<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <base href="../../../" /> <script src="page.js"></script> <link type="text/css" rel="stylesheet" href="page.css" /> </head> <body> <h1>[name]</h1> <p class="desc"> Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh]. </p> <h2>Code Example</h2> <code> // Create a simple "arm" const bones = []; const shoulder = new THREE.Bone(); const elbow = new THREE.Bone(); const hand = new THREE.Bone(); shoulder.add( elbow ); elbow.add( hand ); bones.push( shoulder ); bones.push( elbow ); bones.push( hand ); shoulder.position.y = -5; elbow.position.y = 0; hand.position.y = 5; const armSkeleton = new THREE.Skeleton( bones ); </code> <p> See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry]. </p> <h2>Constructor</h2> <h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3> <p> [page:Array bones] - The array of [page:Bone bones]. Default is an empty array.<br /> [page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br /> Creates a new [name]. </p> <h2>Properties</h2> <h3>[property:Array bones]</h3> <p> The array of [page:bone bones]. Note this is a copy of the original array, not a reference, so you can modify the original array without effecting this one. </p> <h3>[property:Array boneInverses]</h3> <p> An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld] of the individual bones. </p> <h3>[property:Float32Array boneMatrices]</h3> <p>The array buffer holding the bone data when using a vertex texture.</p> <h3>[property:DataTexture boneTexture]</h3> <p> The [page:DataTexture] holding the bone data when using a vertex texture. </p> <h3>[property:Integer boneTextureSize]</h3> <p>The size of the [page:.boneTexture].</p> <h2>Methods</h2> <h3>[method:Skeleton clone]()</h3> <p>Returns a clone of this Skeleton object.</p> <h3>[method:undefined calculateInverses]()</h3> <p> Generates the [page:.boneInverses boneInverses] array if not provided in the constructor. </p> <h3>[method:this computeBoneTexture]()</h3> <p> Computes an instance of [page:DataTexture] in order to pass the bone data more efficiently to the shader. The texture is assigned to [page:.boneTexture boneTexture]. </p> <h3>[method:undefined pose]()</h3> <p>Returns the skeleton to the base pose.</p> <h3>[method:undefined update]()</h3> <p> Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones. This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh]. </p> <h3>[method:Bone getBoneByName]( [param:String name] )</h3> <p> name -- String to match to the Bone's .name property. <br /><br /> Searches through the skeleton's bone array and returns the first with a matching name.<br /> </p> <h3>[method:undefined dispose]()</h3> <p> Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app. </p> <h2>Source</h2> <p> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </p> </body> </html>