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 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; }