import { Object3D } from '../../objects/Object3D.js';
import { Matrix4 } from '../../math/Matrix4.js';
/**
* A bone which is part of a Skeleton.
* The skeleton in turn is used by the SkinnedMesh.
* Bones are almost identical to a blank Object3D.
* Bone acturely is a joint.
* The position means joint position.
* Mesh transform is based this joint space.
* @constructor
* @memberof zen3d
* @extends zen3d.Object3D
*/
function Bone() {
Object3D.call(this);
this.type = "bone";
/**
* The origin offset matrix - inverse matrix of the origin transform matrix.
* @type {zen3d.Matrix4}
*/
this.offsetMatrix = new Matrix4();
}
Bone.prototype = Object.create(Object3D.prototype);
Bone.prototype.constructor = Bone;
export { Bone };