Replace addons with conventional handles
Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once. Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
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import { Node, type NodeOptions } from "./Node";
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import type { Scene } from "./Scene";
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import type { PBRMaterial } from "./materials/PBRMaterial";
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export const VertexKinds = Object.freeze(["positions", "normals", "tangents", "uvs", "colors", "indices"] as const);
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export type VertexKind = (typeof VertexKinds)[number];
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export type MeshOptions = NodeOptions & {
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geometryId?: number;
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material?: PBRMaterial;
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vertexData?: Partial<Record<VertexKind, ArrayLike<number>>>;
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visible?: boolean;
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};
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/** A renderable Node; clones share geometry until either clone mutates vertex data. */
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export class Mesh extends Node {
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geometryId: number;
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vertexCount = 0;
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indexCount = 0;
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instanceOf = -1;
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readonly faceMaterials = new Map<number, number>();
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#registered = false;
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constructor(scene: Scene, options: MeshOptions = {}) {
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super(scene, options);
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this.geometryId = options.geometryId ?? scene.createGeometry();
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const nodeReady = this.ready;
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this.ready = nodeReady.then(async () => {
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if (options.material) await options.material.ready;
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await scene.ensureRows(`mesh.${this.id}.faceMaterials`, 1, 16, "u32");
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this.vertexCount = Number(scene.geometryData(this.geometryId, "positions")?.length ?? 0) / 3;
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this.indexCount = Number(scene.geometryData(this.geometryId, "indices")?.length ?? 0);
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this.instanceOf = options.geometryId === undefined ? this.id : this.geometryId;
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scene.array("meshInfo").write(this.id, [
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this.geometryId,
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options.material?.id ?? 0,
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options.visible === false ? 0 : 1,
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this.instanceOf,
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]);
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for (const [kind, data] of Object.entries(options.vertexData ?? {}))
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await this.#setVertexData(kind as VertexKind, data!, false);
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this.#writeBounds();
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this.#registered = true;
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await scene.registerMesh(this);
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return this;
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});
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}
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get isVisible() {
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if (this.id < 0) throw new Error("Await mesh.ready before reading it");
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return this.scene.array("meshInfo").row(this.id)[2] !== 0;
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}
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set isVisible(value: boolean) {
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if (this.id < 0) throw new Error("Await mesh.ready before writing it");
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this.scene.array("meshInfo").row(this.id)[2] = value ? 1 : 0;
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}
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get materialId() {
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return this.scene.array("meshInfo").row(this.id)[1];
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}
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set material(value: PBRMaterial) {
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if (value.scene !== this.scene || value.id < 0) throw new Error("Await a material from the same Scene");
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this.scene.array("meshInfo").row(this.id)[1] = value.id;
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}
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clone(options: Omit<MeshOptions, "geometryId" | "vertexData"> = {}) {
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if (this.id < 0) throw new Error("Await mesh.ready before cloning it");
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return new Mesh(this.scene, { ...options, geometryId: this.geometryId });
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}
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async setVertexData(kind: VertexKind, data: ArrayLike<number>) {
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if (!VertexKinds.includes(kind)) throw new TypeError(`Unknown vertex kind: ${kind}`);
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await this.ready;
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await this.#setVertexData(kind, data, true);
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return this;
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}
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async #setVertexData(kind: VertexKind, data: ArrayLike<number>, makeUnique: boolean) {
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if (makeUnique && this.scene.geometryReferences(this.geometryId) > 1) {
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const original = this.geometryId;
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this.geometryId = await this.scene.cloneGeometry(original);
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this.scene.releaseGeometry(original);
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this.scene.referenceGeometry(this.geometryId);
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this.instanceOf = this.id;
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this.scene.array("meshInfo").row(this.id).set([this.geometryId, this.materialId, this.isVisible ? 1 : 0, this.id]);
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}
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if (kind === "positions") this.vertexCount = data.length / 3;
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if (kind === "indices") this.indexCount = data.length;
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await this.scene.setVertexData(this.geometryId, kind, data, makeUnique);
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if (kind === "positions") this.#writeBounds();
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}
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async setMaterialForFaces(material: PBRMaterial, faces: number | number[]) {
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await Promise.all([this.ready, material.ready]);
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if (material.scene !== this.scene) throw new Error("Material must belong to the same Scene");
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const list = Array.isArray(faces) ? faces : [faces];
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const maximum = Math.max(...list);
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const array = await this.scene.ensureRows(`mesh.${this.id}.faceMaterials`, maximum + 1, 16, "u32");
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for (const face of list) {
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if (!Number.isInteger(face) || face < 0) throw new RangeError("face");
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array.row(face)[0] = material.id + 1;
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this.faceMaterials.set(face, material.id);
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}
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await this.scene.updateRenderGraph();
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return this;
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}
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#writeBounds() {
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const positions = this.scene.geometryData(this.geometryId, "positions");
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if (!positions?.length || this.id < 0) return;
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const minimum = [Infinity, Infinity, Infinity];
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const maximum = [-Infinity, -Infinity, -Infinity];
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for (let index = 0; index < positions.length; index += 3)
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for (let lane = 0; lane < 3; lane++) {
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minimum[lane] = Math.min(minimum[lane], positions[index + lane]);
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maximum[lane] = Math.max(maximum[lane], positions[index + lane]);
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}
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this.scene.array("bounds").row(this.id).set([...minimum, 0, ...maximum, 0]);
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}
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override async dispose() {
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await this.ready;
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if (this.disposed) return;
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if (this.#registered) {
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this.#registered = false;
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await this.scene.unregisterMesh(this);
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}
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await this.scene.core.deleteRows(`mesh.${this.id}.faceMaterials`);
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await super.dispose();
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}
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}
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