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@babylonjs/core

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import { type Scene } from "../scene.js"; import { type TransformNode } from "../Meshes/transformNode.js"; import { Mesh } from "../Meshes/mesh.js"; import { Skeleton } from "./skeleton.js"; /** * Creates a skeleton from a hierarchy of transform nodes by converting each node into a bone. * Each transform node in the hierarchy will be linked to its corresponding bone, allowing the skeleton * to be driven by the transform node transformations. * @param rootNode The root transform node of the hierarchy to convert into a skeleton * @param scene The scene in which to create the skeleton * @param options Optional parameters for skeleton creation * - name: The name for the created skeleton (defaults to rootNode.name + "_skeleton") * - boneMeshSize: The diameter of the sphere mesh created for each bone (defaults to 1, only used if createMesh is true) * - createMesh: If true, creates a mesh with spheres at each bone location for visualization purposes. * The mesh will be parented to the rootNode's parent and returned through options.mesh * - mesh: An existing mesh to attach the skeleton to. If provided, the skeleton will be assigned to this mesh * @returns A new skeleton with bones corresponding to the transform node hierarchy * @remarks * - Only transform nodes with a rotationQuaternion property will be converted into bones */ export declare function CreateSkeletonFromTransformNodeHierarchy(rootNode: TransformNode, scene: Scene, options?: { name?: string; boneMeshSize?: number; createMesh?: boolean; mesh?: Mesh; }): Skeleton;