@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
22 lines (21 loc) • 1.05 kB
TypeScript
/**
* A skin contains data about the bones in a hierarchy that drive a skinned mesh animation.
* Specifically, the skin stores the bone name and inverse bind matrix and for each bone. Inverse
* bind matrices are instrumental in the mathematics of vertex skinning.
*
* @category Graphics
*/
export class Skin {
/**
* Create a new Skin instance.
*
* @param {import('../platform/graphics/graphics-device.js').GraphicsDevice} graphicsDevice -
* The graphics device used to manage this skin.
* @param {import('../core/math/mat4.js').Mat4[]} ibp - The array of inverse bind matrices.
* @param {string[]} boneNames - The array of bone names for the bones referenced by this skin.
*/
constructor(graphicsDevice: import("../platform/graphics/graphics-device.js").GraphicsDevice, ibp: import("../core/math/mat4.js").Mat4[], boneNames: string[]);
device: import("../platform/graphics/graphics-device.js").GraphicsDevice;
inverseBindPose: import("../core/math/mat4.js").Mat4[];
boneNames: string[];
}