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185 lines
5.8 KiB
HTML
185 lines
5.8 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] → [page:Mesh] →
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<h1>[name]</h1>
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<p class="desc">
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A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be
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used to animate the vertices of the geometry.
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</p>
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<iframe id="scene" src="scenes/bones-browser.html"></iframe>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>Code Example</h2>
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<code>
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const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
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// create the skin indices and skin weights manually
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// (typically a loader would read this data from a 3D model for you)
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const position = geometry.attributes.position;
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const vertex = new THREE.Vector3();
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const skinIndices = [];
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const skinWeights = [];
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for ( let i = 0; i < position.count; i ++ ) {
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vertex.fromBufferAttribute( position, i );
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// compute skinIndex and skinWeight based on some configuration data
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const y = ( vertex.y + sizing.halfHeight );
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const skinIndex = Math.floor( y / sizing.segmentHeight );
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const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
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skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
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skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
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}
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geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
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geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
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// create skinned mesh and skeleton
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const mesh = new THREE.SkinnedMesh( geometry, material );
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const skeleton = new THREE.Skeleton( bones );
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// see example from THREE.Skeleton
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const rootBone = skeleton.bones[ 0 ];
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mesh.add( rootBone );
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// bind the skeleton to the mesh
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mesh.bind( skeleton );
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// move the bones and manipulate the model
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skeleton.bones[ 0 ].rotation.x = -0.1;
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skeleton.bones[ 1 ].rotation.x = 0.2;
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</code>
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<h2>Constructor</h2>
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<h3>
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[name]( [param:BufferGeometry geometry], [param:Material material] )
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</h3>
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<p>
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[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
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[page:Material material] - (optional) an instance of [page:Material].
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Default is a new [page:MeshBasicMaterial].
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Mesh] class for common properties.</p>
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<h3>[property:String bindMode]</h3>
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<p>
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Either `AttachedBindMode` or `DetachedBindMode`. `AttachedBindMode` means the skinned mesh
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shares the same world space as the skeleton. This is not true when using `DetachedBindMode`
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which is useful when sharing a skeleton across multiple skinned meshes.
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Default is `AttachedBindMode`.
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</p>
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<h3>[property:Matrix4 bindMatrix]</h3>
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<p>The base matrix that is used for the bound bone transforms.</p>
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<h3>[property:Matrix4 bindMatrixInverse]</h3>
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<p>The base matrix that is used for resetting the bound bone transforms.</p>
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<h3>[property:Box3 boundingBox]</h3>
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<p>
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The bounding box of the [name]. Can be calculated with
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[page:.computeBoundingBox](). Default is `null`.
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</p>
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<h3>[property:Sphere boundingSphere]</h3>
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<p>
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The bounding sphere of the [name]. Can be calculated with
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[page:.computeBoundingSphere](). Default is `null`.
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</p>
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<h3>[property:Boolean isSkinnedMesh]</h3>
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<p>Read-only flag to check if a given object is of type [name].</p>
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<h3>[property:Skeleton skeleton]</h3>
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<p>[page:Skeleton] representing the bone hierarchy of the skinned mesh.</p>
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<h2>Methods</h2>
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<p>See the base [page:Mesh] class for common methods.</p>
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<h3>
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[method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )
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</h3>
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<p>
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[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br />
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[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base
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transform of the skeleton.<br /><br />
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Bind a skeleton to the skinned mesh. The bindMatrix gets saved to
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.bindMatrix property and the .bindMatrixInverse gets calculated.
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</p>
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<h3>[method:SkinnedMesh clone]()</h3>
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<p>
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This method does currently not clone an instance of [name] correctly.
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Please use [page:SkeletonUtils.clone]() in the meanwhile.
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</p>
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<h3>[method:undefined computeBoundingBox]()</h3>
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<p>
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Computes the bounding box of the skinned mesh, and updates the [page:.boundingBox] attribute.
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The bounding box is not computed by the engine; it must be computed by your app.
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If the skinned mesh is animated, the bounding box should be recomputed per frame.
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</p>
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<h3>[method:undefined computeBoundingSphere]()</h3>
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<p>
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Computes the bounding sphere of the skinned mesh, and updates the [page:.boundingSphere] attribute.
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The bounding sphere is automatically computed by the engine when it is needed, e.g., for ray casting and view frustum culling.
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If the skinned mesh is animated, the bounding sphere should be recomputed per frame.
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</p>
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<h3>[method:undefined normalizeSkinWeights]()</h3>
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<p>Normalizes the skin weights.</p>
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<h3>[method:undefined pose]()</h3>
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<p>This method sets the skinned mesh in the rest pose (resets the pose).</p>
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<h3>
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[method:Vector3 applyBoneTransform]( [param:Integer index], [param:Vector3 vector] )
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</h3>
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<p>
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Applies the bone transform associated with the given index to the given
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position vector. Returns the updated vector.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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