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>
50 lines
1.1 KiB
Markdown
50 lines
1.1 KiB
Markdown
# Meshes and instances
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Every `Mesh` is an instance. `clone()` shares geometry and allocates only a new node/mesh slot.
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```ts
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const source = new Mesh(scene, {
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vertexData: {
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positions: [-0.2, -0.2, 0, 0.2, -0.2, 0, 0, 0.25, 0],
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indices: [0, 1, 2],
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},
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});
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await source.ready;
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for (let x = -4; x <= 4; x++) {
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const instance = source.clone({ position: [x * 0.2, 0, 0] });
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await instance.ready;
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}
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```
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<Playground example="instances" />
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## Copy-on-write geometry
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The default vertex kinds are `positions`, `normals`, `tangents`, `uvs`, `colors`, and `indices`. Mutating any kind on an instanced clone first makes that mesh's geometry unique.
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```ts
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const clone = source.clone();
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await clone.ready;
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await clone.setVertexData("positions", [
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-0.4, -0.2, 0,
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0.4, -0.2, 0,
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0.0, 0.5, 0,
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]);
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```
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## Per-face materials and visibility
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```ts
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await mesh.setMaterialForFaces(red, [0, 2, 4]);
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mesh.material = blue;
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mesh.isVisible = false; // one direct u32 write
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```
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Face rows store optional material pointers; a zero lane falls back to `mesh.material`.
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<script setup>
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import Playground from "../.vitepress/Playground.vue";
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</script>
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