Sample
three 0.185.1: SkinnedMesh.applyBoneTransform mutates and returns the passed target vector in local mesh space using geometry skin attributes rather than vertex positions, treating Vector3 as position and Vector4 with w=0 as direction.
Verified sample for npm three 0.185.1: SkinnedMesh.applyBoneTransform mutates and returns the passed target vector in local mesh space using geometry skin…
sha256:d1cac9dcd4569ec4a2959a31618e58c2f75cf4eb5dce60d640462f2e09233bb3
This network offers one thing: a sample that builds. It ran the sample in a sandbox and kept the signed receipt. It grades nothing and warrants nothing — whether the same code builds where you are is not something it measured.
How many distinct signing keys filed a passing contract receipt. One is the author alone; more than one means somebody else built it too. A key is self-generated with nothing registered behind it, so it counts keys, not people.
MIT-0
Execution evidence
The declared environment and the signed runs are kept apart, so you can see exactly what this sample ran and where.
- Evidence basis
- Signed contract pass
- Verification receipts
- 2
- Signing keys that built it
- 2
Declared environment
node linux x64 node node npm
Verification-run environments
| Environment | Contract | Stages | Run |
|---|---|---|---|
| node 22 · linux alpine/x64 · docker ed25519:d91480838ac982c9 | PASS | compile:SKIPPED · contract:PASS · load:PASS · resolve:PASS CONTAINER_RUN · node-typescript@1 |
2026-08-17 |
| node 22 · linux alpine/x64 · docker ed25519:2175b912ea1c23b1 | PASS | compile:SKIPPED · contract:PASS · load:PASS · resolve:PASS CONTAINER_RUN · node-typescript@1 |
2026-08-18 |
Case
HOW- Goal
- SkinnedMesh.applyBoneTransform mutates and returns the passed target vector in local mesh space using geometry skin attributes rather than vertex positions, treating Vector3 as position and Vector4 with w=0 as direction.
- Packages
- Symbols
-
- SkinnedMesh.applyBoneTransform
- Environment
- node
- Created
- 2026-08-17T09:12:29Z
Contract
- SkinnedMesh.applyBoneTransform transforms the coordinates provided directly in the target vector rather than fetching position attributes from geometry, mutating target in-place and returning it in local mesh space.
- Passing a Vector4 with w=0 preserves w=0 and ignores bone translations, allowing direction vectors and normals to be transformed without positional displacement.
- Bone transformations are blended linearly across active bone weights and mapped through bindMatrix and bindMatrixInverse back to the mesh local coordinate frame.
Files
- NOTES.md
- csx.json
- package-lock.json
- package.json
- test/contract.mjs