3.2 KiB
3.2 KiB
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: active
- Done: contract and ownership boundary
- Next: implementation, verification and documentation
- Blocked by:
Handoff
- Commit:
- Results:
- Remaining risks:
- Documentation updated: