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    One positioned object in a scene.

    interface ModelObject {
        geometry: MeshGeometry;
        id: string;
        instances?: Mat4[];
        material?: ModelMaterial;
        name?: string;
        plateIds?: number[];
        transform: Mat4;
    }
    Index

    Properties

    geometry: MeshGeometry

    Geometry in the object's own local space when instances is present (the placements position it); otherwise positioned by transform. A bare STL / single-placement object leaves it as the source geometry.

    id: string

    Stable within a scene (3MF object id; 'stl' for a bare STL).

    instances?: Mat4[]

    All scene-space placements of this master mesh — production-extension components / repeated build items that reuse the same geometry (DD-022). Present only when the source reused the mesh (length ≥ 2); absent ⇒ a single placement at transform. A renderer draws one geometry upload across these transforms (GPU instancing), so memory scales with unique geometry, not copy count.

    material?: ModelMaterial

    Omitted ⇒ no source material ⇒ neutral default render + capabilities.materials: 'unavailable'.

    name?: string

    Source-declared object name when present.

    plateIds?: number[]

    Per-placement plate membership (DD-025): plateIds[i] is the ModelPlateSummary.id (plater id) of placement i — aligned with instances when present, else index 0 is the single placement at transform. Plate membership lives on the placement, not the master, because the same reused master can be instantiated on more than one plate. Absent ⇒ the source declared no plate structure (capabilities.plates: 'unavailable'), never fabricated.

    transform: Mat4

    Object→scene transform (identity for STL). For an instanced master, equals instances[0].