docs: week 3 task 4 docs
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## Product Lens
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- Is this pattern useful for real customers? Yes / Partial / No
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- Is this pattern useful for real customers? Yes
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- What kind of customer use case does this support?
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- Product assemblies where parent motion controls multiple parts.
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- Robotics/mechanical explainers that require parent-child-grandchild kinematics.
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- Motion storytelling where grouped objects move as one structural unit.
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- Does Thob feel strong enough for this use case?
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- Yes.
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- In this task, nested mesh hierarchy (parent -> child -> grandchild) inherited transforms correctly and stayed stable.
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- Parent-driven behavior was predictable, offsets were preserved, and nothing broke.
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- What would improve the experience?
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- Better hierarchy tooling for duplicate/clone and bulk edits.
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- Clear visual separation of local vs inherited transforms.
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- Optional hierarchy debugging view for complex nested scenes.
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# Task: [Feature Name]
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# Task: Grouping / Parent Motion Structural Audit
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## Objective
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What is the feature trying to do?
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Test whether grouping is truly structural by validating parent-driven animation, child offset inheritance, hierarchy predictability, duplication behavior, and child transform reconfiguration.
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## Vanilla three.js
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-Possible: Yes / Partial / No
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-Possible: Yes
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-Reliability verdict: Reliable
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-Notes:
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- Uses a real `THREE.Group` (`parentGroup`) with 3 child meshes (`leftBox`, `rightSphere`, `topCone`) added as children.
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- Parent transform animation is applied at group level; children inherit motion while preserving local offsets.
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- Parent-driven behavior is stable because animation writes to one parent transform pipeline.
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- Reconfiguring child local transforms is predictable in this structure (local changes remain relative to parent space).
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- Duplicate group test is not explicitly coded here, but with native `Group` structure duplication via clone/copy should preserve hierarchy and offsets.
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- Hierarchy is real, not superficial: children are attached to parent in scene graph and move as one structural unit.
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-Key concepts:
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-Complexity: Easy / Medium / Hard
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- Scene graph hierarchy
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- Parent-space vs child local-space transforms
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- Structural inheritance under animation
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- Step-driven parent motion
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-Complexity: Medium
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## R3F
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-Possible: Yes / Partial / No
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-Possible: Yes
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-Reliability verdict: Reliable
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-Notes:
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- Uses a real `<group>` with nested child meshes in JSX.
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- Parent transforms are animated in `useFrame`; children keep relative offsets and inherit group motion.
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- Behavior stays predictable across step changes because updates target parent group transforms directly.
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- Reconfiguring child transforms remains isolated to child local space, then composed with parent motion.
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- Group duplication is not implemented in this file, but R3F group structure maps to Three.js scene graph, so duplication should preserve hierarchy.
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- Hierarchy representation is clear and explicit in component nesting.
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-What R3F abstracted:
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-Complexity: Easy / Medium / Hard
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- Declarative hierarchy authoring
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- Hook-based animation loop
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- Cleaner parent-child structure readability
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-Complexity: Medium
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## Thob Page Builder
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-Possible: Yes / Partial / No
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-Possible: Yes
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-Reliability verdict: Reliable
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-Notes:
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- I created one mesh as parent, then added another mesh inside it as child, then added another mesh inside that child as grandchild.
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- Parent-child-grandchild inheritance worked properly.
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- Parent motion propagated correctly through hierarchy levels.
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- Offsets stayed intact and nothing broke.
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- This confirms grouping behavior is structural in this setup, not superficial.
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- Reconfiguring child transforms remained predictable under parent motion in my test.
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- Duplication was not a blocker in this task flow; the key structural inheritance behavior was stable.
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-Builder steps:
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-Complexity: Easy / Medium / Hard
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1. Create root mesh (parent).
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2. Add second mesh inside parent (child).
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3. Add third mesh inside child (grandchild).
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4. Animate/adjust parent transforms.
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5. Verify inherited motion and maintained local offsets.
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-Complexity: Easy
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## Comparison Summary
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-Possible in all 3? Yes / Partial / No
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-Possible in all 3? Yes
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-Main differences:
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- Vanilla and R3F expose hierarchy directly in code.
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- Thob expresses hierarchy visually by nesting meshes and showed the same inheritance behavior in your test.
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- All three approaches support true parent-driven structure for this pattern.
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-Where Thob is better:
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- Very fast visual authoring of nested hierarchy (parent/child/grandchild).
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-Where Thob is weaker:
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- Advanced orchestration features (like structured duplication workflows and hierarchy tooling) can still be clearer.
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-What feels awkward or unclear:
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- Need clearer hierarchy inspector actions for duplication and batch reconfiguration at scale.
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## Test Case Outcomes
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-Create parent + 2-3 children: Passed.
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-Animate parent transform: Passed.
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-Verify children maintain offsets: Passed.
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-Duplicate group if possible: Structurally expected to pass; not a failing point in this task.
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-Reconfigure child transforms: Passed (predictable local behavior).
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-Verify hierarchy remains predictable: Passed.
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## Limitation Type (if any)
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-[ ] Editor UX limitation
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@ -35,26 +83,28 @@ What is the feature trying to do?
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-[ ] Component limitation
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-[ ] Event system limitation
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-[ ] Asset pipeline limitation
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-[ ] Unknown / needs investigation
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-[x] Unknown / needs investigation
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## Workaround
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-Is there a workaround?
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- Not needed for core hierarchy behavior in this task.
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-If yes, what is it?
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- N/A
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## Suggested Improvement
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-What should improve in Thob?
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- Add clearer hierarchy inspector features for duplicate/clone operations.
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- Add visual indicators for inherited vs local transforms in nested structures.
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- Add quick tools to reset child local transforms without breaking parent motion.
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-Is it:
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-editor
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-runtime
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-component
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-UX
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-schema/data
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- editor
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- UX
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## Difficulty Estimate
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-Easy / Medium / Hard
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-Easy
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## Business Value
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-Low / Medium / High
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-High
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## Recommendation
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Should Thob support this better? Why?
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Yes, and this is already a strong area. Grouping behaves structurally and reliably in this task, which is foundational for real production scenes that rely on parent-driven motion.
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