declare namespace pc { /** * @name pc.Skin * @class 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. * @param {pc.GraphicsDevice} graphicsDevice The graphics device used to manage this skin. * @param {pc.Mat4[]} ibp The array of inverse bind matrices. * @param {String[]} boneNames The array of bone names for the bones referenced by this skin. * @author Will Eastcott */ class Skin { constructor(graphicsDevice: pc.GraphicsDevice, ibp: pc.Mat4[], boneNames: string[]) } /** * @name pc.SkinInstance * @class A skin instance is responsible for generating the matrix palette that is used to * skin vertices from object space to world space. * @param {pc.Skin} skin The skin that will provide the inverse bind pose matrices to * generate the final matrix palette. * @author Will Eastcott */ class SkinInstance { constructor(skin: pc.Skin, node: pc.GraphNode) } }