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fix: disable frustum culling for SkinnedMesh to prevent clipping during animation #7856
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📝 WalkthroughWalkthroughThe LoaderManager now disables frustum culling for SkinnedMesh instances in fbx and gltf/glb load paths. This setting is applied during material traversal after recording original materials, preventing body parts from being culled when the camera is positioned close to 3D character models. Changes
Pre-merge checks and finishing touches✅ Passed checks (2 passed)
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Bundle Size ReportSummary
Category Glance Per-category breakdownApp Entry Points — 3.23 MB (baseline 3.23 MB) • 🔴 +228 BMain entry bundles and manifests
Status: 3 added / 3 removed Graph Workspace — 1 MB (baseline 1 MB) • ⚪ 0 BGraph editor runtime, canvas, workflow orchestration
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Status: 1 added / 1 removed Panels & Settings — 300 kB (baseline 300 kB) • ⚪ 0 BConfiguration panels, inspectors, and settings screens
Status: 6 added / 6 removed UI Components — 193 kB (baseline 193 kB) • ⚪ 0 BReusable component library chunks
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Status: 1 added / 1 removed Vendor & Third-Party — 9.19 MB (baseline 9.19 MB) • 🔴 +20 BExternal libraries and shared vendor chunks
Status: 1 added / 1 removed Other — 3.5 MB (baseline 3.5 MB) • ⚪ 0 BBundles that do not match a named category
Status: 20 added / 20 removed |
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Actionable comments posted: 2
Fix all issues with AI Agents 🤖
In @src/extensions/core/load3d/LoaderManager.ts:
- Around line 170-172: Add a brief explanatory comment above the frustum-culling
disablement to document why SkinnedMesh instances need frustumCulled = false;
locate the lines using the identifiers "child instanceof THREE.SkinnedMesh" and
"child.frustumCulled = false" inside the LoaderManager (where mesh traversal
occurs) and insert a one-line comment noting that skeletal animation can move
vertices outside the rest-pose bounding box so disabling frustum culling
prevents visual clipping during bone-driven animation.
- Around line 220-222: Duplicate logic that disables frustum culling for skinned
meshes (currently using "child instanceof THREE.SkinnedMesh" and
"child.frustumCulled = false" in both GLTF/GLB and FBX loader blocks) should be
extracted into a shared private helper; add a method like
disableFrustumCullingForSkinnedMesh(mesh: THREE.Mesh): void that checks "mesh
instanceof THREE.SkinnedMesh" and sets "mesh.frustumCulled = false" (with a
brief comment why), then replace the inline checks in the GLTF/GLB loader and
the FBX loader with calls to this helper to remove duplication.
📜 Review details
Configuration used: Organization UI
Review profile: ASSERTIVE
Plan: Pro
📒 Files selected for processing (1)
src/extensions/core/load3d/LoaderManager.ts
🧰 Additional context used
📓 Path-based instructions (7)
src/**/*.{vue,ts}
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
src/**/*.{vue,ts}: Leverage VueUse functions for performance-enhancing styles
Implement proper error handling
Use vue-i18n in composition API for any string literals. Place new translation entries in src/locales/en/main.json
Files:
src/extensions/core/load3d/LoaderManager.ts
src/**/*.ts
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
src/**/*.ts: Use es-toolkit for utility functions
Use TypeScript for type safety
Files:
src/extensions/core/load3d/LoaderManager.ts
src/**/*.{ts,tsx,vue}
📄 CodeRabbit inference engine (src/CLAUDE.md)
src/**/*.{ts,tsx,vue}: Sanitize HTML with DOMPurify to prevent XSS attacks
Avoid using @ts-expect-error; use proper TypeScript types instead
Use es-toolkit for utility functions instead of other utility libraries
Implement proper TypeScript types throughout the codebase
Files:
src/extensions/core/load3d/LoaderManager.ts
src/**/*.{vue,ts,tsx}
📄 CodeRabbit inference engine (src/CLAUDE.md)
Follow Vue 3 composition API style guide
Files:
src/extensions/core/load3d/LoaderManager.ts
**/*.{ts,tsx,vue}
📄 CodeRabbit inference engine (AGENTS.md)
**/*.{ts,tsx,vue}: Use TypeScript exclusively; do not write new JavaScript code
Use sorted and grouped imports organized by plugin/source
Enforce ESLint rules including Vue + TypeScript rules, disallow floating promises, disallow unused imports, and restrict i18n raw text in templates
Do not useanytype oras anytype assertions; fix the underlying type issue instead
