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
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