# M03-RND-M2-STATIC-BATCH-MATERIALIZER-001 ## Owner - Agent ID: `sindo-main-codex` - Target: M03 Renderer Facade and Safe Extraction - Branch: `work/sindo-main-codex/m03-m2-static-batch-materializer` - Worktree: `C:\Users\sindo\open-wc-worktrees\m03-m2-static-batch-materializer` ## Outcome Extract main-thread static M2 `MultiMesh` construction, render-property setup and batch attachment from `StreamingWorldLoader`. ## Non-goals - Change M2 grouping, batch sizing, build cursors, budgets or retry behavior. - Change Mesh loading, refresh, cache ownership or missing-model outcomes. - Own animated M2 instances, Editor persistence or tile cleanup. - Introduce spatial cells or change transform order, visibility or shadows. ## Paths - Exclusive: `src/render/m2/m2_static_batch_materializer.gd`, `src/tools/verify_m2_static_batch_materializer.gd`, `docs/modules/m2-static-batch-materializer.md`, this claim - Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`, M2 build/ Mesh-cache/facade/internal-access/manifest verifiers and specs, `docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`, `targets/03-renderer-facade.md` - Generated/ignored: `.godot`, native DLL, generated resources/caches and proprietary corpus ## Contracts and data - `MultiMesh.TRANSFORM_3D`, exact Mesh identity, instance count and transform slice order remain unchanged. - Batch node name remains model basename plus serial. - Visibility end/margin and shadow setting remain exact renderer inputs. - A valid batch attaches once to the supplied M2 parent and returns its node. - Loader retains Editor-owner assignment, build cursor, budgets and retries. ## Dependencies - Requires: accepted animated materializer package on master `86814de` - Blocks: further M2 build-job orchestration extraction - External state: Godot MultiMesh and SceneTree mutation remain main-thread APIs ## Verification - Commands: dedicated invalid/name/mesh/count/order/render/attachment/source/timing verifier; M2 build/cache/prototype/animated/shutdown/material/facade/internal- access/manifest regressions; docs/coordination/dry-run gates - Fixtures: synthetic ArrayMesh and ordered Transform3D slices - Fidelity evidence: exact existing MultiMesh construction and render settings - Performance budget: materialize 10,000 transforms under one second ## Documentation deliverables - Inline API docs - Module spec with inputs/outputs, ownership and source map - Data-flow, lifecycle/state, sequence and dependency diagrams - Adjacent build/cache/world-renderer/module-registry/RENDER updates ## Simplicity and naming - Important name introduced: `M2StaticBatchMaterializer` - Simplest solution: synchronous main-thread RefCounted returning attached node - Rejected complexity: signals, async queue, callbacks and generic materializer base - Unavoidable complexity: MultiMesh is a Godot Resource owned through its node - Measured optimization evidence: bounded synthetic transform upload ## Status - State: ready for integration - Done: materializer, loader adapter, verifier and required documentation - Next: integrator merge and post-merge acceptance - Blocked by: ## Handoff - Commit: `252927d` - Results: materializer passes 11 invalid/node/Mesh/render/attachment/source cases and 10,000 transform API writes in 0.552 ms; all 51 autonomous headless verifiers pass, while the proprietary ADT placement probe is unavailable without `data/extracted`; checkpoint dry-run passes 7/7; documentation and coordination gates pass; loader-private inventory remains 30. - Remaining risks: headless dummy timing excludes GPU upload cost; private asset traversal/visual comparison, spatial-cell culling, descriptor pressure, leaks and p95/p99 remain unavailable; no original-client comparison is claimed. - Documentation updated: inline API; `m2-static-batch-materializer.md` with data-flow, lifecycle, sequence and dependency diagrams; build/cache/world- renderer specs, module registry and `RENDER.md`.