t3d. Skeleton

Use an array of bones to create a skeleton that can be used by a t3d.SkinnedMesh.

Constructor

new Skeleton(bones, bones)

Parameters:
NameTypeDescription
bonesArray.<t3d.Bone>
bonesArray.<t3d.Matrix4>

Members

boneInverses :Array.<t3d.Matrix4>

An array of Matrix4s that represent the inverse of the worldMatrix of the individual bones.
Type:

boneMatrices :Float32Array

The array buffer holding the bone data.
Type:
  • Float32Array

boneTexture :t3d.Texture2D|undefined

The t3d.Texture2D holding the bone data when using a vertex texture. Use vertex texture to update boneMatrices, by that way, we can use more bones on phone.
Type:
Default Value
  • undefined

bones :Array.<t3d.Bone>

The array of bones.
Type:

Methods

clone() → {t3d.Skeleton}

Clone skeleton.
Returns:
Type: 
t3d.Skeleton

pose()

Returns the skeleton to the base pose.