@class SCNNode, NSArray, SCNGeometry, SCNGeometrySource; @interface SCNSkinner : NSObject <NSSecureCoding> { struct __C3DSkinner { } *_skinner; SCNGeometry *_baseGeometry; BOOL _bonesAndIndicesCompression; SCNNode *_skeleton; } @property (class, readonly) BOOL supportsSecureCoding; @property (weak, nonatomic) SCNNode *skeleton; @property (retain, nonatomic) SCNGeometry *baseGeometry; @property (nonatomic) struct SCNMatrix4 { float x0; float x1; float x2; float x3; float x4; float x5; float x6; float x7; float x8; float x9; float x10; float x11; float x12; float x13; float x14; float x15; } baseGeometryBindTransform; @property (readonly, nonatomic) NSArray *boneInverseBindTransforms; @property (readonly, nonatomic) NSArray *bones; @property (readonly, nonatomic) SCNGeometrySource *boneWeights; @property (readonly, nonatomic) SCNGeometrySource *boneIndices; + (struct __C3DSkinner { } *)_createSkinnerWithCompressedData:(id)a0 bonesCount:(unsigned long long)a1 vertexCount:(unsigned long long)a2; + (struct __C3DSkinner { } *)_createSkinnerWithVertexCount:(long long)a0 bones:(id)a1 boneWeights:(id)a2 boneIndices:(id)a3 baseGeometry:(id)a4; + (id)_skinnerWithBaseGeometry:(id)a0 skinnableGeometry:(id)a1 bones:(id)a2 boneInverseBindTransforms:(id)a3 bindMatrix:(struct SCNMatrix4 { float x0; float x1; float x2; float x3; float x4; float x5; float x6; float x7; float x8; float x9; float x10; float x11; float x12; float x13; float x14; float x15; })a4; + (struct __C3DSkinner { } *)createSkinnerWithBaseGeometry:(id)a0 bones:(id)a1 boneWeights:(id)a2 boneIndices:(id)a3; + (id)skinnerWithBaseGeometry:(id)a0 bones:(id)a1 boneInverseBindTransforms:(id)a2 boneWeights:(id)a3 boneIndices:(id)a4; + (id)skinnerWithSkinnerRef:(struct __C3DSkinner { } *)a0; - (void)dealloc; - (id)scene; - (void)encodeWithCoder:(id)a0; - (id)copy; - (id)initWithCoder:(id)a0; - (id)copyWithZone:(struct _NSZone { } *)a0; - (id)joints; - (void *)__CFObject; - (void)set_bonesAndIndicesCompression:(BOOL)a0; - (BOOL)_bonesAndIndicesCompression; - (void)_setBaseGeometry:(id)a0; - (BOOL)_setSkeleton:(id)a0; - (void)_syncObjCModel; - (id)initWithSkinnerRef:(struct __C3DSkinner { } *)a0; - (struct __C3DScene { } *)sceneRef; - (void)setBoneInverseBindTransforms:(id)a0; - (void)setBones:(id)a0; - (struct __C3DSkinner { } *)skinnerRef; @end