Document Opus 4.7 skeleton-watch exploded-view bug in run note
Clicking Exploded View barely moves anything: animate() does const t = clock.getElapsedTime() then const dt = clock.getDelta(). getElapsedTime() already consumes the frame delta and resets oldTime, so the following getDelta() returns ~0 and dt is ~0 every frame, leaving the explode lerp (and crystal offset) effectively frozen. Gear rotations use t directly so the movement still runs. Bug documented, not fixed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -22,8 +22,8 @@
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"skeleton-watch": {
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"note": {
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"zh": "在 Claude Code 中以 Claude Opus 4.7(Max 思考配额)一次生成;本页为未经修改的原始产出。",
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"en": "Generated in one shot by Claude Opus 4.7 (Max effort) inside Claude Code; unmodified original output."
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"zh": "在 Claude Code 中以 Claude Opus 4.7(Max 思考配额)一次生成;本页为未经修改的原始产出。已知 bug(未修复):点击「Exploded View」分解视图几乎没有反应,零件始终保持组装状态。位置在 animate()(933–934 行):先 const t = clock.getElapsedTime() 再 const dt = Math.min(clock.getDelta(), 0.05)。THREE.Clock 的 getElapsedTime() 内部已经调用过一次 getDelta() 并把 oldTime 重置为当前时刻,因此紧随其后的 getDelta() 返回的是这两行之间的间隔,几乎为 0,导致每帧 dt≈0。分解动画靠 explodeAmount += (explodeTarget - explodeAmount) * min(1, dt*4) 推进,dt≈0 时几乎不增长(实测点击后 2 秒仅到 0.0008,需数分钟才能展开),所以看起来失效;水晶玻璃位移同理。齿轮转动用的是 t 不受影响,机芯照常运转。",
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"en": "Generated in one shot by Claude Opus 4.7 (Max effort) inside Claude Code; unmodified original output. Known bug (not fixed): clicking 'Exploded View' does almost nothing — the parts stay assembled. Located in animate() (lines 933-934): const t = clock.getElapsedTime() followed by const dt = Math.min(clock.getDelta(), 0.05). THREE.Clock.getElapsedTime() internally already calls getDelta() and resets oldTime to now, so the getDelta() on the next line returns the gap between those two lines — effectively 0 — making dt≈0 every frame. The explode is driven by explodeAmount += (explodeTarget - explodeAmount) * min(1, dt*4), which barely advances when dt≈0 (measured ~0.0008 two seconds after the click; it would take minutes to open), so it looks broken; the crystal offset fails the same way. The gear rotations use t directly and are unaffected, so the movement keeps running."
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},
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"contributor": "Nagi-ovo"
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}
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