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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; | |
| } | |