@pmndrs/bvh
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    Class BvhPosePass

    A morph or skin pass for one mesh; see the file comment.

    Implements

    Index
    buffer: GPUBuffer

    Posed vertices, one vec4 (x, y, z, 1) per vertex of the geometry, STORAGE | COPY_SRC.

    mesh: Mesh
    morphTargets: number
    node: ComputeNode

    The compute node (one dispatch over the vertices).

    skinned: boolean
    variant: string

    The pipeline this pass shares with others: skin, morph or skin+morph.

    vertexCount: number
    • A box (object space) that holds the pose of the last update.

      Parameters

      • target: Float32Array = ...

      Returns Float32Array

    • Whether the mesh still has the skeleton (the same object, with the same bone count) the pass was made for. A pass that isn't current throws from update and bounds: make a new one.

      Returns boolean

    • Compiles the pass's pipeline ahead of the first update (compileComputeAsync), so the first frame doesn't compile synchronously. Await it before calling update on this pass or any other of its variant: three makes the pipeline asynchronously and shares it by shader, and a dispatch while it is pending fails. SceneTreesObject3DSync waits for it (its ready). Called again, it returns the same promise.

      Returns Promise<void>

    • Reads the skeleton and influences, uploads them, and dispatches the pass (submitted at once, by three).

      Returns void