File: SkinnedMesh.html

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<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:Object3D] &rarr; [page:Mesh] &rarr;

		<h1>[name]</h1>

		<p 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.
			The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
		</p>

		<iframe id="scene" src="scenes/bones-browser.html"></iframe>

		<script>

		// iOS iframe auto-resize workaround

		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {

			var scene = document.getElementById( 'scene' );

			scene.style.width = getComputedStyle( scene ).width;
			scene.style.height = getComputedStyle( scene ).height;
			scene.setAttribute( 'scrolling', 'no' );

		}

		</script>

		<h2>Example</h2>

		<code>
		var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );

		// create the skin indices and skin weights

		var position = geometry.attributes.position;

		var vertex = new THREE.Vector3();

		var skinIndices = [];
		var skinWeights = [];

		for ( var i = 0; i < position.count; i ++ ) {

			vertex.fromBufferAttribute( position, i );

			// compute skinIndex and skinWeight based on some configuration data

			var y = ( vertex.y + sizing.halfHeight );

			var skinIndex = Math.floor( y / sizing.segmentHeight );
			var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;

			skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
			skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );

		}

		geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
		geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );

		// create skinned mesh and skeleton

		var mesh = new THREE.SkinnedMesh( geometry, material );
		var skeleton = new THREE.Skeleton( bones );

		// see example from THREE.Skeleton

		var rootBone = skeleton.bones[ 0 ];
		mesh.add( rootBone );

		// bind the skeleton to the mesh

		mesh.bind( skeleton );

		// move the bones and manipulate the model

		skeleton.bones[ 0 ].rotation.x = -0.1;
		skeleton.bones[ 1 ].rotation.x = 0.2;
		</code>

		<h2>Constructor</h2>
		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
		<p>
		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
		[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
		</p>





		<h2>Properties</h2>
		<p>See the base [page:Mesh] class for common properties.</p>

		<h3>[property:string bindMode]</h3>
		<p>
		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]. Default is "attached".
		</p>

		<h3>[property:Matrix4 bindMatrix]</h3>
		<p>
		The base matrix that is used for the bound bone transforms.
		</p>

		<h3>[property:Matrix4 bindMatrixInverse]</h3>
		<p>
		The base matrix that is used for resetting the bound bone transforms.
		</p>

		<h3>[property:Boolean isSkinnedMesh]</h3>
		<p>
			Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br />

			You should not change this, as it used internally for optimisation.
		</p>

		<h3>[property:Skeleton skeleton]</h3>
		<p>
		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
		</p>



		<h2>Methods</h2>
		<p>See the base [page:Mesh] class for common methods.</p>

		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
		<p>
		[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
		[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />

		Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property
		and the .bindMatrixInverse gets calculated.
		</p>

		<h3>[method:SkinnedMesh clone]()</h3>
		<p>
		Returns a clone of this SkinnedMesh object and any descendants.
		</p>

		<h3>[method:null normalizeSkinWeights]()</h3>
		<p>
		Normalizes the skin weights.
		</p>

		<h3>[method:null pose]()</h3>
		<p>
		This method sets the skinned mesh in the rest pose (resets the pose).
		</p>

		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
		<p>
		Updates the [page:Matrix4 MatrixWorld].
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
	</body>
</html>