File: SkeletonHelper.html

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<!DOCTYPE html>
<html lang="zh">
	<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:Line] &rarr; [page:LineSegments] &rarr;

		<h1>[name]</h1>

		<p class="desc">
		用来模拟骨骼 [page:Skeleton Skeleton] 的辅助对象.
		该辅助对象使用 [page:LineBasicMaterial LineBasicMaterial] 材质.
		</p>


		<h2>例子</h2>

		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
		[example:webgl_loader_bvh loader / bvh ]

		<code>
var helper = new THREE.SkeletonHelper( mesh );
helper.material.linewidth = 3;
scene.add( helper );
		</code>



		<h2>构造函数</h2>


		<h3>[name]( object )</h3>
		<p>
		object -- 可以是任何拥有一组骨 [page:Bone Bone] 作为子对象的对象. <br />
		比如, 一个骨骼 [page:Skeleton Skeleton] 或 一个蒙皮网格 [page:SkinnedMesh SkinnedMesh].
		</p>


		<h2>属性</h2>

		<h3>[property:Array bones]</h3>
		<p>
		辅助对象使用 [page:Line Lines] 渲染的骨数组.
		</p>

		<h3>[property:Object root]</h3>
		<p>
		构造函数传入的对象.
		</p>


		<h2>源码</h2>

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