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

Reference

Hierarchy

Properties

propertyType: string

Property type.

Methods

  • addJoint(joint: Node): this
  • clone(): this
  • copy(other: this, resolve: PropertyResolver<Property>): this
  • Copies all data from another property to this one. Child properties are copied by reference, unless a 'resolve' function is given to override that.

  • detach(): this
  • Removes all inbound references to this object. At the end of the process the object is considered 'detached': it may hold references to child resources, but nothing holds references to it. A detached object may be re-attached.

  • 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(): object
  • 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
  • Node used as a skeleton root. The node must be the closest common root of the joints hierarchy or a direct or indirect parent node of the closest common root.

  • isDisposed(): boolean
  • listJoints(): Node[]
  • 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)
  • removeJoint(joint: Node): this
  • setExtension<Prop>(name: string, extensionProperty: Prop): this
  • setExtras(extras: object): this
  • Updates the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • setInverseBindMatrices(inverseBindMatrices: Accessor): this
  • 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): this
  • 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.

  • setSkeleton(skeleton: Node): this
  • Node used as a skeleton root. The node must be the closest common root of the joints hierarchy or a direct or indirect parent node of the closest common root.

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

Made by Don McCurdy TypeDoc documentation Copyright 2020 under MIT license