Write code that is expressive and self-documenting; avoid redundant comments and clean as you go
Keep functions short and functional; minimize nesting and follow the arrow anti-pattern
Avoid mutable state; prefer immutability and assignment at point of declaration
Use function declarations instead of function expressions when possible
Use es-toolkit for utility functions
Implement proper error handling in code
Files:
src/extensions/core/load3d/LoaderManager.ts
**/*.{ts,tsx,vue,js,jsx,json,css}
📄 CodeRabbit inference engine (AGENTS.md)
Apply Prettier formatting with 2-space indentation, single quotes, no trailing semicolons, and 80-character line width
Files:
src/extensions/core/load3d/LoaderManager.ts
**/*.{ts,tsx}
📄 CodeRabbit inference engine (AGENTS.md)
Minimize the surface area (exported values) of each module and composable
Files:
src/extensions/core/load3d/LoaderManager.ts
🧠 Learnings (5)
📚 Learning: 2025-12-09T03:39:54.501Z
Learnt from: DrJKL
Repo: Comfy-Org/ComfyUI_frontend PR: 7169
File: src/platform/remote/comfyui/jobs/jobTypes.ts:1-107
Timestamp: 2025-12-09T03:39:54.501Z
Learning: In the ComfyUI_frontend project, Zod is on v3.x. Do not suggest Zod v4 standalone validators (z.uuid, z.ulid, z.cuid2, z.nanoid) until an upgrade to Zod 4 is performed. When reviewing TypeScript files (e.g., src/platform/remote/comfyui/jobs/jobTypes.ts) validate against Zod 3 capabilities and avoid introducing v4-specific features; flag any proposal to upgrade or incorporate v4-only validators and propose staying with compatible 3.x patterns.
Applied to files:
src/extensions/core/load3d/LoaderManager.ts
📚 Learning: 2025-12-13T11:03:11.264Z
Learnt from: christian-byrne
Repo: Comfy-Org/ComfyUI_frontend PR: 7416
File: src/stores/imagePreviewStore.ts:5-7
Timestamp: 2025-12-13T11:03:11.264Z
Learning: In the ComfyUI_frontend repository, lint rules require keeping 'import type' statements separate from non-type imports, even if importing from the same module. Do not suggest consolidating them into a single import statement. Ensure type imports remain on their own line (import type { ... } from 'module') and regular imports stay on separate lines.
Applied to files:
src/extensions/core/load3d/LoaderManager.ts
📚 Learning: 2025-12-17T00:40:09.635Z
Learnt from: DrJKL
Repo: Comfy-Org/ComfyUI_frontend PR: 7537
File: src/components/ui/button/Button.stories.ts:45-55
Timestamp: 2025-12-17T00:40:09.635Z
Learning: Prefer pure function declarations over function expressions (e.g., use function foo() { ... } instead of const foo = () => { ... }) for pure functions in the repository. Function declarations are more functional-leaning, offer better hoisting clarity, and can improve readability and tooling consistency. Apply this guideline across TypeScript files in Comfy-Org/ComfyUI_frontend, including story and UI component code, except where a function expression is semantically required (e.g., callbacks, higher-order functions with closures).
Applied to files:
src/extensions/core/load3d/LoaderManager.ts
📚 Learning: 2025-12-30T22:22:33.836Z
Learnt from: kaili-yang
Repo: Comfy-Org/ComfyUI_frontend PR: 7805
File: src/composables/useCoreCommands.ts:439-439
Timestamp: 2025-12-30T22:22:33.836Z
Learning: When accessing reactive properties from Pinia stores in TypeScript files, avoid using .value on direct property access (e.g., useStore().isOverlayExpanded). Pinia auto-wraps refs when accessed directly, returning the primitive value. The .value accessor is only needed when destructuring store properties or when using storeToRefs().
Applied to files:
src/extensions/core/load3d/LoaderManager.ts
📚 Learning: 2025-12-11T12:25:15.470Z
Learnt from: christian-byrne
Repo: Comfy-Org/ComfyUI_frontend PR: 7358
File: src/components/dialog/content/signin/SignUpForm.vue:45-54
Timestamp: 2025-12-11T12:25:15.470Z
Learning: This repository uses CI automation to format code (pnpm format). Do not include manual formatting suggestions in code reviews for Comfy-Org/ComfyUI_frontend. If formatting issues are detected, rely on the CI formatter or re-run pnpm format. Focus reviews on correctness, readability, performance, accessibility, and maintainability rather than style formatting.
Applied to files:
src/extensions/core/load3d/LoaderManager.ts
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Summary
SkinnedMesh bounding box is computed at rest pose and doesn't update during animation, causing incorrect frustum culling when bones move outside the original bounds.
fix #7847
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after

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