eng doc
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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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