232 lines
12 KiB
Markdown
232 lines
12 KiB
Markdown
# M2 Animated Instance Materializer
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## Metadata
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| Field | Value |
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| Status | Implemented extraction |
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| Target/work package | M03 / `M03-RND-M2-ANIMATED-INSTANCE-MATERIALIZER-001` |
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| Owners | Animated M2 duplicate/batch construction, render settings, playback startup and attachment |
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| Last verified | Worktree `work/sindo-main-codex/m03-m2-animated-instance-materializer`, 2026-07-18 |
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| Profiles/capabilities | Imported GLB and native experimental animated M2 instances |
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## Purpose
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Materialize one ordered animated M2 build batch on the main thread. The service
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duplicates an accepted prototype, preserves historical names and transforms,
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applies visibility/shadow settings recursively, starts native/imported playback,
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attaches a non-empty batch and returns detached native diagnostic entries.
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## Non-goals
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- Plan build batches, advance job cursors or consume render budgets.
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- Load, finalize, select or cache animated prototypes.
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- Select animations or implement native animator deformation.
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- Format logs, normalize paths, assign Editor owners or clean up tile roots.
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- Materialize static M2 `MultiMesh` batches.
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## Context and boundaries
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```mermaid
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flowchart LR
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Loader[StreamingWorldLoader adapter] --> Materializer[M2AnimatedInstanceMaterializer]
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Prototype[Accepted animated prototype] --> Materializer
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Plan[Transforms and batch slice] --> Materializer
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Materializer --> Playback[M2AnimationPlaybackController]
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Materializer --> Finalizer[M2AnimatedSceneFinalizer traversal]
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Materializer --> Batch[Attached animated batch]
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Materializer --> Diagnostics[Detached diagnostic entries]
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```
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Allowed dependencies are Godot Node/Node3D/GeometryInstance3D APIs and the
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accepted animated finalizer and playback services. Resource loading, files,
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workers, caches, scheduler policy, Editor ownership and `MultiMesh` are forbidden.
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## Public API
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| Symbol | Kind | Purpose | Thread/lifetime | Errors |
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| `materialize_batch(parent, path, prototype, transforms, start, count, serial, visibility_end, visibility_margin, cast_shadows, native_script, collect_diagnostics)` | Command/query | Build, start and attach one ordered animated batch | Main thread; borrowed inputs, parent owns result | Invalid/empty input or all failed duplicates returns `{}` |
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## Inputs and outputs
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| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
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| Input | M2 parent root | Loader build job | Batch attachment | Borrowed Node3D | Tile/job lifetime |
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| Input | Relative path, start/count and serial | Batch planner/loader adapter | Names, phase and slice | Copied scalars | One call |
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| Input | Accepted animated prototype | Prototype cache | Duplicate source | Borrowed Node3D | Cache-owned |
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| Input | Ordered transforms | Placement grouping/build job | Instance transforms | Borrowed Array | Job lifetime |
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| Input | Visibility/shadow settings | Renderer configuration | Recursive render mutation | Copied scalars | One call |
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| Input | Native animator Script identity | Loader composition | Playback controller | Borrowed Script | Application lifetime |
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| Output | `batch_root` | Materializer | Parent SceneTree and loader Editor-owner adapter | Parent-owned Node3D | Tile lifetime |
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| Output | `native_diagnostics` entries | Playback controller/materializer | Loader log adapter | Caller-owned Array/Dictionaries | Debug call |
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Side effects are Node duplication, instance naming/transform assignment,
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recursive geometry mutation, playback mutation and SceneTree attachment. The
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service retains no batch, prototype, transform or diagnostic references.
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## Data flow
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```mermaid
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flowchart TD
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Slice[Ordered transform slice] --> Duplicate[Duplicate prototype with signals, groups and scripts]
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Duplicate --> Identity[Assign historical name and transform]
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Identity --> Render[Apply visibility margin and shadow recursively]
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Render --> NativeCopy[Copy native animator runtime fields]
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NativeCopy --> AttachInstance[Attach duplicate to detached batch]
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AttachInstance --> Players[Inventory AnimationPlayers]
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Players --> Start[Start deterministic native/imported playback]
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Start --> More{More slice entries?}
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More -->|yes| Duplicate
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More -->|no, non-empty| AttachBatch[Attach batch to supplied parent]
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Start --> Diagnostics[Tag detached states with instance index]
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```
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## Lifecycle/state
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```mermaid
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stateDiagram-v2
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[*] --> Validating
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Validating --> Empty: invalid input
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Validating --> Building: valid slice
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Building --> Building: next successful duplicate
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Building --> Empty: no successful duplicates
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Building --> Attached: non-empty batch
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Empty --> [*]
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Attached --> [*]: parent/tile owner releases subtree
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```
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The `RefCounted` service is stateless; lifecycle labels describe each batch call.
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## Main sequence
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```mermaid
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sequenceDiagram
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participant L as StreamingWorldLoader
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participant M as M2AnimatedInstanceMaterializer
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participant F as M2AnimatedSceneFinalizer
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participant P as M2AnimationPlaybackController
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participant R as M2 parent root
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L->>M: materialize_batch(slice, prototype, render settings)
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loop ordered instance
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M->>M: duplicate, name, transform, render settings
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M->>P: copy native animator fields
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M->>F: animation_players_in_subtree(duplicate)
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M->>P: start_instance_playback(path, index, players, debug)
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end
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M->>R: add_child(non-empty batch)
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M-->>L: batch root and indexed diagnostics
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L->>L: format logs and assign Editor owner
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```
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## Dependency diagram
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```mermaid
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flowchart TB
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Loader[StreamingWorldLoader] --> Materializer[M2AnimatedInstanceMaterializer]
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Materializer --> Playback[M2AnimationPlaybackController]
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Materializer --> Finalizer[M2AnimatedSceneFinalizer]
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Materializer --> Engine[Node3D / GeometryInstance3D / SceneTree APIs]
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Loader --> EditorOwner[Editor ownership adapter]
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Loader --> BuildJob[Build cursor and budget]
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Materializer -. no dependency .-> Cache[Prototype/cache/load state]
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Materializer -. no dependency .-> MultiMesh[Static M2 materialization]
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```
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## Ownership, threading and resources
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- Loader/build state borrows the accepted prototype and ordered transform Array.
