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open-wc/coordination/claims/M03-RND-M2-STATIC-BATCH-MATERIALIZER-001.md
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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.