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>
4.3 KiB
Mesh construction operations
Construction commands create a new object and keep input objects intact:
| op | Additional fields |
|---|---|
| sphere | radius, segments: 3–128, rings: 2–128, smooth?: boolean (default true); radial normals across UV seams, including poles |
| cylinder | radius, height, segments: 3–128, smooth?: boolean (default true); centered on Y, radial side normals, flat caps with a hard rim |
| sweep | profile: XY[] (3–128), path: XYZ[] (2–128), caps, material; transported local frames |
| lathe | profile: [radius,height][] (2–128), axis, segments: 3–128, caps, material; zero-radius endpoint poles supported |
| loft | profiles: XYZ[][] (2–128 equal-size rings), closed, caps, material |
| quad_strip | a: XYZ[], b: XYZ[] (equal length 2–4096), closed, material |
| boolean | a, b, mode: union/difference/intersection; closed manifold inputs, bounded candidate pairs, unambiguous source-triangle UV/material/normal transfer |
| voxel_remesh | source, resolution: 8/16/32; bounded FaithC reconstruction with nearest-surface UV/material/weight reprojection |
Boolean and voxel inputs are transformed by their complete scene-node world matrices (including parents); the new output object has an identity frame. Input geometry and nodes stay unchanged. Make linked sources unique and apply enabled modifiers before these direct construction commands.
Boolean and voxel operations refuse seam/crease/pin constraints they cannot map. Booleans also refuse weighted intersection geometry; new intersections do not have a unique rigging interpretation. Existing CSG/FaithC phases run sequentially on the worker; cancellation is checked before/after those bounded phases, and CSG inherits an installed cancellation token. Topology-changing output receives new identities in the new object's scope. Local manifold validation does not certify that arbitrary inputs or deformed shells have no global intersections.
Sphere/cylinder smooth:false selects faceted polygon shading. Smooth shading
does not increase geometry density or round a coarse silhouette. Existing
saved sources keep their stored normals. Sweep/lathe/loft and custom polygon
meshes can use a subsequent normals operation to derive smooth shading with
an explicit crease angle; see Mesh editing operations.
For a glossy surface, author a low surface_material.roughness along with the
desired color and metallic factor; see Surface authoring.
This uses the existing PBR path and does not require image generation.
Surface fibers
For a short fur coat or fine fuzz, prefer surface_material.fur from
Surface authoring. It keeps the base mesh and uses bounded
shader shells. Use the geometry operation below when individual modeled
strands are intentional; its output contributes to GLB size, topology checks,
skinning and triangle cost.
fiber_shell {object,source,count,length,width,seed,material} creates a new
mesh of tapered closed fibers sampled by source triangle area. Counts1–32768,
length0.0001–1m, width0.00001–0.1m and at most half the length, u32 seed;
source input uses the document triangle/work budgets. Geometry, normals, root UV/color sampling
and inherited skin weights are deterministic. Fibers use source mesh coordinates;
copy its object transform to the new object when required. length:0.012,
width:0.0006, count:1400 is a starting yarn-ball surface. This creates
ordinary geometry, not a volumetric fur shader or a strand physics simulation.
For soft bodies pass the separate mesh in deform_objects; only the main body
supplies contact samples. Source is preserved. Context work/byte/topology budgets
apply before allocation; seed changes intentionally create a different surface.
Each bent fiber is admitted against conservative capsules covering both of its
segments, including its embedded root cap. A spatial grid limits nearby
comparisons. Generation tries at most64 candidates per requested fiber and
refuses with an explicit packing-budget error if the requested count cannot
fit; it never silently returns fewer fibers. This keeps distinct fibers apart
in the authored rest mesh. The root still overlaps the source surface by
design, and subsequent deformation does not simulate strand self-collision.