Squash of 25 work commits (Sep 1–12):237da90render: the sprite lane hands the screen draw back the way it found it895b9a7particles: an emitter can ride a body's own frame914471fai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets3fcccf3sim: the whole world is implicitly editable, and one seam says where the ground is5692fabsim: the landform world proves itself — walker through the tunnel includedf4af6dfsim: terrain knows who changed it — a plan layer over player historyadbb078render: a water volume can be physics without a picturec17480frender: a non-rigid body may carry its own orientationacad401sim: an agent with no route holds and retries instead of walking into the wall22b2bf9sim + chat: the composed world surface takes a map floor; the chat gets plan toolsfaf8112web path: the tessellator's lap timer, the trace span and the fusion cycle timer have no clock on the webd3472ebtsdf: the clock-taking XR helpers are native-only — the browser has no depth camera and no Instant4946c9esim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap4317f58sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks9791279render: support rigged models and custom materials across viewers3ce2792sim: use deck geometry for collision and sensing c8b79ff Add portable PBR, rig and soft-body authoring support 108d423 Add transactional polygon modeling and editable asset documents 38f4d3b Refine editable modeling and firm yarn character behavior 08a2637 sim: add entity-owned lights and vehicle headlights 00d96a7 render: add clustered lights, local shadows and incremental GI cf916af render: import glTF asset extensions and wire clustered GI c6d2cca model: cut transaction memory and raise capacity limits 41af47a raytrace: add a CPU probe-ray BVH budget example c963d0a libs: the game sim splits into makepad-scene and makepad-soft-body; render, model, fab and the asset importer retarget Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
6.7 KiB
Mesh editing operations
All commands run on the owning worker, use the normal expected document head,
and participate in atomic batches, undo, retry receipts, and source checkpoints.
Element selectors are decimal strings scoped to that head and object name.
An edge is [lower_vertex_id, higher_vertex_id]; edge factors measure from the
lower ID. Distances use local metres, angles use radians, and axes are 0/1/2.
Every command below includes op and object. Selections must be unique.
| op | Additional fields and supported neighborhood |
|---|---|
| extrude_region | faces, offset: XYZ; manifold patches with simple boundary cycles; shared interior edges stay shared |
| split_edges | edges, factor: (0,1); shares each new edge vertex and interpolates UVs independently per face |
| collapse_edge | edge, factor: (0,1); unmarked manifold neighborhoods; refuses face reversal and topology pinches |
| dissolve_edge | edge; two coplanar, same-material faces with continuous edge UVs and no edge marker |
| fill_boundary | vertices, material; one ordered simple boundary cycle |
| bridge_boundaries | a, b, material; ordered, disjoint, equal-length boundary cycles; starting vertices determine correspondence |
| loop_cut | edge, factor: (0,1); maximal opposite-edge quad strip; stops at boundaries and refuses crossed/non-quad strips |
| slide_vertices | vertices, towards, factor: [-1,1]; equal-length pairs must share edges |
| bevel_edges | edges, width; convex, planar, closed neighborhoods with trivalent endpoints; selected neighborhoods cannot share faces; width consumes less than half a flank edge |
| solidify | thickness > 0; copied surface offset along averaged vertex normals, reversed inner surface, and boundary walls |
| array | count: 1–128, offset: XYZ; count includes the original |
| bend, twist | vertices, axis, range: [low,high], angle: [-2π,2π] |
| taper | vertices, axis, range, scales: [start,end]; positive scales |
| lattice | vertices, bounds: [minXYZ,maxXYZ], divisions: [nx,ny,nz], displacements: XYZ[]; 2–8 controls per axis, X fastest, selected points inside bounds |
| shrinkwrap | vertices, reference: object name, max_distance, offset; nearest reference triangle plus signed normal offset; reference mapped through inverse(owner_world) × reference_world, result/distance/offset in owner-local units; every selected point must match |
