices.length; i ++ ) {
-
- // Imaginary functions to calculate the indices and weights
- // This part will need to be changed depending your skeleton and model
- var skinIndex = calculateSkinIndex( geometry.vertices, i );
- var skinWeight = calculateSkinWeight( geometry.vertices, i );
-
- // Ease between each bone
- geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0 ) );
- geometry.skinWeights.push( new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0 ) );
-
- }
-
- var mesh = THREE.SkinnedMesh( geometry, material );
- // See example from THREE.Skeleton for the armSkeleton
- var rootBone = armSkeleton.bones[ 0 ];
- mesh.add( rootBone );
-
- // Bind the skeleton to the mesh
- mesh.bind( armSkeleton );
-
- // Move the bones and manipulate the model
- armSkeleton.bones[ 0 ].rotation.x = -0.1;
- armSkeleton.bones[ 1 ].rotation.x = 0.2;
- </code>
-
- <h2>Constructor</h2>
- <h3>[name]( [page:Geometry geometry], [page:Material material], [page:boolean useVertexTexture] )</h3>
- <div>
- geometry — An instance of [page:Geometry]. [page:Geometry.skinIndices] and [page:Geometry.skinWeights] should be set.<br />
- material — An instance of [page:Material] (optional).<br />
- useVertexTexture -- Defines whether a vertex texture can be used (optional).
- </div>
- <h2>Properties</h2>
- <h3>[property:array bones]</h3>
- <div>
- This contains the array of bones for this mesh. These should be set in the constructor.
- </div>
- <h3>[property:Matrix4 identityMatrix]</h3>
- <div>
- This is an identityMatrix to calculate the bones matrices from.
- </div>
- <h3>[property:boolean useVertexTexture]</h3>
- <div>
- The boolean defines whether a vertex texture is used to calculate the bones. This boolean shouldn't be changed after constructor.
- </div>
- <h3>[property:array boneMatrices]</h3>
- <div>
- This array of matrices contains the matrices of the bones. These get calculated in the constructor.
- </div>
- <h3>[property:string bindMode]</h3>
- <div>
- Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld] property for the base transform
- matrix of the bones. "detached" uses the [page:SkinnedMesh.bindMatrix].
- </div>
-
- <h3>[property:Matrix4 bindMatrix]</h3>
- <div>
- The base matrix that is used for the bound bone transforms.
- </div>
- <h3>[property:Matrix4 inverseBindMatrix]</h3>
- <div>
- The inverse of the bindMatrix.
- </div>
- <h2>Methods</h2>
- <h3>[method:null bind]( [page:Skeleton skeleton], [page:Matrix4 bindMatrix] )</h3>
- <div>
- skeleton — [page:Skeleton]<br/>
- bindMatrix — [page:Matrix4] that represents the base transform of the skeleton
- </div>
- <div>
- Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property and the .bindMatrixInverse
- gets calculated.
- </div>
-
- <h3>[method:null normalizeSkinWeights]()</h3>
- <div>
- Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
- </div>
- <h3>[method:null pose]()</h3>
- <div>
- This method sets the skinned mesh in the rest pose.
- </div>
- <h3>[method:Bone addBone]( [page:Bone bone] )</h3>
- <div>
- bone — This is the bone that needs to be added. (optional)
- </div>
- <div>
- This method adds the bone to the skinned mesh when it is provided. It creates a new bone and adds that when no bone is given.
- </div>
- <h3>[method:SkinnedMesh clone]()</h3>
- <div>
- Returns a clone of this SkinnedMesh object and its descendants.
- </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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