CodeSampleX

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

  1. 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.
  2. Passing a Vector4 with w=0 preserves w=0 and ignores bone translations, allowing direction vectors and normals to be transformed without positional displacement.
  3. 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

Download the source artifact (tar.gz)

Origin Seeder

csx-seed