| decimate | target_faces, max_error; triangulates and reduces unmarked manifold edges while preserving UV/material/pin boundaries; result metrics report achieved_faces and collapses |
| sculpt | vertices, kind: inflate/flatten/crease, center, normal, radius, strength, max_displacement, masks: [{vertex,value}], symmetry: 0–7; mask 1 protects, XYZ symmetry bits reflect through origin, overlapping symmetry strokes do not double displacement |
| uv_box | faces, scale: UV, offset: UV; chooses each face's dominant normal axis |
| uv_cylindrical | faces, axis, scale, offset; unwraps angular seams per face; vertices on the cylinder axis are refused |
| uv_unwrap | faces; cuts at seams/60-degree dihedrals, projects planar charts, harmonically maps disk charts, splits other charts per face |
| uv_pack | faces, padding; deterministic nonoverlapping grid atlas using a common scale; pinned or collapsed islands are refused |
| uv_relax | faces, iterations: 1–128, factor: 0–1; fixes boundaries/pins and never averages across UV seams |
| uv_pin | corners, pinned; pins persist in source and propagate through mapped topology copies |
| normals | smooth, angle: 0–π; crease/dihedral split normals |
| flip_faces | faces: face ID strings; reverse selected face winding and explicit normals while retaining IDs, UVs, pins, materials and weights |
subdivide also respects crease strengths: fractional values blend the smooth
and sharp stencils; fully sharp corners remain fixed. Pins protect projected UVs.
Pinned unwrap retains the existing boundary layout and relaxes its interior;
it refuses a collapsed constrained layout. Mesh::uv_islands exposes face/corner
membership, bounds, area, and pin counts for editor inspection.
New sphere and cylinder primitives default to smooth:true. Spheres store
analytic radial corner normals, including their poles; cylinder walls store
radial normals with separate flat cap normals. UV seams retain matching normals
on either side. smooth:false keeps faceted polygon shading. This creation
option changes shading only: positions, topology, IDs and UVs stay the same.
Saved editable meshes retain their stored normals when reopened; the new
default does not restyle existing assets.
For existing meshes, normals {smooth:true,angle:1.0471975512} derives normals
across edges below 60 degrees, keeping sharper boundaries. Crease edges still
split the result. This is separate from smooth, which moves vertices. Other
construction paths such as polygon_mesh, sweep, lathe and loft retain
their existing shading until normals are explicitly authored or recalculated.
Whole-object affine geometry transforms preserve normals with the inverse
transpose, including nonuniform scales. Partial geometry edits may invalidate
affected normals; recalculate them after shaping when needed.
Gloss is a material property: for example,
surface_material {material:0,metallic:0,roughness:0.08} gives a glossy
dielectric factor. Smooth normals do not add silhouette subdivisions, and low
roughness does not add a clearcoat layer, transmission or mirror reflections.
Roughness textures multiply the material factor. Lighting and reflection
support in the receiving renderer determine the visible highlight.
Strong surface and solid inspection
inspect {domain:"solid", object:...} runs the explicit bounded global check.
The ordinary validate domain checks local faces and oriented topology and
leaves global intersections NotChecked; its solid flag is conservative false.
The strong check reports distinct intersecting face pairs (first 128 plus exact
total/omitted counts), connected shell count, and shell orientation errors.
Legal shared vertex/edge boundaries are excluded; geometric touching between
different element identities counts as an intersection. Closed embedded shells
must face outward at even nesting depth and inward around cavities. Disjoint
outward components are accepted. Cancellation, exhausted work/memory budgets,
or unsupported numerical ranges return an error without a certificate.
Rust: Mesh::validate_global(&mut Context) -> Result<GlobalValidation> returns
local, candidate_pairs, tested_pairs, intersection_count,
intersections: Vec<FaceIntersection {a,b}>, intersections_omitted,
components, orientation_errors, is_embedded_surface, is_valid_solid.