@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
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;