coordination: claim static M2 batch materializer
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# M03-RND-M2-STATIC-BATCH-MATERIALIZER-001
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<!-- OPENWC_CLAIM:M03-RND-M2-STATIC-BATCH-MATERIALIZER-001:sindo-main-codex:2026-07-20 -->
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## Owner
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- Agent ID: `sindo-main-codex`
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- Target: M03 Renderer Facade and Safe Extraction
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- Branch: `work/sindo-main-codex/m03-m2-static-batch-materializer`
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- Worktree: `C:\Users\sindo\open-wc-worktrees\m03-m2-static-batch-materializer`
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## Outcome
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Extract main-thread static M2 `MultiMesh` construction, render-property setup
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and batch attachment from `StreamingWorldLoader`.
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## Non-goals
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- Change M2 grouping, batch sizing, build cursors, budgets or retry behavior.
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- Change Mesh loading, refresh, cache ownership or missing-model outcomes.
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- Own animated M2 instances, Editor persistence or tile cleanup.
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- Introduce spatial cells or change transform order, visibility or shadows.
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## Paths
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- Exclusive: `src/render/m2/m2_static_batch_materializer.gd`,
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`src/tools/verify_m2_static_batch_materializer.gd`,
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`docs/modules/m2-static-batch-materializer.md`, this claim
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- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`, M2 build/
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Mesh-cache/facade/internal-access/manifest verifiers and specs,
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`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
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`targets/03-renderer-facade.md`
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- Generated/ignored: `.godot`, native DLL, generated resources/caches and proprietary corpus
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## Contracts and data
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- `MultiMesh.TRANSFORM_3D`, exact Mesh identity, instance count and transform
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slice order remain unchanged.
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- Batch node name remains model basename plus serial.
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- Visibility end/margin and shadow setting remain exact renderer inputs.
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- A valid batch attaches once to the supplied M2 parent and returns its node.
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- Loader retains Editor-owner assignment, build cursor, budgets and retries.
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## Dependencies
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- Requires: accepted animated materializer package on master `86814de`
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- Blocks: further M2 build-job orchestration extraction
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- External state: Godot MultiMesh and SceneTree mutation remain main-thread APIs
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## Verification
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- Commands: dedicated invalid/name/mesh/count/order/render/attachment/source/timing
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verifier; M2 build/cache/prototype/animated/shutdown/material/facade/internal-
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access/manifest regressions; docs/coordination/dry-run gates
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- Fixtures: synthetic ArrayMesh and ordered Transform3D slices
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- Fidelity evidence: exact existing MultiMesh construction and render settings
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- Performance budget: materialize 10,000 transforms under one second
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## Documentation deliverables
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- Inline API docs
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- Module spec with inputs/outputs, ownership and source map
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- Data-flow, lifecycle/state, sequence and dependency diagrams
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- Adjacent build/cache/world-renderer/module-registry/RENDER updates
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## Simplicity and naming
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- Important name introduced: `M2StaticBatchMaterializer`
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- Simplest solution: synchronous main-thread RefCounted returning attached node
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- Rejected complexity: signals, async queue, callbacks and generic materializer base
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- Unavoidable complexity: MultiMesh is a Godot Resource owned through its node
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- Measured optimization evidence: bounded synthetic transform upload
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## Status
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- State: active
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- Done: contract and ownership boundary
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- Next: implementation, verification and documentation
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- Blocked by:
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## Handoff
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- Commit:
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- Results:
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- Remaining risks:
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- Documentation updated:
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