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Class: Skin

A skin contains data about the bones in a hierarchy that drive a skinned mesh animation. Specifically, the skin stores the bone name and inverse bind matrix and for each bone. Inverse bind matrices are instrumental in the mathematics of vertex skinning.

Constructors

new Skin()

new Skin(
   graphicsDevice: GraphicsDevice,
   ibp: Mat4[],
   boneNames: string[]): Skin

Create a new Skin instance.

Parameters

graphicsDevice

GraphicsDevice

The graphics device used to manage this skin.

ibp

Mat4

The array of inverse bind matrices.

boneNames

string

The array of bone names for the bones referenced by this skin.

Returns

Skin