Collection of Node joints and inverse bind matrices used with skinned Mesh instances.

Reference

Hierarchy

  • ExtensibleProperty
    • Skin

Properties

propertyType: SKIN = ...

Methods

  • copy(other: Skin, resolve?: <T>(t: T) => T): Skin
  • dispose(): void
  • Removes both inbound references to and outbound references from this object. At the end of the process the object holds no references, and nothing holds references to it. A disposed object is not reusable.

  • getExtension<Prop>(name: string): Prop
  • getExtras(): Record<string, unknown>
  • Returns a reference to the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • Accessor containing the floating-point 4x4 inverse-bind matrices. The default is that each matrix is a 4x4 identity matrix, which implies that inverse-bind matrices were pre-applied.

  • getName(): string
  • Returns the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

  • getSkeleton(): Node
  • isDisposed(): boolean
  • listExtensions(): ExtensionProperty[]
  • listJoints(): Node[]
  • listParents(): Property[]
  • Returns a list of all properties that hold a reference to this property. For example, a material may hold references to various textures, but a texture does not hold references to the materials that use it.

    It is often necessary to filter the results for a particular type: some resources, like Accessors, may be referenced by different types of properties. Most properties include the Root as a parent, which is usually not of interest.

    Usage:

    const materials = texture
        .listParents()
        .filter((p) => p instanceof Material)
    
  • setExtension<Prop>(name: string, extensionProperty: Prop): Skin
  • setExtras(extras: Record<string, unknown>): Skin
  • setInverseBindMatrices(inverseBindMatrices: Accessor): Skin
  • Accessor containing the floating-point 4x4 inverse-bind matrices. The default is that each matrix is a 4x4 identity matrix, which implies that inverse-bind matrices were pre-applied.

  • setName(name: string): Skin
  • Sets the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

Function symbol, f(📦) → 📦, where the argument and output are a box labeled 'glTF'.

Made by Don McCurdy TypeDoc documentation Copyright 2020 under MIT license