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- Each successful duplicate becomes a child of the detached batch immediately.
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- A non-empty batch transfers to the supplied parent; the parent owns its lifetime.
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- A batch with no successful duplicates is queued for deletion and no reference returns.
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- Playback/finalizer services borrow each duplicate only during synchronous calls.
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- Returned diagnostic entries contain the stable instance index and a detached state.
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- All Node duplication, mutation and attachment is main-thread-only.
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## Errors, cancellation and recovery
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| Failure | Detection | Behavior | Diagnostic | Recovery |
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| Null parent/prototype | Entry guard | Return `{}` without mutation | Contract verifier | Correct composition/cache state |
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| Empty transforms or non-positive count | Entry guard | Return `{}` | Contract verifier | Planner supplies a non-empty slice |
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| Duplicate is not Node3D | Cast result | Skip that entry and preserve order of successes | Child-count contract | Repair prototype scene root |
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| Every duplicate fails | Empty batch check | Queue empty batch, return `{}` | Empty-result contract | Rebuild/import prototype |
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| Shutdown during/after call | Outside service | Call is synchronous; loader owns cancellation and subtree release | Shutdown regression | Loader cancels job/releases parent |
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Transform bounds remain a planner/build-job precondition exactly as before the
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extraction; this service does not clamp or silently reorder an invalid slice.
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## Configuration and capabilities
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| Setting/capability | Default | Profile | Runtime mutable | Effect |
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| Duplicate flags | Signals + groups + scripts | All | No | Preserves historical instance behavior |
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| Visibility end/margin | Loader renderer settings / chunk size | All | Yes, between calls | Applied to every GeometryInstance3D descendant |
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| Shadow mode | Loader `m2_cast_shadows` | All | Yes, between calls | Enables/disables descendant shadow casting |
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| Native diagnostics | Loader `debug_streaming` | Debug | Yes | Collects indexed state only when requested |
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## Persistence, cache and migration
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No data is serialized and no cache/schema version changes. Editor owner
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assignment remains a loader concern after attachment, so generated-scene
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persistence behavior and migration remain unchanged.
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## Diagnostics and observability
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- The materializer emits no logs, metrics or debug views.
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- Native state remains detached and is tagged with the absolute instance index.
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- Loader preserves the existing normalized-path `M2_NATIVE_ANIMATOR` log text.
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- No correlation ID is introduced; path/index remains the existing identity.
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## Verification
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- `verify_m2_animated_instance_materializer.gd` covers invalid input, names,
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order, transforms, recursive visibility/margin/shadows, playback, native field
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references, indexed diagnostics, prototype immutability and ownership boundaries.
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- Playback/finalizer/pipeline/build/prototype/shutdown/material/facade/internal-
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access regressions protect adjacent behavior.
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- Fidelity evidence is exact extraction of existing flags/order/settings/calls;
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no original-client visual comparison or proprietary asset result is claimed.
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- Performance budget: 1,000 synthetic Node3D instances under one second.
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## Extension points
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A later facade-owned animated presentation command may supply the same explicit
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batch contract. Async SceneTree mutation, callbacks and a generic scene factory
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are intentionally excluded until measurements show a need.
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## Capability status
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| Capability | Status | Evidence | Gap/next step |
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| Ordered animated instance/batch materialization | Implemented extraction | Synthetic batch contract verifier | Proprietary asset traversal pending |
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| Recursive visibility/shadow settings | Implemented extraction | Nested geometry fixture | Visual distance/shadow comparison pending |
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| Native/imported playback startup | Delegated to implemented controller | Playback + materializer verifiers | Full WoW animation-state mapping pending |
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| Editor persistence | Existing loader-owned | Source boundary and editor helper | Editor integration fixture remains separate |
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## Known gaps and risks
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- The existing build planner must continue to guarantee valid transform bounds.
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- Default animation selection and native deformation retain their documented gaps.
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- No private asset, paired original-client, descriptor-pressure, leak or p95/p99 run exists.
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- Recursive render mutation remains proportional to duplicate subtree size.
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## Source map
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| Path | Responsibility |
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| `src/render/m2/m2_animated_instance_materializer.gd` | Duplicate, render mutation, playback startup and non-empty batch attachment |
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| `src/render/m2/m2_animation_playback_controller.gd` | Phase, selection and native/imported playback mutation |
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| `src/render/m2/m2_animated_scene_finalizer.gd` | AnimationPlayer inventory for each duplicate |
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| `src/scenes/streaming/streaming_world_loader.gd` | Build adapter, diagnostic formatting and Editor ownership |
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| `src/tools/verify_m2_animated_instance_materializer.gd` | Batch/render/playback/boundary/timing regression |
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## Related decisions and references
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- [`m2-animation-playback-controller.md`](m2-animation-playback-controller.md)
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- [`m2-animated-scene-finalizer.md`](m2-animated-scene-finalizer.md)
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- [`m2-build-batch-planner.md`](m2-build-batch-planner.md)
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- [`world-renderer.md`](world-renderer.md)
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- [`../../RENDER.md`](../../RENDER.md)
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- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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