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babylon-mmd

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import type { IRuntimeMorph } from "./mmdMorphControllerBase"; import { MmdMorphControllerBase } from "./mmdMorphControllerBase"; /** * The MmdMorphController uses `MorphTargetManager` to handle position uv morphs, while the material, bone, and group morphs are handled by CPU bound * * As a result, it reproduces the behavior of the MMD morph system */ export declare class MmdMorphController extends MmdMorphControllerBase { /** * Sets the weight of the morph * * If there are multiple morphs with the same name, all of them will be set to the same weight, this is the behavior of MMD * @param morphName Name of the morph * @param weight Weight of the morph */ setMorphWeight(morphName: string, weight: number): void; /** * Sets the weight of the morph from the index * * This method is faster than `setMorphWeight` because it does not need to search the morphs with the given name * @param morphIndex Index of the morph * @param weight Weight of the morph */ setMorphWeightFromIndex(morphIndex: number, weight: number): void; protected _resetBoneMorph(morph: IRuntimeMorph): void; private readonly _tempQuaternion; protected _applyBoneMorph(morph: IRuntimeMorph, weight: number): void; }