/** * 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. * * @category Graphics */ export class Skin { /** * Create a new Skin instance. * * @param {import('../platform/graphics/graphics-device.js').GraphicsDevice} graphicsDevice - * The graphics device used to manage this skin. * @param {import('../core/math/mat4.js').Mat4[]} ibp - The array of inverse bind matrices. * @param {string[]} boneNames - The array of bone names for the bones referenced by this skin. */ constructor(graphicsDevice: import("../platform/graphics/graphics-device.js").GraphicsDevice, ibp: import("../core/math/mat4.js").Mat4[], boneNames: string[]); device: import("../platform/graphics/graphics-device.js").GraphicsDevice; inverseBindPose: import("../core/math/mat4.js").Mat4[]; boneNames: string[]; }