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)
model in 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, into out.
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 including gltfToEngine): 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