playcanvas
Version:
PlayCanvas WebGL game engine
27 lines (26 loc) • 1.06 kB
TypeScript
/**
* @import { GraphicsDevice } from '../platform/graphics/graphics-device.js'
* @import { Mat4 } from '../core/math/mat4.js'
*/
/**
* 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 {GraphicsDevice} graphicsDevice - The graphics device used to manage this skin.
* @param {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: GraphicsDevice, ibp: Mat4[], boneNames: string[]);
device: GraphicsDevice;
inverseBindPose: Mat4[];
boneNames: string[];
}
import type { GraphicsDevice } from '../platform/graphics/graphics-device.js';
import type { Mat4 } from '../core/math/mat4.js';