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import { Material } from './../materials/Material';
import { Matrix4 } from './../math/Matrix4';
import { Vector3 } from './../math/Vector3';
import { Skeleton } from './Skeleton';
import { Mesh } from './Mesh';
import { BufferGeometry } from '../core/BufferGeometry';

export class SkinnedMesh<TGeometry extends BufferGeometry = BufferGeometry, TMaterial extends Material | Material[] = Material | Material[]> extends Mesh<
	TGeometry,
	TMaterial
> {
	constructor(geometry?: TGeometry, material?: TMaterial, useVertexTexture?: boolean);

	bindMode: string;
	bindMatrix: Matrix4;
	bindMatrixInverse: Matrix4;
	skeleton: Skeleton;
	readonly isSkinnedMesh: true;

	bind(skeleton: Skeleton, bindMatrix?: Matrix4): void;
	pose(): void;
	normalizeSkinWeights(): void;
	updateMatrixWorld(force?: boolean): void;
	boneTransform(index: number, target: Vector3): Vector3;
}