Skeleton class

Use an array of bones to create a skeleton that can be used by a SkinnedMesh.

// Create a simple "arm"

final bones = [];

final shoulder = Bone();
final elbow = Bone();
final hand = Bone();

shoulder.add( elbow );
elbow.add( hand );

bones.add( shoulder );
bones.add( elbow );
bones.add( hand );

shoulder.position.y = -5;
elbow.position.y = 0;
hand.position.y = 5;

final armSkeleton = Skeleton( bones );

See the SkinnedMesh page for an example of usage with standard BufferGeometry.

Constructors

Skeleton([List<Bone>? bones, List<Matrix4>? boneInverses])
bones - The array of bones. Default is an empty array.

Properties

boneInverses List<Matrix4>
getter/setter pair
boneMatrices ↔ Float32Array?
getter/setter pair
bones List<Bone>
getter/setter pair
boneTexture DataTexture?
getter/setter pair
boneTextureSize int
getter/setter pair
disposed bool
getter/setter pair
frame double
getter/setter pair
hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
uuid String
getter/setter pair

Methods

calculateInverses() → void
Generates the page:.boneInverses boneInverses array if not provided in the constructor.
clone() Skeleton
Returns a clone of this Skeleton object.
computeBoneTexture() Skeleton
Computes an instance of DataTexture in order to pass the bone data more efficiently to the shader. The texture is assigned to boneTexture.
dispose() → void
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
fromJson(Map<String, dynamic> json, Map<String, Bone?> bones) Skeleton
getBoneByName(String name) Bone?
name - String to match to the Bone's .name property.
getValue(String name) → Float32Array
init() → void
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
pose() → void
Returns the skeleton to the base pose.
toJson() Map<String, dynamic>
toString() String
A string representation of this object.
inherited
update() → void
Updates the boneMatrices and boneTexture after changing the bones. This is called automatically by the WebGLRenderer if the skeleton is used with a SkinnedMesh.

Operators

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