eng doc
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# Meshes — user documentation
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The **geometry side** of the scene: where the geometry comes from, how meshes and entities are
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organized, and how objects look.
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| Page | Topic |
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|------|-------|
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| [Meshes](meshes.md) | The three levels `Geometry` → `Mesh` → `Entity`; procedural primitives, custom geometry, `Transform`, mesh sharing |
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| [Geometry sources](sources.md) | The `wsg::mesh` module: feature-gated procedural generators + file import (OBJ, glTF stub) |
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| [Materials & textures](materials.md) | The `standard` shader, unlit mode, diffuse textures |
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Example folder: [`lib/examples/meshes/`](../../../lib/examples/meshes/README.md)
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(`simple`, `cube`, `pbr`, `import`, `manual`).
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## Links
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- [User documentation index](../README.md) · [Quickstart](../quickstart.md) · [Examples](../examples.md)
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# Materials & textures
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A **`Material`** describes a mesh's appearance: it references a shader (by id) and
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optionally a **diffuse texture**. Several materials pointing at the same shader share the
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same compiled GPU pipeline (the `PipelineCache` held by the scene).
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The engine ships a single shader: **`standard`** — multi-light Phong lighting (see
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[Lights](../lights/lights.md)), with an **unlit** mode for flat rendering.
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## 1. Registering the shader
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```rust
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app.scene
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.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
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.unwrap();
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```
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> **Note**: `STANDARD_SHADER_PATH` points to an optional file on disk; if it is missing
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> (the normal case for the embedded library), loading falls back to the shader **embedded at
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> compile time** (`include_str!`, byte-identical). The fallback message you may see is
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> therefore **expected and harmless**.
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For a custom shader: register your `.wgsl` file path under an id of your choice (it must
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expose the same bind groups as `standard` — frame @0, object @1, texture @2, shadow @3 — see
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[ARCHI_RENDU](../../tech/ARCHI_RENDU.md) and the
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[`shaders/standard_shader.wgsl`](../../../lib/src/shaders/standard_shader.wgsl) file).
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## 2. Creating materials
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```rust
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// Textureless material: the color comes from per-vertex colors (or white by default).
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app.scene.add_material_shader("mat", "standard").unwrap();
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// Textured material: the texture must first be registered in the scene (below).
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app.scene.add_material_texture("mat_textured", "standard", "my_texture").unwrap();
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```
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Binding a material to a mesh happens at mesh creation (see [Meshes](meshes.md)):
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```rust
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app.scene.create_mesh("cube_mesh", cube(1.0), Some("mat_textured")).unwrap();
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```
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A mesh created with `material = None` is rendered with the scene's **default material**
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(`standard`, built once then cached) — that is the behavior of the
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[`simple`](../../../lib/examples/meshes/simple.rs) example.
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## 3. Diffuse textures
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`Texture` is a GPU image in `Rgba8UnormSrgb` (linear sampler, repeat addressing).
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Four constructors:
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| Constructor | Usage |
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|--------------|-------|
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| `Texture::from_rgba8(device, queue, w, h, rgba, label)` | raw RGBA8 bytes (procedural) |
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| `Texture::from_bytes(device, queue, label, bytes)` | encoded data (PNG/JPEG… via the `image` crate) |
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| `Texture::from_file(device, queue, label, path)` | image file on disk |
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| `Texture::white_placeholder(device, queue)` | 1×1 white — used internally when a material has no texture |
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You get `device`/`queue` in `setup()` via `app.context()`:
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```rust
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let (device, queue) = {
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let ctx = app.context();
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(ctx.device.clone(), ctx.queue.clone())
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};
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let texture = Texture::from_rgba8(&device, &queue, 8, 8, &my_rgba, "checker").unwrap();
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app.scene.add_texture("checker_texture", texture).unwrap();
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app.scene.add_material_texture("ground_mat", "standard", "checker_texture").unwrap();
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```
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The exact snippet (8×8 checkerboard + stripes generation) is in
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[`demo.rs`](../../../lib/examples/effects/demo.rs) and [`cube.rs`](../../../lib/examples/meshes/cube.rs).
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Two conditions for a texture to show up:
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1. the material is created via `add_material_texture` (otherwise the 1×1 white placeholder
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is bound — no visual effect, no regression);
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2. the `Geometry` carries **UVs** (`.with_uvs(…)`). Without UVs, sampling is constant.
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The procedural primitives (`uv_sphere`, `cube`, …) already provide them.
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## 4. Unlit mode (flat / 2D rendering)
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"Flat" rendering (vertex colors as-is, no lighting) is a **renderer switch**, not a material:
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```rust
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app.renderer_mut().set_unlit(true); // in setup()
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```
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This is the mode of the `simple` example (2D quad). In this mode the scene's lights are
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ignored; per-vertex colors (or white) are rendered directly. 2D is a special case of 3D:
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the single `standard` pipeline serves both.
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> `clear_lights()` (see [Lights](../lights/lights.md)) gives a similar result but keeps the lit
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> pipeline: only ambient stays active. Use it when you want to "turn off the lights" without
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> switching to unlit.
