Skin class base

A skeletal binding used by skinned meshes for animation.

A Skin pairs an ordered list of joints (scene-graph Nodes acting as bones) with the inverseBindMatrices that transform a mesh from model space into each joint's rest-pose local space. The vertex shader combines these with the joints' current transforms to deform the mesh.

Skin instances are usually populated by an importer rather than constructed directly. They are attached to the mesh-bearing Node via Node.skin.

Constructors

Skin()

Properties

hashCode int
The hash code for this object.
no setterinherited
inverseBindMatrices List<Matrix4>
The inverse bind matrix for each joint, transforming a vertex from model space into the joint's rest-pose local space.
final
joints List<Node?>
The bone nodes referenced by this skin, in shader-binding order.
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

getJointsTexture() Texture
Computes the joint matrices for the current frame and uploads them as a square RGBA32F GPU texture.
getTextureWidth() int
The edge length, in texels, of the joints texture produced by getJointsTexture.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Methods

fromFlatbuffer(Skin skin, List<Node> sceneNodes) Skin
Creates a Skin from a deserialized flatbuffer skin description, resolving each joint reference against the supplied sceneNodes.