All Downloads are FREE. Search and download functionalities are using the official Maven repository.

ch.viseon.threejs.declarations.objects.SkinnedMesh.kt Maven / Gradle / Ivy

Go to download

Kotlin binding for ThreeJs, javascript library for 3d rendering

There is a newer version: 104.0.0
Show newest version
//Generated date 23.11.2018
@file:JsModule("three")
package ch.viseon.threejs.declarations.objects

	/**
	* A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry. The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
	*/
open external class SkinnedMesh(geometry: ch.viseon.threejs.declarations.core.Geometry = definedExternally, material: ch.viseon.threejs.declarations.materials.Material = definedExternally): ch.viseon.threejs.declarations.objects.Mesh{

	/**
	* Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld] property for the base transform matrix of the bones. "detached" uses the [page:SkinnedMesh.bindMatrix]. Default is "attached".
	*/
	open var bindMode: String  = definedExternally


	/**
	* The base matrix that is used for the bound bone transforms.
	*/
	open var bindMatrix: ch.viseon.threejs.declarations.math.Matrix4  = definedExternally


	/**
	* The base matrix that is used for resetting the bound bone transforms.
	*/
	open var bindMatrixInverse: ch.viseon.threejs.declarations.math.Matrix4  = definedExternally


	/**
	* Used to check whether this or derived classes are skinned meshes. Default is **true**. You should not change this, as it used internally for optimisation.
	*/
	open var isSkinnedMesh: Boolean  = definedExternally


	/**
	* [page:Skeleton] created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the constructor.
	*/
	open var skeleton: ch.viseon.threejs.declarations.objects.Skeleton  = definedExternally


	/**
	* [page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree. [page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton. Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property and the .bindMatrixInverse gets calculated. This is called automatically in the constructor, and the skeleton is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the constructor.
	*/
	open fun bind(skeleton: ch.viseon.threejs.declarations.objects.Skeleton = definedExternally, bindMatrix: ch.viseon.threejs.declarations.math.Matrix4 = definedExternally) : dynamic/*null*/


	/**
	* Returns a clone of this SkinnedMesh object and any descendants.
	*/
	override fun clone() : ch.viseon.threejs.declarations.objects.SkinnedMesh


	/**
	* Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
	*/
	open fun normalizeSkinWeights() : dynamic/*null*/


	/**
	* This method sets the skinned mesh in the rest pose (resets the pose).
	*/
	open fun pose() : dynamic/*null*/


	/**
	* Updates the [page:Matrix4 MatrixWorld].
	*/
	override fun updateMatrixWorld(force: Boolean) : dynamic/*null*/


	/**
	* Creates an array of hierarchical [page:Bone bones] objects from the internal geometry.
	*/
	open fun initBones() : dynamic/*null*/
}




© 2015 - 2025 Weber Informatics LLC | Privacy Policy