ModelSkin class final
A skeleton: which nodes are joints, and how each undoes the bind pose.
Indices into ModelDocument.nodes, because a joint is a node — glTF says
so, and it is what makes an animation clip drive a skeleton without the two
features knowing about each other. The player writes node transforms; the
skin reads them.
Constructors
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
-
inverseBindMatrices
→ List<
Matrix4> -
One per joint: the transform that takes a vertex from model space into
that joint's local space at bind time.
final
- jointCount → int
-
no setter
-
joints
→ List<
int> -
Node indices, in the order the vertex attribute addresses them.
final
- name → String?
-
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- skeletonRoot → int?
-
The node the skeleton hangs from, when the file names one.
final
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited