|
1 | | -<!DOCTYPE html> |
2 | | -<html lang="en"> |
3 | | - <head> |
| 1 | +<!DOCTYPE html> |
| 2 | +<html lang="en"> |
| 3 | + <head> |
4 | 4 | <meta charset="utf-8" /> |
5 | | - <base href="../../" /> |
6 | | - <script src="list.js"></script> |
7 | | - <script src="page.js"></script> |
8 | | - <link type="text/css" rel="stylesheet" href="page.css" /> |
9 | | - </head> |
10 | | - <body> |
11 | | - |
12 | | - <h1>[name]</h1> |
13 | | - |
14 | | - <div class="desc"> |
15 | | - Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh]. |
16 | | - WebGL only. |
17 | | - </div> |
18 | | - |
19 | | - <h2>Example</h2> |
20 | | - |
21 | | - <code> |
22 | | - // Create a simple "arm" |
23 | | - |
24 | | - var bones = []; |
25 | | - |
26 | | - var shoulder = new THREE.Bone(); |
27 | | - var elbow = new THREE.Bone(); |
28 | | - var hand = new THREE.Bone(); |
29 | | - |
30 | | - shoulder.add( elbow ); |
31 | | - elbow.add( hand ); |
32 | | - |
33 | | - bones.push( shoulder ); |
34 | | - bones.push( elbow ); |
35 | | - bones.push( hand ); |
36 | | - |
37 | | - shoulder.position.y = -5; |
38 | | - elbow.position.y = 0; |
39 | | - hand.position.y = 5; |
40 | | - |
41 | | - var armSkeleton = THREE.Skeleton( bones ); |
42 | | - |
43 | | - // See THREE.SkinnedMesh for an example of usage with a mesh |
44 | | - </code> |
45 | | - |
46 | | - <h2>Constructor</h2> |
47 | | - |
48 | | - |
49 | | - <h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture] )</h3> |
50 | | - <div> |
51 | | - bones — The array of [page:bone bones]<br/> |
52 | | - boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/> |
53 | | - useVertexTexture — (optional) Whether or not to use a vertex texture in the shader. |
54 | | - </div> |
55 | | - <div> |
56 | | - The constructor automatically sets up all of the properties below. |
57 | | - </div> |
58 | | - |
59 | | - |
60 | | - <h2>Properties</h2> |
61 | | - |
62 | | - <h3>[property:Array bones]</h3> |
63 | | - <div> |
64 | | - The array of [page:bone bones] |
65 | | - </div> |
66 | | - |
67 | | - |
68 | | - <h3>[property:Boolean useVertexTexture]</h3> |
69 | | - <div> |
70 | | - Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices |
71 | | - support floating point pixel textures. If this option is set then the bone matrices will be packed into |
72 | | - a texture and sent to the shader. This method allows a much larger set of bones to be used. Otherwise |
73 | | - the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact |
74 | | - numbers vary between devices. |
75 | | - </div> |
76 | | - |
77 | | - |
78 | | - <h3>[property:Array boneInverses]</h3> |
79 | | - <div> |
80 | | - An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones. |
81 | | - </div> |
82 | | - |
83 | | - |
84 | | - <h3>[property:Integer boneTextureWidth]</h3> |
85 | | - <div> |
86 | | - The width of the vertex data texture. |
87 | | - </div> |
88 | | - |
89 | | - |
90 | | - <h3>[property:Integer boneTextureHeight]</h3> |
91 | | - <div> |
92 | | - The height of the vertex data texture. |
93 | | - </div> |
94 | | - |
95 | | - |
96 | | - <h3>[property:Float32Array boneMatrices]</h3> |
97 | | - <div> |
98 | | - The array buffer holding the bone data when using a vertex texture. |
99 | | - </div> |
100 | | - |
101 | | - |
102 | | - <h3>[property:DataTexture boneTexture]</h3> |
103 | | - <div> |
104 | | - The [page:DataTexture] holding the bone data when using a vertex texture. |
105 | | - </div> |
106 | | - |
107 | | - |
108 | | - <h2>Methods</h2> |
109 | | - |
110 | | - <h3>[method:null calculateInverses]()</h3> |
111 | | - <div>Generates the boneInverses.</div> |
112 | | - |
113 | | - |
114 | | - <h3>[method:null pose]()</h3> |
115 | | - <div>Returns the skeleton to the base pose.</div> |
116 | | - |
117 | | - |
118 | | - <h3>[method:null update]()</h3> |
119 | | - <div> |
120 | | - Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones. |
121 | | - This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh]. |
122 | | - </div> |
123 | | - |
124 | | - <h3>[method:Skeleton clone]()</h3> |
125 | | - <div> |
126 | | - Clone a Skeleton Object. |
127 | | - </div> |
128 | | - |
129 | | - <h2>Source</h2> |
130 | | - |
131 | | - [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] |
