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SkinningNode: Fix previousBoneMatrices #30161

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merged 2 commits into from
Dec 18, 2024
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2 changes: 1 addition & 1 deletion src/nodes/accessors/SkinningNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -218,7 +218,7 @@ class SkinningNode extends Node {

const mrt = builder.renderer.getMRT();

return mrt && mrt.has( 'velocity' );
return ( mrt && mrt.has( 'velocity' ) ) || builder.object.userData.useVelocity === true;

}

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9 changes: 9 additions & 0 deletions src/nodes/lighting/ShadowNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -662,12 +662,21 @@ class ShadowNode extends ShadowBaseNode {
const currentRenderObjectFunction = renderer.getRenderObjectFunction();
const currentMRT = renderer.getMRT();

const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;

renderer.setMRT( null );

renderer.setRenderObjectFunction( ( object, scene, _camera, geometry, material, group, ...params ) => {

if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {

if ( useVelocity ) {

object.userData = object.userData || {};
object.userData.useVelocity = true;
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@mrdoob mrdoob Dec 19, 2024

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May be better to do a local WeakMap for this?
I think we should avoid leaking renderer internals into userData.

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Oh, I can see that it's being accessed from another class...
Maybe better to call it _useVelocity then?


}

object.onBeforeShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );

renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
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