bind method

void bind(
  1. Skeleton skeleton, [
  2. Matrix4? bindMatrix
])

skeleton - Skeleton created from a Bones tree.

bindMatrix - Matrix4 that represents the base transform of the skeleton.

Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property and the .bindMatrixInverse gets calculated.

Implementation

void bind(Skeleton skeleton, [Matrix4? bindMatrix]) {
  this.skeleton = skeleton;

  if (bindMatrix == null) {
    updateMatrixWorld(true);

    this.skeleton!.calculateInverses();

    bindMatrix = matrixWorld;
  }

  this.bindMatrix!.setFrom(bindMatrix);
  bindMatrixInverse..setFrom(bindMatrix)..invert();
}