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@poqpoq/babylon-thin-instance-outline

v1.3.0

Published

Per-instance outline rendering for Babylon.js thin-instances using the inverted-hull technique.

Readme

babylon-thin-instance-outline

Per-instance outline rendering for Babylon.js thin-instances — using the classic inverted-hull technique. The outline lives on a sibling thin-instance host whose matrix buffer mirrors the source's, with per-instance show/hide via matrix scale.

Status: v1.3.0 — stable public API for single-mesh static thin-instances, with per-instance color, smooth-normals preprocessing, and animated silhouette effects. Author: Allen Partridge (@increasinglyHuman) + Claude. Part of the BlackBox creative suite. License: MIT.


Why this library exists

Babylon.js exposes thin-instances for high-volume static-geometry rendering — one draw call for thousands of placements. They're essential whenever you have repeated geometry: foliage, building tile sets, item drops, pickups, particle systems.

But Babylon's EdgesRenderer — the canonical "show edges / outline this mesh" API — operates per host mesh, not per thin-instance. There's no public API to outline a single thin-instance entry without lighting up every other instance sharing the same host.

This is a real gap. It surfaces in any scene where you want to:

  • Highlight a selected member of a thin-instanced group (linksets, item tooltips, group editing)
  • Indicate hovered / pickable state per-instance
  • Build a stylized cel-shaded look that respects per-instance boundaries

This library closes that gap with a small, focused API and zero patches to Babylon source.

Approach: inverted hull outline

The outline isn't drawn by edge rendering at all. It's a parallel outline mesh that mirrors the source's geometry, slightly scaled outward, rendered with back-face only + flipped winding. The source mesh occludes the front of the outline mesh; only the slightly-larger silhouette pokes out around the edges, producing a clean outline.

Critically: the outline mesh is itself a thin-instance host. Its matrix buffer mirrors the source's at the same indices. To highlight instance i, write the source's matrix at index i into the outline mesh's buffer. To clear instance i, write a scale-zero matrix at index i (instance is technically still drawn but compresses to a point — invisible).

This technique is well-known in 3D rendering — Pixar's RenderMan, every modern toon shader, lots of Unity/Unreal stylized games use it. It composes cleanly with thin-instances because per-instance show/hide via matrix-scale is the natural Babylon idiom.

    [host mesh — original geometry, full opacity]
              ↓
    [outline mesh — same geometry, scaled 1.03x, back-face culled,
                    rendered FIRST, flat color, drawn behind via depth bias]
              ↓
    [host mesh occludes outline's front; visible silhouette = the outline]

Quick start

npm install @poqpoq/babylon-thin-instance-outline
import { ThinInstanceOutliner } from '@poqpoq/babylon-thin-instance-outline'
import { Color3 } from '@babylonjs/core'

const outliner = new ThinInstanceOutliner(scene)

// Wire the outliner to an existing thin-instance host.
// Creates the parallel outline mesh, mirrors matrix buffer.
outliner.attach(myHostMesh)

// Highlight a specific instance (pale blue per the attach default)
outliner.highlight(myHostMesh, 7)

// Highlight with a per-instance color override (red just for slot 12)
outliner.highlight(myHostMesh, 12, { color: new Color3(1.0, 0.3, 0.3) })

// Clear one
outliner.clear(myHostMesh, 7)

// Clear all on this host
outliner.clearAll(myHostMesh)

// Detach (disposes the outline mesh)
outliner.detach(myHostMesh)

API

| Method | Purpose | |---|---| | new ThinInstanceOutliner(scene) | Construct. One outliner per scene typically. | | attach(hostMesh) | Create the parallel outline mesh + bind matrix buffer mirror. Idempotent. | | highlight(hostMesh, instanceIndex, opts?) | Show outline for one instance. | | clear(hostMesh, instanceIndex) | Hide outline for one instance. | | clearAll(hostMesh) | Hide all outlines on this host. | | detach(hostMesh) | Dispose outline mesh; remove all state for this host. | | dispose() | Detach all hosts; clean up. |

What this does and doesn't do

This library renders a per-instance silhouette outline. Mental model:

  • Per-instance, not per-group. Outlining instances 3, 7, and 12 produces three independent outlines. Even if the instances are touching, each gets its own outline; they don't merge into a single border around the union. For a unified group outline (one continuous border around multiple meshes), use a stencil-based or screen-space approach like Babylon's SelectionOutlineLayer.
  • Surface-following, not edge-detecting. The outline traces the silhouette of the mesh's surface as seen from the camera. CSG cuts, hollows, and concave geometry are part of the surface — they get outlined too (sometimes in visually surprising ways for concave shapes; ADR-002 §4 covers the edge cases).
  • Hard-edge meshes are handled. A cube has discontinuous vertex normals at corners by default — without intervention, the outline tears apart there. The outliner averages normals across coincident vertex positions on the outline mesh only (host stays crisp), so the silhouette is continuous around sharp 90° corners. Default on; opt out with attach(host, { smoothNormals: false }) for stylized split-outline looks or to skip the O(n²) preprocess on very large meshes.

Status & roadmap

Shipped (v1.0 → v1.3): core inverted-hull outline for single-mesh static thin-instances · per-instance color (highlight(host, idx, { color })) · smooth-normals preprocess for hard-edge meshes (default on) · animated silhouette effects — pulse, colorCycle, edgeFlow, sizzle, rimFlow · live param tuning via setEffectParams (no recompile).

Next: multi-mesh hosts (skeleton-shared) · animated mesh outline (skeleton-clone) · per-instance thickness.

Born from

This library was extracted from poqpoq-world's linkset selection substrate work (ADR-120) — where OAR-imported linksets needed per-thin-instance member highlighting that Babylon doesn't natively support. Rather than patch Babylon source or build the technique inline, the cleaner long-term answer was a focused, reusable library. Same pattern as poqpoq-IK-Solver.

If your project hits the same Babylon gap, this library is for you. Issues and PRs welcome.

License

MIT © Allen Partridge (p0qp0q). Use freely, attribute kindly.

Part of the BlackBox creative suite — see also Animator, Skinner, and @poqpoq/voxel-skinner.