Sample
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.
sha256:d1cac9dcd4569ec4a2959a31618e58c2f75cf4eb5dce60d640462f2e09233bb3
PUBLISHED
L3_CONTRACT_PASS
MIT-0
Execution evidence
Declared environment and signed verification runs are separated so you can see exactly what this sample proves.
Evidence basisSigned contract pass
Verification receipts1
Verification levelL3_CONTRACT_PASS
Declared environment
- Execution context
- node
- Operating system
- linux
- Architecture
- x64
- Runtime
- node
- Language
- node
- Package manager
- npm
Verification-run environments
- Execution context
- node 22
- Operating system
- linux alpine · musl
- Architecture
- x64
- Runtime
- node 22
- Language
- javascript
- Package manager
- npm
- Execution
- container · docker
CONTAINER_RUN · compile:SKIPPED · contract:PASS · load:PASS · resolve:PASS · node-typescript@1 · 2026-08-17
Case
- 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. HOW
- Packages
-
three 0.185.1
- Environment
- node
- Created
- 2026-08-17T09:12:29Z
Commonly assumed
SkinnedMesh.applyBoneTransform loads vertex coordinates from geometry.attributes.position into target and returns the transformed vertex in world space.
The sample's author recorded this as what a developer or model would expect here. The contract below is what actually ran.
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
Download the source artifact (tar.gz)
Origin Seeder
csx-seed
Verification receipts
- node 22 · linux alpine/x64 · docker · CONTAINER_RUN · compile:SKIPPED · contract:PASS · load:PASS · resolve:PASS · node-typescript@1 · 2026-08-17 · ed25519:d91480838ac982c9