PosedModel class final
One placed copy of a model in a pose of its own: what an animated character is to the renderer.
Set pose (sample clips into it), call update, then place with the
model root's world matrix: the instances it was added with
(RenderScene.addModel(..., posed: this)) move with its nodes, and
skinned ones with its joints.
Constructors
- PosedModel(GpuModel model)
-
modelin its rest pose.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
-
instances
→ List<
MeshInstance> -
The instances that show it.
final
- model → GpuModel
-
The model.
final
- nodeMatrices → Float32List
-
Model-space matrices of every node in the pose, 16 floats each.
final
-
palettes
→ List<
SkinPalette> -
Each skin's joint palette.
final
- pose → Pose
-
The pose shown after the next update.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
-
skinBounds
→ List<
Aabb3> -
Each skin's bounds in model space.
final
Methods
-
nodeMatrixInto(
int node, Matrix4 out) → void -
Node
node's model-space matrix in the pose, intoout. -
nodeNamed(
String name) → int -
The index of the node called
name, or -1. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
place(
Matrix4 worldFromModelRoot) → void -
Moves instances for the model root at
worldFromModelRoot(engine world from the model's own axes, so includinggltfToEngine): rigid meshes to their nodes, skinned ones to the root (their joints place them). -
toString(
) → String -
A string representation of this object.
inherited
-
update(
) → void - Brings nodeMatrices, palettes and skinBounds up to pose.
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited