Constructor
new SkinnedMesh( geometry : BufferGeometry, material : Material | Array.<Material> )
Constructs a new skinned mesh.
| geometry |
The mesh geometry. |
| material |
The mesh material. |
Properties
.bindMatrix : Matrix4
The base matrix that is used for the bound bone transforms.
.bindMatrixInverse : Matrix4
The base matrix that is used for resetting the bound bone transforms.
.bindMode : AttachedBindMode | DetachedBindMode
AttachedBindMode means the skinned mesh shares the same world space as the skeleton.
This is not true when using DetachedBindMode which is useful when sharing a skeleton
across multiple skinned meshes.
Default is AttachedBindMode.
.boundingBox : Box3
The bounding box of the skinned mesh. Can be computed via SkinnedMesh#computeBoundingBox.
Default is null.
.boundingSphere : Sphere
The bounding sphere of the skinned mesh. Can be computed via SkinnedMesh#computeBoundingSphere.
Default is null.
.isSkinnedMesh : boolean (readonly)
This flag can be used for type testing.
Default is true.
Methods
.applyBoneTransform( index : number, target : Vector3 ) : Vector3
Applies the bone transform associated with the given index to the given vertex position. Returns the updated vector.
| index |
The vertex index. |
| target |
The target object that is used to store the method's result. the skinned mesh's world matrix will be used instead. |
- Returns: The updated vertex position.
.bind( skeleton : Skeleton, bindMatrix : Matrix4 )
Binds the given skeleton to the skinned mesh.
| skeleton |
The skeleton to bind. |
| bindMatrix |
The bind matrix. If no bind matrix is provided, the skinned mesh's world matrix will be used instead. |
.computeBoundingBox()
Computes the bounding box of the skinned mesh, and updates SkinnedMesh#boundingBox. The bounding box is not automatically computed by the engine; this method must be called by your app. If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect the current animation state.
.computeBoundingSphere()
Computes the bounding sphere of the skinned mesh, and updates SkinnedMesh#boundingSphere. The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed per frame in order to reflect the current animation state.
.normalizeSkinWeights()
Normalizes the skin weights which are defined as a buffer attribute in the skinned mesh's geometry.
.pose()
This method sets the skinned mesh in the rest pose).