animation.createSkin#createInstance¶
Summary¶
animation.createSkin#createInstance creates a per-mesh skin binding that references the supplied mesh transform and lazily creates an owned GPU bone buffer and bind group when rendering needs them. It does not allocate a separate Wasm bind matrix; joint computation reads the transform's world-matrix pointer. The method throws when the parent skin is disposed.
Syntax¶
Skin.createInstance(meshTransform: Transform): SkinInstance
const result = skin.createInstance(meshTransform);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
meshTransform |
Transform |
Yes | Transform associated with the skinned mesh instance. |
Returns¶
SkinInstance - Skin instance bound to a mesh transform, including per-instance GPU binding state.
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const joint0 = wgpu.createTransform();
const skin = wgpu.animation.createSkin("skin", [joint0], null);
const meshTransform = wgpu.createTransform();
const result = skin.createInstance(meshTransform);
console.log(result);
result.dispose();
skin.dispose();