Skeleton class
Use an array of bones to create a skeleton that can be used by a SkinnedMesh.
// Create a simple "arm"
final bones = [];
final shoulder = Bone();
final elbow = Bone();
final hand = Bone();
shoulder.add( elbow );
elbow.add( hand );
bones.add( shoulder );
bones.add( elbow );
bones.add( hand );
shoulder.position.y = -5;
elbow.position.y = 0;
hand.position.y = 5;
final armSkeleton = Skeleton( bones );
See the SkinnedMesh page for an example of usage with standard BufferGeometry.
Constructors
Properties
- 
  boneInverses
  ↔ List<Matrix4> 
- 
  
  getter/setter pair
- boneMatrices ↔ Float32Array?
- 
  
  getter/setter pair
- 
  bones
  ↔ List<Bone> 
- 
  
  getter/setter pair
- boneTexture ↔ DataTexture?
- 
  
  getter/setter pair
- boneTextureSize ↔ int
- 
  
  getter/setter pair
- disposed ↔ bool
- 
  
  getter/setter pair
- frame ↔ double
- 
  
  getter/setter pair
- hashCode → int
- 
  The hash code for this object.
  no setterinherited
- runtimeType → Type
- 
  A representation of the runtime type of the object.
  no setterinherited
- uuid ↔ String
- 
  
  getter/setter pair
Methods
- 
  calculateInverses() → void 
- 
  Generates the page:.boneInverses boneInversesarray if not provided in the constructor.
- 
  clone() → Skeleton 
- Returns a clone of this Skeleton object.
- 
  computeBoneTexture() → Skeleton 
- Computes an instance of DataTexture in order to pass the bone data more efficiently to the shader. The texture is assigned to boneTexture.
- 
  dispose() → void 
- Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
- 
  fromJson(Map< String, dynamic> json, Map<String, Bone?> bones) → Skeleton
- 
  getBoneByName(String name) → Bone? 
- 
  name- String to match to the Bone's .name property.
- 
  getValue(String name) → Float32Array 
- 
  init() → void 
- 
  noSuchMethod(Invocation invocation) → dynamic 
- 
  Invoked when a nonexistent method or property is accessed.
  inherited
- 
  pose() → void 
- Returns the skeleton to the base pose.
- 
  toJson() → Map< String, dynamic> 
- 
  toString() → String 
- 
  A string representation of this object.
  inherited
- 
  update() → void 
- Updates the boneMatrices and boneTexture after changing the bones. This is called automatically by the WebGLRenderer if the skeleton is used with a SkinnedMesh.
Operators
- 
  operator ==(Object other) → bool 
- 
  The equality operator.
  inherited