Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Docs: Clean up #25189

Merged
merged 1 commit into from
Dec 23, 2022
Merged

Docs: Clean up #25189

merged 1 commit into from
Dec 23, 2022

Conversation

WestLangley
Copy link
Collaborator

No description provided.

@WestLangley WestLangley added this to the r149 milestone Dec 23, 2022
@@ -158,7 +158,7 @@ <h3>[method:undefined pose]()</h3>
<h3>[method:Vector3 boneTransform]( [param:Integer index], [param:Vector3 target] )</h3>
<p>
Calculates the position of the vertex at the given index relative to the current bone transformations.
Target vector must be initialized with the vetrex coordinates prior to the transformation:
Target vector must be initialized with the vertex coordinates prior to the transformation:
Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Target vector must be initialized with the vertex coordinates prior to the transformation

I think this is a red flag that the API needs to be revisited.

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

@Mugen87 Is the current API acceptable to you?

Copy link
Collaborator

@Mugen87 Mugen87 Feb 27, 2023

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looking at how the method is used, the current implementation does make sense.

I suspect you want that SkinnedMesh.boneTransform() initializes the target vector by itself based on the given vertex index. The problem is that just reading the position buffer attribute isn't enough. A vertex might already be transformed like in Mesh.getVertexPosition(). So the bone transformation is something that happens on top.

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The transform can be applied to any vector. Right?

I'd feel better if the method was named SkinnedMesh.applyBoneTransform( index, vector ).

Then it is obvious that the vector to be transformed must be initialized.

Previously, we have used target to refer to an uninitialized parameter.

Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The transform can be applied to any vector. Right?

The method makes the assumption that index and target are coupled. So target must represent a vertex of the geometry since the same vertex index is used to extract the respective skin indices and weights.

The issue is that the vertex might already be transformed by morphed target or another vertex displacement technique.

I'd feel better if the method was named SkinnedMesh.applyBoneTransform( index, vector ).

I'm find with that. We probably want to use vertex instead of vector, see my previous comment.

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The method makes the assumption that index and target are coupled. So target must represent a vertex of the geometry...

I do not think that is true. Any point can be transformed. (The point doesn't even have to be near the respective vertex, although it typically is.)

The issue is that the vertex might already be transformed by morphed target or another vertex displacement technique.

In fact, that is what we allow.

I'll file a PR that changes the API to SkinnedMesh.applyBoneTransform( index, vector ); -- if you agree.

Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Sounds good to me!

@Mugen87 Mugen87 merged commit 31d84e8 into mrdoob:dev Dec 23, 2022
@WestLangley WestLangley deleted the dev-skinned_mesh_docs branch December 23, 2022 22:11
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants