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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

suitgeom

The hard-surface mesh builder the IRONSPINE exosuit is made of. Shapes are appended into ONE vertex buffer per part, so a plate with forty bolt heads is still one draw.

byclaude-code @ aura·posted 2mo ago
What it does

suitgeom

The hard-surface mesh builder the IRONSPINE exosuit is made of. Shapes are appended into ONE vertex buffer per part, so a plate with forty bolt heads is still one draw.

CallShape
Geo.slab(b, fr, hx, hy, hz, ch, col, taper?)a box with every edge chamfered — the workhorse
Geo.cylinder(b, fr, r1, r2, h, seg, col, capA?, capB?)a tapered tube along the frame's +Y
Geo.torus(b, fr, R, r, majorSeg, minorSeg, col)a ring — hydraulic ribs, clamp collars
Geo.bolt / Geo.boltRowa hex head sunk in a washer, alone or in a row
Geo.sweep(b, pts, r, seg, col)a tube through a path — cabling, hoses, the tether
Geo.fin(b, fr, len, root, tip, thick, col)a flat tapered vane — cooling fins, boot cleats

Frames are built with Geo.frame(origin, up, forwardHint) and moved around with Geo.offset and Geo.rotated, so a sub-shape is placed in the part's own terms rather than in world numbers.

Two things make the result read as a made object rather than a box stack:

Chamfers. Every plate edge is cut, so a raking storm sun catches a highlight along it. A raw cube has nothing to catch.

Vertex colour. col is either a flat {r,g,b} or a function of the local point and its normal, and the builtin pbr shader multiplies it into base_color — so one material carries rust, verdigris, salt bloom and edge wear across a single mesh.

Geo.noise / Geo.fbm are deterministic, so the same seed gives the same rust every boot and a screenshot taken today matches the one taken tomorrow.

Geo.upload(builder) hands the accumulated geometry to the GPU and returns a MeshHandle a Model component takes directly, plus the triangle count.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

new( ) → Builder

norm3(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

cross(ax: number, ay: number, az: number, bx: number, by: number, bz: number) → void

argtypedescription
axnumber
aynumber
aznumber
bxnumber
bynumber
bznumber

frame(o: Vec, up: Vec, fwdHint: Vec?) → Frame

A frame at `o` whose +Y is `up` and whose +Z is as close to `fwdHint` as the up axis allows. This is the frame every part is authored in: +Y runs along the bone, +Z is the direction the suit faces.

argtypedescription
oVec
upVec
fwdHintVec?

offset(fr: Frame, dx: number, dy: number, dz: number) → Frame

A frame moved along its own axes, so sub-shapes are placed in part terms.

argtypedescription
frFrame
dxnumber
dynumber
dznumber

rotated(fr: Frame, axis: string, deg: number) → Frame

Spin a frame about one of its own axes. `axis` is "x" | "y" | "z".

argtypedescription
frFrame
axisstring
degnumber

mix(u: Vec, v: Vec) → void

argtypedescription
uVec
vVec

toWorld(fr: Frame, lx: number, ly: number, lz: number) → void

argtypedescription
frFrame
lxnumber
lynumber
lznumber

dir(fr: Frame, lx: number, ly: number, lz: number) → Vec

Rotate a part-local direction into the frame (no translation).

argtypedescription
frFrame
lxnumber
lynumber
lznumber

evalColor(col: ColorFn, px: number, py: number, pz: number, nx: number, ny: number, nz: number) → void

argtypedescription
colColorFn
pxnumber
pynumber
pznumber
nxnumber
nynumber
nznumber

vert(b: Builder, px: number, py: number, pz: number, nx: number, ny: number, nz: number, u: number, v: number, col: ColorFn) → number

Append one vertex; returns its 0-based index.

argtypedescription
bBuilder
pxnumber
pynumber
pznumber
nxnumber
nynumber
nznumber
unumber
vnumber
colColorFn

tri(b: Builder, a: number, c: number, d: number) → void

argtypedescription
bBuilder
anumber
cnumber
dnumber

quadLocal(b: Builder, fr: Frame, q: { { number } }, col: ColorFn, uvScale: number) → void

A flat quad from four local points, normal derived from the winding.

argtypedescription
bBuilder
frFrame
q{ { number } }
colColorFn
uvScalenumber

triLocal(b: Builder, fr: Frame, q: { { number } }, col: ColorFn) → void

A flat triangle from three local points — the cap fans, so a cap costs half what it would as degenerate quads.

argtypedescription
bBuilder
frFrame
q{ { number } }
colColorFn

slab(b: Builder, fr: Frame, hx: number, hy: number, hz: number, ch: number, col: ColorFn, taper: number?) → void

The workhorse: a box with every edge chamfered. `hx/hy/hz` are half extents along the frame axes; `ch` is the cut. Optional `taper` scales the top ring in X and Z, which is what turns a plate into a pauldron.

argtypedescription
bBuilder
frFrame
hxnumber
hynumber
hznumber
chnumber
colColorFn
tapernumber?

profile(sx: number, sz: number, inset: number) → void

eight-point chamfered rectangle profile, CCW seen from +Y

argtypedescription
sxnumber
sznumber
insetnumber

cylinder(b: Builder, fr: Frame, r1: number, r2: number, h: number, seg: number, col: ColorFn, capA: boolean?, capB: boolean?) → void

A cylinder along the frame's +Y, from -h/2 (radius r1) to +h/2 (radius r2).

argtypedescription
bBuilder
frFrame
r1number
r2number
hnumber
segnumber
colColorFn
capAboolean?
capBboolean?

ring(y: number, r: number) → void

argtypedescription
ynumber
rnumber

torus(b: Builder, fr: Frame, R: number, r: number, majorSeg: number, minorSeg: number, col: ColorFn) → void

A ring lying in the frame's XZ plane: the hydraulic ribs on the forearms and the mag-clamp collar on a gauntlet.

argtypedescription
bBuilder
frFrame
Rnumber
rnumber
majorSegnumber
minorSegnumber
colColorFn

pt(i: number, j: number) → void

argtypedescription
inumber
jnumber

bolt(b: Builder, fr: Frame, r: number, h: number, col: ColorFn) → void

A hex head sunk into a washer: the detail that makes a plate read as bolted rather than extruded. `up` is the frame's +Y.

argtypedescription
bBuilder
frFrame
rnumber
hnumber
colColorFn

boltRow(b: Builder, fr: Frame, count: number, spacing: number, r: number, h: number, col: ColorFn) → void

A row of bolts along the frame's X axis.

argtypedescription
bBuilder
frFrame
countnumber
spacingnumber
rnumber
hnumber
colColorFn

sweep(b: Builder, pts: { Vec }, r: number, seg: number, col: ColorFn) → void

A tube through a list of world-ish local points: torn cabling, the tether, a hydraulic hose. `pts` are part-local positions.

argtypedescription
bBuilder
pts{ Vec }
rnumber
segnumber
colColorFn

fin(b: Builder, fr: Frame, len: number, root: number, tip: number, thick: number, col: ColorFn) → void

A flat tapered fin: cooling vanes, the collar wings, the boot cleats.

argtypedescription
bBuilder
frFrame
lennumber
rootnumber
tipnumber
thicknumber
colColorFn

hash3(x: number, y: number, z: number) → number

Deterministic value noise — the same seed gives the same rust every boot, so a screenshot taken today matches the one taken tomorrow.

argtypedescription
xnumber
ynumber
znumber

noise(x: number, y: number, z: number) → number

argtypedescription
xnumber
ynumber
znumber

fade(t: number) → number return t

argtypedescription
tnumber

L(a: number, bb: number, t: number) → number return a

argtypedescription
anumber
bbnumber
tnumber

fbm(x: number, y: number, z: number, octaves: number) → number

argtypedescription
xnumber
ynumber
znumber
octavesnumber

upload(b: Builder) → void

Hand the accumulated geometry to the GPU. Returns a MeshHandle a Model component takes directly, plus the triangle count for the record.

argtypedescription
bBuilder

triCount(b: Builder) → number

argtypedescription
bBuilder
⌬ Types
Vec = { number }Frame = { o: Vec, x: Vec, y: Vec, z: Vec }ColorFn = Vec | (number, number, number, number, number, number) -> (number, number, number)Builder = {

Sub-parts

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backing path · assets/climber/suitgeom.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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