132 | | - </body> |
133 | | -</html> |
| 5 | + <base href="../../" /> |
| 6 | + <script src="list.js"></script> |
| 7 | + <script src="page.js"></script> |
| 8 | + <link type="text/css" rel="stylesheet" href="page.css" /> |
| 9 | + </head> |
| 10 | + <body> |
| 11 | + |
| 12 | + <h1>[name]</h1> |
| 13 | + |
| 14 | + <div class="desc"> |
| 15 | + Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh]. |
| 16 | + WebGL only. |
| 17 | + </div> |
| 18 | + |
| 19 | + <h2>Example</h2> |
| 20 | + |
| 21 | + <code> |
| 22 | + // Create a simple "arm" |
| 23 | + |
| 24 | + var bones = []; |
| 25 | + |
| 26 | + var shoulder = new THREE.Bone(); |
| 27 | + var elbow = new THREE.Bone(); |
| 28 | + var hand = new THREE.Bone(); |
| 29 | + |
| 30 | + shoulder.add( elbow ); |
| 31 | + elbow.add( hand ); |
| 32 | + |
| 33 | + bones.push( shoulder ); |
| 34 | + bones.push( elbow ); |
| 35 | + bones.push( hand ); |
| 36 | + |
| 37 | + shoulder.position.y = -5; |
| 38 | + elbow.position.y = 0; |
| 39 | + hand.position.y = 5; |
| 40 | + |
| 41 | + var armSkeleton = new THREE.Skeleton( bones ); |
| 42 | + |
| 43 | + // See THREE.SkinnedMesh for an example of usage with a mesh |
| 44 | + </code> |
| 45 | + |
| 46 | + <h2>Constructor</h2> |
| 47 | + |
| 48 | + |
| 49 | + <h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture] )</h3> |
| 50 | + <div> |
| 51 | + bones — The array of [page:bone bones]<br/> |
| 52 | + boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/> |
| 53 | + useVertexTexture — (optional) Whether or not to use a vertex texture in the shader. |
| 54 | + </div> |
| 55 | + <div> |
| 56 | + The constructor automatically sets up all of the properties below. |
| 57 | + </div> |
| 58 | + |
| 59 | + |
| 60 | + <h2>Properties</h2> |
| 61 | + |
| 62 | + <h3>[property:Array bones]</h3> |
| 63 | + <div> |
| 64 | + The array of [page:bone bones] |
| 65 | + </div> |
| 66 | + |
| 67 | + |
| 68 | + <h3>[property:Boolean useVertexTexture]</h3> |
| 69 | + <div> |
| 70 | + Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices |
| 71 | + support floating point pixel textures. If this option is set then the bone matrices will be packed into |
| 72 | + a texture and sent to the shader. This method allows a much larger set of bones to be used. Otherwise |
| 73 | + the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact |
| 74 | + numbers vary between devices. |
| 75 | + </div> |
| 76 | + |
| 77 | + |
| 78 | + <h3>[property:Array boneInverses]</h3> |
| 79 | + <div> |
| 80 | + An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones. |
| 81 | + </div> |
| 82 | + |
| 83 | + |
| 84 | + <h3>[property:Integer boneTextureWidth]</h3> |
| 85 | + <div> |
| 86 | + The width of the vertex data texture. |
| 87 | + </div> |
| 88 | + |
| 89 | + |
| 90 | + <h3>[property:Integer boneTextureHeight]</h3> |
| 91 | + <div> |
| 92 | + The height of the vertex data texture. |
| 93 | + </div> |
| 94 | + |
| 95 | + |
| 96 | + <h3>[property:Float32Array boneMatrices]</h3> |
| 97 | + <div> |
| 98 | + The array buffer holding the bone data when using a vertex texture. |
| 99 | + </div> |
| 100 | + |
| 101 | + |
| 102 | + <h3>[property:DataTexture boneTexture]</h3> |
| 103 | + <div> |
| 104 | + The [page:DataTexture] holding the bone data when using a vertex texture. |
| 105 | + </div> |
| 106 | + |
| 107 | + |
| 108 | + <h2>Methods</h2> |
| 109 | + |
| 110 | + <h3>[method:null calculateInverses]()</h3> |
| 111 | + <div>Generates the boneInverses.</div> |
| 112 | + |
| 113 | + |
| 114 | + <h3>[method:null pose]()</h3> |
| 115 | + <div>Returns the skeleton to the base pose.</div> |
| 116 | + |
| 117 | + |
| 118 | + <h3>[method:null update]()</h3> |
| 119 | + <div> |
| 120 | + Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones. |
| 121 | + This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh]. |
| 122 | + </div> |
| 123 | + |
| 124 | + <h3>[method:Skeleton clone]()</h3> |
| 125 | + <div> |
| 126 | + Clone a Skeleton Object. |
| 127 | + </div> |
| 128 | + |
| 129 | + <h2>Source</h2> |
| 130 | + |
| 131 | + [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] |
| 132 | + </body> |
| 133 | +</html> |
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