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>
45 lines
1.3 KiB
Markdown
45 lines
1.3 KiB
Markdown
# Scene and shared data
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Think of every handle as an array index, not an object mirrored into core. `Node.position`, `Node.quaternion`, and `Node.scale` are views into separate flat SOA arrays.
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## Direct transform movement
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```ts
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import { Node } from "@yawn/handles";
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const pivot = new Node(scene, { position: [0, 1, 0] });
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await pivot.ready;
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canvas.addEventListener("pointermove", (event) => {
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pivot.position[0] += event.movementX * 0.002;
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pivot.position[1] -= event.movementY * 0.002;
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});
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```
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The pointer handler sends no messages. The typed-array view points directly into the arena shared with the render worker. The camera helpers use this same pattern; see [Cameras and controls](/guide/cameras).
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## Add an application-specific row
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```ts
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const particles = await scene.ensureRows("particleVelocity", 10_000, 16, "f32");
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particles.row(42).set([1, 0, 0, 0]);
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```
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Rows are 16-byte-stride-aligned and arena allocations are 64-byte aligned. Formats are `f32`, `u32`, or `i32`.
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## Timing and render skipping
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Core always creates `info` as:
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```text
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[deltaTime, frameCount, elapsedTime, targetFps, skipRender, 0, 0, 0]
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```
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```ts
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const info = scene.array("info").row(0);
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info[4] = 1; // keep timing, skip GPU work
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info[4] = 0; // resume rendering
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```
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Use messages for rare control changes (`setFps`, graph updates, allocation); use SAB writes for existing hot state.
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