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StaticGeometryGenerator shouldn't automatically traverse children meshes #442
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Hello! Can you describe your use case? Meshes are not typically included as children of other meshes / skinned meshes. |
For my specific case, I’m developing a custom editor (such as three editor) where it is possible to manipulate SkinnedMeshes via an ik system. To ease the creation/manipulation of ik chains, I’m attaching small target objets to specific parts of the skinnedmeshes. As I am also using a custom rendering engine to render the scene as SVG, I need the StaticGeometryGenerator (was using ThreeBufferUtils before your class) to apply the bones transform to the geometry and create a HalfEdgeStructure from that. Since the geometries get merged in the generator, I do have artefacts in my HalfEdgeStructure. Of course, I can detach the objects before generate and reattach them afterwards, but I would say that you should provide the option to generate a new buffer for the skinned mesh only, even if it’s not the default option. I can create a PR if you want. |
Perhaps it makes sense to ignore any meshes that are set to |
Hello. That might be a solution, but don't you think it's going to make things more complex than a simple flag/option? |
Probably - I was just suggesting another alternative. I think we can add a |
Hello,
three-mesh-bvh/src/utils/StaticGeometryGenerator.js
Lines 316 to 328 in 5b2b27f
I see in your code that when you create a StaticGeometryGenerator with a SkinnedMesh, for example, you traverse the object to gather children meshes. Shouldn't this behavior be optional?
I mean, you could want to build a static geometry of a skinnedMesh without incorporating children meshes of the scene graph.
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