# Meshes: geometries, entities and transforms A displayed object in WSG goes through three levels: ``` Geometry (CPU, source of truth) ──► Mesh (GPU: vertex/index buffers) ──► Entity (placement in the scene) ``` - **`Geometry`**: raw CPU-side data — positions + optional normals/UVs/colors/indices. - **`Mesh`**: GPU container (buffers uploaded once). It **retains** its `Arc` on the CPU side, along with its material. - **`Entity`**: a `mesh + Transform` association. This is the unit the engine draws. The same `Mesh` can be shared by several entities (each with its own `Transform`). ## 1. Procedural primitives (the shortest path) The `math::primitives` module provides ready-to-use `Geometry` generators (positions + normals + UVs + indices): | Function | Parameters | Result | |----------|-----------|--------| | `cube(size)` | side length | origin-centered cube, per-face normals | | `plane(width, depth, seg_x, seg_z)` | dimensions + subdivisions | horizontal plane (Y-up), UVs | | `uv_sphere(radius, sectors, stacks)` | radius + resolution | UV sphere (seam visible) | | `icosphere(radius, subdivisions)` | radius + subdivisions | smooth sphere (normalized, seam-free) | | `cylinder(radius, height, sectors)` | radius, height, resolution | centered cylinder | | `cone(radius, height, sectors)` | radius, height, resolution | cone (base at the bottom when translated in Y) | | `torus(major, minor, major_segments, minor_segments)` | radii + resolution | torus | ```rust use wsg_lib::math::{cube, icosphere, torus}; app.scene.create_mesh("cube_mesh", cube(0.8), Some("solid_mat")).unwrap(); app.scene.create_mesh("sphere_mesh", icosphere(0.5, 2), Some("solid_mat")).unwrap(); ``` ## 2. Custom `Geometry` (your own mesh) `Geometry` is a builder: positions are mandatory, everything else is optional (sensible defaults are applied at upload — e.g. normal `[0,0,1]`, white color). ```rust use wsg_lib::resources::Geometry; let geometry = Geometry::new(vec![ [-0.5, 0.5, 0.0], [ 0.5, 0.5, 0.0], [ 0.5, -0.5, 0.0], [-0.5, -0.5, 0.0], ]) .with_normals(vec![[0.0, 0.0, 1.0]; 4]) // required for lighting (Phong) .with_colors(vec![ [1.0, 0.0, 0.0, 1.0], [0.0, 1.0, 0.0, 1.0], [0.0, 0.0, 1.0, 1.0], [1.0, 1.0, 0.0, 1.0], ]) .with_indices(vec![0, 1, 2, 0, 2, 3]); // triangulation (without indices: triangle list) ``` Other attributes: `.with_uvs(vec![[u, v], …])` (required for textures — see [Materials & textures](materials.md)). `geometry.validate()` checks the arrays for consistency (aligned lengths, indices in range) before upload. > **Indices**: `Vec` — a custom mesh must therefore stay under 65,536 vertices. The > engine's primitives respect this limit. ## 3. Registering in the scene ```rust // The mesh is built (GPU buffers) and bound to its material in one call. // `material = None`: the scene will use its default material (`standard`) at render time. app.scene.create_mesh("cube_mesh", geometry, Some("cube_material"))?; // The entity references the mesh by its id (String IDs). app.scene.add_entity("cube", "cube_mesh")?; // …or with an explicit placement: app.scene.add_entity_with_transform("cube", "cube_mesh", transform)?; ``` All these methods return `Result<_, String>` (unifying the typed errors is on the horizon — see [ROADMAP](../ROADMAP.md)). ## 4. Moving / animating: the `Transform` Placement lives on the **entity** (not on the mesh): `Transform { translation: Vec3, rotation: Quat, scale: Vec3 }`, converted to a world matrix by the engine every frame. The snippet below is the animation from the [`cube`](../../lib/examples/cube.rs) example: ```rust fn update(&mut self, app: &mut wsg_lib::App) { self.angle += 0.02; let mut tf = *app.scene.entity_transform("cube").expect("entity present"); tf.rotation = Quat::from_rotation_y(self.angle) * Quat::from_rotation_x(self.angle * 0.3); app.scene.set_entity_transform("cube", tf); } ``` Other entity operations: `entity_transform(label)` (read), `remove_entity(label)` (hides without freeing resources), `entity_count()`. > **Rotation order**: `Quat` does not commute — `rot_y * rot_x` is not `rot_x * rot_y`. > The order above (Y then X) gives a readable "top spinning" motion. ## 5. Mesh sharing Create **one** mesh per geometry and as many entities as occurrences: ```rust app.scene.create_mesh("rock_mesh", icosphere(0.3, 1), Some("rock_mat")).unwrap(); for i in 0..10 { let label = format!("rock_{i}"); let mut tf = Transform::identity(); tf.translation = Vec3::new(i as f32 * 0.8, 0.15, 0.0); app.scene.add_entity_with_transform(&label, "rock_mesh", tf).unwrap(); } ``` The GPU buffers are uploaded only once; only the world matrices differ. ## Links - [User README](README.md) · [Quickstart](quickstart.md) · [Materials & textures](materials.md) · [Lights](lights.md) - [Root README](../../README.md) · [ARCHI_APP](../tech/ARCHI_APP.md)