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Coverage Report for CI Build 24245187347Coverage increased (+0.2%) to 50.654%Details
Uncovered ChangesNo uncovered changes found. Coverage RegressionsNo coverage regressions found. Coverage Stats
💛 - Coveralls |
…nto feat/spring-bones-validations
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Summary
This pull request introduces several improvements to the Spring Bones editor section, focusing on better UI feedback, stricter parameter validation, and improved maintainability. The main changes include enforcing limits on the number of spring bones, surfacing simulation cost, and centralizing spring bone parameter ranges for consistency across the UI and validation logic.
Spring Bones UI Enhancements
BonesCountercomponent to display the total number of spring bones and their simulation cost, both in the section header and in each spring bone card. This helps users track how many spring bones are configured and how close they are to the allowed maximum. [1] [2] [3] [4]BoneHierarchyPickerandBoneTreeNodeto show the number of bones in each spring bone subtree, and display a bone icon for spring bones. [1] [2] [3] [4] [5] [6]Validation and Parameter Consistency
MAX_SPRING_BONES = 15) and parameter ranges (min/max for stiffness, gravity, drag, etc.) using constants fromlib/glbValidation/constants. These are now used both in the UI sliders and in the validation logic, ensuring consistency. [1] [2] [3]Validation Pipeline Integration
validateSpringBonesinto the wearable GLTF validation pipeline, so that spring bone limits and parameter ranges are checked during model import. [1] [2]Testing Improvements
Style and Usability Tweaks
These changes collectively improve the user experience when configuring spring bones, prevent users from exceeding supported limits, and ensure parameter values are always valid and consistent across the application.
Pending tasks