167 lines
4.5 KiB
HTML
167 lines
4.5 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] → [page:Mesh] →
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<h1>[name]</h1>
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<p class="desc">
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A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
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</p>
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<iframe id="scene" src="scenes/bones-browser.html"></iframe>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>Code Example</h2>
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<code>
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const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
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// create the skin indices and skin weights
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const position = geometry.attributes.position;
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const vertex = new THREE.Vector3();
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const skinIndices = [];
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const skinWeights = [];
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for ( let i = 0; i < position.count; i ++ ) {
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vertex.fromBufferAttribute( position, i );
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// compute skinIndex and skinWeight based on some configuration data
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const y = ( vertex.y + sizing.halfHeight );
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const skinIndex = Math.floor( y / sizing.segmentHeight );
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const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
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skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
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skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
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}
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geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
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geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
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// create skinned mesh and skeleton
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const mesh = new THREE.SkinnedMesh( geometry, material );
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const skeleton = new THREE.Skeleton( bones );
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// see example from THREE.Skeleton
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const rootBone = skeleton.bones[ 0 ];
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mesh.add( rootBone );
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// bind the skeleton to the mesh
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mesh.bind( skeleton );
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// move the bones and manipulate the model
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skeleton.bones[ 0 ].rotation.x = -0.1;
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skeleton.bones[ 1 ].rotation.x = 0.2;
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</code>
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<h2>Constructor</h2>
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<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
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<p>
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[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
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[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Mesh] class for common properties.</p>
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<h3>[property:String bindMode]</h3>
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<p>
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Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
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property for the base transform matrix of the bones. "detached" uses the
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[page:SkinnedMesh.bindMatrix]. Default is "attached".
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</p>
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<h3>[property:Matrix4 bindMatrix]</h3>
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<p>
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The base matrix that is used for the bound bone transforms.
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</p>
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<h3>[property:Matrix4 bindMatrixInverse]</h3>
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<p>
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The base matrix that is used for resetting the bound bone transforms.
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</p>
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<h3>[property:Skeleton skeleton]</h3>
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<p>
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[page:Skeleton] representing the bone hierarchy of the skinned mesh.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Mesh] class for common methods.</p>
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<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
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<p>
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[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
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[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
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Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property
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and the .bindMatrixInverse gets calculated.
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</p>
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<h3>[method:SkinnedMesh clone]()</h3>
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<p>
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Returns a clone of this SkinnedMesh object and any descendants.
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</p>
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<h3>[method:null normalizeSkinWeights]()</h3>
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<p>
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Normalizes the skin weights.
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</p>
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<h3>[method:null pose]()</h3>
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<p>
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This method sets the skinned mesh in the rest pose (resets the pose).
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</p>
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<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
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<p>
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Updates the [page:Matrix4 MatrixWorld].
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</p>
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<h3>[method:Vector3 boneTransform]( [index:Integer], [target:Vector3] )</h3>
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<p>
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Calculates the position of the vertex at the given index relative to the current bone transformations.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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