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## Links
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- [User README](../README.md) · [Meshes](meshes.md) · [Lights](../lights/lights.md) · [Examples](../examples.md)
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- [Root README](../../../README.md) · [ARCHI_RENDU](../../tech/ARCHI_RENDU.md)
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# Meshes: geometries, entities and transforms
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A displayed object in WSG goes through three levels:
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```
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Geometry (CPU, source of truth) ──► Mesh (GPU: vertex/index buffers) ──► Entity (placement in the scene)
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```
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- **`Geometry`**: raw CPU-side data — positions + optional normals/UVs/colors/indices.
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- **`Mesh`**: GPU container (buffers uploaded once). It **retains** its `Arc<Geometry>` on the
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CPU side, along with its material.
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- **`Entity`**: a `mesh + Transform` association. This is the unit the engine draws. The same
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`Mesh` can be shared by several entities (each with its own `Transform`).
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## 1. Procedural primitives (the shortest path)
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The `math::primitives` module provides ready-to-use `Geometry` generators
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(positions + normals + UVs + indices):
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| Function | Parameters | Result |
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|----------|-----------|--------|
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| `cube(size)` | side length | origin-centered cube, per-face normals |
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| `plane(width, depth, seg_x, seg_z)` | dimensions + subdivisions | horizontal plane (Y-up), UVs |
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| `uv_sphere(radius, sectors, stacks)` | radius + resolution | UV sphere (seam visible) |
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| `icosphere(radius, subdivisions)` | radius + subdivisions | smooth sphere (normalized, seam-free) |
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| `cylinder(radius, height, sectors)` | radius, height, resolution | centered cylinder |
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| `cone(radius, height, sectors)` | radius, height, resolution | cone (base at the bottom when translated in Y) |
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| `torus(major, minor, major_segments, minor_segments)` | radii + resolution | torus |
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```rust
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use wsg_lib::math::{cube, icosphere, torus};
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app.scene.create_mesh("cube_mesh", cube(0.8), Some("solid_mat")).unwrap();
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app.scene.create_mesh("sphere_mesh", icosphere(0.5, 2), Some("solid_mat")).unwrap();
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```
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## 2. Custom `Geometry` (your own mesh)
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`Geometry` is a builder: positions are mandatory, everything else is optional
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(sensible defaults are applied at upload — e.g. normal `[0,0,1]`, white color).
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```rust
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use wsg_lib::resources::Geometry;
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let geometry = Geometry::new(vec![
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[-0.5, 0.5, 0.0],
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[ 0.5, 0.5, 0.0],
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[ 0.5, -0.5, 0.0],
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[-0.5, -0.5, 0.0],
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])
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.with_normals(vec![[0.0, 0.0, 1.0]; 4]) // required for lighting (Phong)
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.with_colors(vec![
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[1.0, 0.0, 0.0, 1.0],
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[0.0, 1.0, 0.0, 1.0],
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[0.0, 0.0, 1.0, 1.0],
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[1.0, 1.0, 0.0, 1.0],
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])
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.with_indices(vec![0, 1, 2, 0, 2, 3]); // triangulation (without indices: triangle list)
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```
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Other attributes: `.with_uvs(vec![[u, v], …])` (required for textures — see
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[Materials & textures](materials.md)). `geometry.validate()` checks the arrays for
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consistency (aligned lengths, indices in range) before upload.
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> **Indices**: `Vec<u16>` — a custom mesh must therefore stay under 65,536 vertices. The
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> engine's primitives respect this limit.
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## 3. Registering in the scene
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```rust
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// The mesh is built (GPU buffers) and bound to its material in one call.
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// `material = None`: the scene will use its default material (`standard`) at render time.
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app.scene.create_mesh("cube_mesh", geometry, Some("cube_material"))?;
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// The entity references the mesh by its id (String IDs).
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app.scene.add_entity("cube", "cube_mesh")?;
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// …or with an explicit placement:
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app.scene.add_entity_with_transform("cube", "cube_mesh", transform)?;
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```
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All these methods return `Result<_, String>` (unifying the typed errors is on the
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horizon — see [ROADMAP](../../ROADMAP.md)).
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## 4. Moving / animating: the `Transform`
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Placement lives on the **entity** (not on the mesh): `Transform { translation: Vec3,
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rotation: Quat, scale: Vec3 }`, converted to a world matrix by the engine every frame.
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The snippet below is the animation from the [`cube`](../../../lib/examples/meshes/cube.rs) example:
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```rust
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fn update(&mut self, app: &mut wsg_lib::App) {
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self.angle += 0.02;
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let mut tf = *app.scene.entity_transform("cube").expect("entity present");
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tf.rotation = Quat::from_rotation_y(self.angle) * Quat::from_rotation_x(self.angle * 0.3);
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app.scene.set_entity_transform("cube", tf);
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}
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```
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Other entity operations: `entity_transform(label)` (read), `remove_entity(label)` (hides
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without freeing resources), `entity_count()`.
