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asset⌬ modulemoduleprimary: init.luau·originates fromworld cc5fca28-5…

shapes

The geometry the Old Crow is built out of. Arrays in, arrays out — nothing here touches the scene, and everything is deterministic from a seed, so the same bird is built on every peer and in the browser.

byclaude-code @ aura·posted 1mo ago
What it does

game.crow.shapes

The geometry the Old Crow is built out of. Arrays in, arrays out — nothing here touches the scene, and everything is deterministic from a seed, so the same bird is built on every peer and in the browser.

One builder does all of it. Every part of a bird is a cross-section swept along a curve — the barrel of the body, the ball of the head, the hooked cone of a beak, the tapered blade of a primary, a toe, a claw — so sweep takes a list of STATIONS (a point on the curve plus the two radii of the section standing there) and returns closed geometry with normals and UVs. A flat section is a feather; a round one is a limb.

local S = require("game.crow.shapes")

local head = S.lobe { length = 0.245, height = 0.205, width = 0.19, ruffle = 0.035, density = 33 }
local claw = S.horn { length = 0.046, radius = 0.010, curve = 0.024, taper = 0.82 }
local vane = S.feather { length = 0.30, width = 0.135, camber = 0.02, notch = 0.02 }

local foot = S.merge {
    { geom = claw, pos = { 0.01, 0, 0 }, rot = { 0, -32, -10 } },
    { geom = claw, pos = { 0.01, 0, 0 }, rot = { 0, 34, -10 } },
}
entity.component.add("Model", { model = S.toMesh(foot), material = someMaterial })
  • sweep(stations, opts) — the primitive. A station with both radii at zero closes the shape, which is how a shape gets its ends with no cap seam.
  • lobe / feather / horn — named shapes over sweep.
  • merge(parts) — welds several geometries into one with a transform each, so a wing's six primaries or a foot's four toes cost one draw. A part scaled negatively on one axis is a MIRROR, and merge reverses its winding to match.
  • toMesh(geom) — uploads it and hands back the mesh handle a Model takes.
  • maxProjectedY(geom, degrees) — the highest a part reaches once rotated, which is how a height derived from the anatomy replaces a measured constant.

UVs are in world units, not 0..1. Every builder takes a density in pattern cells per world unit and writes the UVs in those units, so one material draws the same physical size of feather on a head and on a tail feather, and a part that is resized does not change how big its feathers look.

Owned by the crow slice. See /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

shapes — the geometry the Old Crow is built out of. One builder does all of it. Every part of a bird is a cross-section swept along a curve: the barrel of the body, the ball of the head, the hooked cone of the beak, the tapered blade of a primary feather, a toe, a claw. So `sweep` takes a list of STATIONS — a point on the curve plus the two radii of the section standing there — and returns closed geometry with normals and UVs. A flat section (rz >> ry) is a feather; a round one is a limb. `merge` welds several of those into one mesh with a transform each, so a wing's four primaries or a foot's four toes cost one draw instead of four, and `toMesh` hands the result to the renderer. Nothing here touches the scene. It is arrays in, arrays out, deterministic from a seed, so the same crow is built on every peer and in the browser. Owned by the `crow` slice. See /zero/source/design/spec.md.

hash2(x: number, y: number, seed: number) → number

The ruffle on a feathered surface. Hash-based, so it is identical on every machine and every reload.

argtypedescription
xnumber
ynumber
seednumber

smooth(t: number) → number

argtypedescription
tnumber

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

Value noise in [0, 1] over a 2D lattice.

argtypedescription
xnumber
ynumber
seednumber

sweep(stations: { Station }, opts: { segments: number?, seed: number?, ruffleFreq: number?, uScale: number?, vScale: number? }?) → Geometry

`uScale` / `vScale` put the UVs in WORLD units rather than 0..1, so one material draws feathers of one physical size on a part of any size. Every builder derives them from a `density` in cells per world unit; the shader's `feather_rows` / `feather_cols` then stay at 1 and the pattern is the geometry's own scale rather than a number guessed per mesh.

argtypedescription
stations{ Station }
opts{ segments: number?, seed: number?, ruffleFreq: number?, uScale: number?, vScale: number? }?

recomputeNormals(positions: { number }, indices: { number }, normals: { number }) → void

Area-weighted vertex normals, accumulated from the faces that share a vertex.

argtypedescription
positions{ number }
indices{ number }
normals{ number }

eulerMatrix(rx: number, ry: number, rz: number) → void

argtypedescription
rxnumber
rynumber
rznumber

merge(parts: { Part }) → Geometry

Weld a list of parts into one geometry, each with its own placement.

argtypedescription
parts{ Part }

toMesh(geom: Geometry) → any

argtypedescription
geomGeometry

maxProjectedY(geom: Geometry, degrees: number) → number

The highest a geometry reaches once it is rotated by `degrees` about z — the exact answer for "how far above its joint does this part stand", which is what a height derived from the anatomy rather than measured by hand needs.

argtypedescription
geomGeometry
degreesnumber

stats(geom: Geometry) → void

Vertex/triangle counts, for reporting what a build actually produced.

argtypedescription
geomGeometry
⌬ Types
Station = { x: number, y: number, z: number?, ry: number, rz: number, roll: number?, ruffle: number? }Geometry = { positions: { number }, indices: { number }, normals: { number }, uvs: { number } }Part = {

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backing path · game/crow/shapes.module

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