Taos API Reference
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    Interface ShadowSkinnedDraw

    A skinned shadow caster. Rasterized into every cascade with GPU vertex skinning, so an animated mesh casts its live pose rather than a static bind-pose proxy. jointMatrices is the same skinning palette the lit draw uses (16 floats per joint).

    interface ShadowSkinnedDraw {
        mesh: SkinnedMesh;
        modelMatrix: Mat4;
        jointMatrices: Float32Array;
        boundsCenter?: [number, number, number];
        boundsRadius?: number;
        morphDeltas?: GPUBuffer;
        morphTargetCount?: number;
        morphWeights?: Float32Array<ArrayBufferLike>;
    }
    Index

    Properties

    modelMatrix: Mat4
    jointMatrices: Float32Array
    boundsCenter?: [number, number, number]

    Optional object-space bounding-sphere center [x, y, z]. When present (with boundsRadius) the caster is frustum-culled per cascade like a regular mesh caster — SkinnedMesh carries no bounds, so the producer supplies them (e.g. a glTF model's per-primitive bind-pose bounds).

    boundsRadius?: number

    Optional object-space bounding-sphere radius (see boundsCenter).

    morphDeltas?: GPUBuffer

    Optional: per-primitive morph deltas (only ΔPOSITION is used for shadows).

    morphTargetCount?: number

    Number of morph targets (0/undefined = no morph).

    morphWeights?: Float32Array<ArrayBufferLike>

    Per-target morph weights, length = morphTargetCount.