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> **Rotation order**: `Quat` does not commute — `rot_y * rot_x` is not `rot_x * rot_y`.
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> The order above (Y then X) gives a readable "top spinning" motion.
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## 5. Mesh sharing
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Create **one** mesh per geometry and as many entities as occurrences:
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```rust
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app.scene.create_mesh("rock_mesh", icosphere(0.3, 1), Some("rock_mat")).unwrap();
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for i in 0..10 {
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let label = format!("rock_{i}");
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let mut tf = Transform::identity();
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tf.translation = Vec3::new(i as f32 * 0.8, 0.15, 0.0);
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app.scene.add_entity_with_transform(&label, "rock_mesh", tf).unwrap();
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}
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```
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The GPU buffers are uploaded only once; only the world matrices differ.
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## Links
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- [User README](../README.md) · [Quickstart](../quickstart.md) · [Materials & textures](materials.md) · [Lights](../lights/lights.md)
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- [Root README](../../../README.md) · [ARCHI_APP](../../tech/ARCHI_APP.md)
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# Geometry sources: procedural generators and file import
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The `wsg::mesh` module is the single entry point for **where the geometry comes from**:
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procedural generators or file import.
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## Procedural primitives
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Each primitive family is behind a **feature** — you only compile what you need.
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| Feature | Function | Description |
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|---------|----------|-------------|
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| `prim-cube` | `cube(size)` | Centered cube, 24 vertices, per-face normals |
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| `prim-plane` | `plane(w, d, seg_x, seg_z)` | Horizontal XZ plane (normal +Y), subdivided |
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| `prim-sphere` | `uv_sphere(r, sectors, stacks)` | Lat/long sphere, smooth normals |
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| `prim-sphere` | `icosphere(r, subdivisions)` | Icosphere (subdivided icosahedron) |
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| `prim-cylinder` | `cylinder(r, h, sectors)` | Cylinder (side + caps), analytic normals |
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| `prim-cone` | `cone(r, h, sectors)` | Cone (apex + closed base) |
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| `prim-torus` | `torus(major, minor, seg_maj, seg_min)` | Torus, smooth normals |
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### Default features
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```toml
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# Your project's Cargo.toml
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[dependencies]
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wsg-lib = { path = "../lib" }
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# Default: all primitives enabled (all-prims)
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```
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```toml
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# Only compile the cube and the sphere:
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wsg-lib = { path = "../lib", default-features = false, features = ["prim-cube", "prim-sphere"] }
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```
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### Usage
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```rust
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use wsg_lib::prelude::*;
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let cube = cube(2.0);
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let sphere = uv_sphere(1.0, 32, 16);
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let ico = icosphere(1.0, 2);
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// All return a Geometry (positions + normals + UVs + indices)
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assert_eq!(cube.positions.len(), 24);
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```
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## File import
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| Feature | Function | Format |
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|---------|----------|--------|
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| `import-obj` | `load_obj(path)` / `parse_obj(str)` | Wavefront OBJ |
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| `import-gltf` | `load_gltf(path)` | glTF 2.0 / GLB (stub) |
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### OBJ parser
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Supports: `v`, `vn`, `vt`, `f` (3–4 vertices, fan triangulation).
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If the file has no normals, they are **computed** (area-weighted).
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```rust
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use wsg_lib::mesh::{load_obj, parse_obj};
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// From a file
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let geom = load_obj("model.obj")?;
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// From a string
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let geom = parse_obj("v 0 0 0\nv 1 0 0\nv 0 1 0\nf 1 2 3\n")?;
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```
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### Errors
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```rust
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use wsg_lib::mesh::import::MeshImportError;
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match load_obj("missing.obj") {
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Ok(geom) => { /* … */ }
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Err(MeshImportError::Io(e)) => eprintln!("file not accessible: {e}"),
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Err(MeshImportError::Parse(e)) => eprintln!("invalid syntax: {e}"),
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Err(MeshImportError::Unsupported(e)) => eprintln!("unsupported feature: {e}"),
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}
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```
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## From `Geometry` to the scene
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The `mesh` module produces `Geometry` (CPU data). To render it, go through
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`Scene::create_mesh`, which uploads it to the GPU:
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```rust
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use wsg_lib::prelude::*;
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use wsg_lib::mesh::cube;
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// In AppHandler::setup:
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let geom = cube(1.0);
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app.scene.create_mesh("my_mesh", geom, Some("my_mat"))?;
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app.scene.add_entity("my_entity", "my_mesh")?;
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```
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## Example
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```sh
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cargo run -p wsg-lib --example import --features import-obj -- model.obj
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```
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## Conventions
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- **Y-up**, centered on the origin (except `plane`: XZ plane at y=0)
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- **Outward** normals
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- UVs in [0,1]²
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- **CCW** winding (front face)
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## Links
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- [User README](../README.md) · [Meshes](meshes.md) · [Materials & textures](materials.md) · [Examples](../examples.md)
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- [Root README](../../../README.md)
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