This node implements the vertex transformation shader logic which is required for skinning/skeletal animation.
Constructor
new SkinningNode(skinnedMesh)| Parameter | Type | Default Value |
|---|---|---|
| skinnedMesh | SkinnedMesh | — |
Constructs a new skinning node.
| Accessor | Type | |
|---|---|---|
| get type | string | |
Properties
| Property | Type | Default Value | |
|---|---|---|---|
| skinnedMesh | SkinnedMesh | — | |
| skinIndexNode | AttributeNode | — | |
| skinWeightNode | AttributeNode | — | |
| bindMatrixNode | any | — | |
| bindMatrixInverseNode | any | — | |
| boneMatricesNode | Node | — | |
| positionNode | any | — | |
| toPositionNode | any | — | |
| previousBoneMatricesNode | null | Node | — | |
| Method | Type | |
|---|---|---|
| getSkinnedPosition | (boneMatrices?: Node, position?: Node<…>) => any | |
| getSkinnedNormalAndTangent | (boneMatrices?: Node, normal?: Node<…>, tangent?: Node<…>) => { skinNormal: Node<…>; skinTangent: Node<vec3>; } | |
| getPreviousSkinnedPosition | (builder: NodeBuilder) => any | |
| setup | (builder: NodeBuilder) => any | |
| generate | (builder: NodeBuilder, output: string) => string | |
| update | (frame: NodeFrame) => void | |
Extends
NodeTSL function for creating a skinning node.
| Parameter | Type | Default Value |
|---|---|---|
| skinnedMesh | SkinnedMesh | — |
Returns
SkinningNodeTSL function for computing skinning.
| Parameter | Type | Default Value |
|---|---|---|
| skinnedMesh | SkinnedMesh | — |
| toPosition? | Node<vec3> | null |
Returns
SkinningNode