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asset⌬ modulemoduleprimary: init.luau·originates fromworld 41755fbf-7…

FarmMesh

Geometry for the farmland slice, as plain `renderer.mesh.create` payloads.

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

FarmMesh

Geometry for the farmland slice, as plain renderer.mesh.create payloads.

buildCropTile returns one square tile of standing stalks — the mesh the crop tiles that follow the swarm all share, built at full maize height with the per-stalk wind phase, dryness and height packed into vertex colour for crop_blades.shader to read.

buildBarn, buildSilo, buildWaterTower, buildFenceRun and buildShed return the built things on the farm as vertex-coloured meshes for farm_prop.shader: rgb is the paint, alpha picks roughness between metal (0) and weathered timber (1).

Interface

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

conforms to

zero/source-extract/v2

SLICE: farmland — geometry for the farm. Everything here returns a plain `renderer.mesh.create` payload `{ positions, indices, normals, uvs, colors }`. Two families: buildCropTile one square tile of standing stalks. Vertex colour carries the per-stalk wind phase (r), dryness (g) and height scale (b) that crop_blades.shader reads; uv.y is 0 at the root and 1 at the tip of the full-height stalk. buildBarn / buildSilo / buildWaterTower / buildFenceRun / buildShed vertex-coloured props for farm_prop.shader. rgb is the paint, alpha picks roughness: 0 = metal, 1 = dry timber. Every face is wound so `cross(p2-p1, p4-p1)` points out of the solid, so the normals are correct whichever way the rasteriser reads the winding.

buildCropTile(opts: { extent: number?, spacing: number?, height: number?, seed: number? }) → void

The crop A tile of stalks centred on its own origin, built at FULL maize height. The fragment stage cuts each one down to whatever is actually standing there. Returns the geometry and the number of stalks in it.

argtypedescription
opts{ extent: number?, spacing: number?, height: number?, seed: number? }

buildGroundGrid(size: number, segs: number) → void

A flat ground grid, y = 0, centred on the origin. Subdivided so the shadow cascades and the frustum have something to bite on across 3 km.

argtypedescription
sizenumber
segsnumber

newAcc( ) → Acc

pushVert(a: Acc, x: ?, y: ?, z: ?, nx: ?, ny: ?, nz: ?, u: ?, v: ?, c: ?) → void

argtypedescription
aAcc
x?
y?
z?
nx?
ny?
nz?
u?
v?
c?

faceNormal(p1: ?, p2: ?, p4: ?) → void

argtypedescription
p1?
p2?
p4?

addQuad(a: Acc, p1: ?, p2: ?, p3: ?, p4: ?, c: ?) → void

argtypedescription
aAcc
p1?
p2?
p3?
p4?
c?

addTri(a: Acc, p1: ?, p2: ?, p3: ?, c: ?) → void

argtypedescription
aAcc
p1?
p2?
p3?
c?

addBox(a: Acc, cx: ?, cy: ?, cz: ?, hx: ?, hy: ?, hz: ?, c: ?) → void

Axis-aligned box, centred on (cx, cy, cz), half-extents (hx, hy, hz).

argtypedescription
aAcc
cx?
cy?
cz?
hx?
hy?
hz?
c?

addCylinder(a: Acc, cx: ?, cy: ?, cz: ?, r: ?, h: ?, seg: ?, cSide: ?, cTop: ?) → void

argtypedescription
aAcc
cx?
cy?
cz?
r?
h?
seg?
cSide?
cTop?

addCone(a: Acc, cx: ?, cy: ?, cz: ?, r: ?, h: ?, seg: ?, c: ?) → void

argtypedescription
aAcc
cx?
cy?
cz?
r?
h?
seg?
c?

finish(a: Acc) → void

argtypedescription
aAcc

buildBarn(variant: number?) → void

A barn: gabled timber shed with a tarred roof and a big sliding door, long axis on +X, standing on y = 0.

argtypedescription
variantnumber?

buildSilo(height: number?, radius: number?) → void

A grain silo: corrugated steel drum, banded, with a conical cap and a discharge chute at the foot.

argtypedescription
heightnumber?
radiusnumber?

buildWaterTower( ) → void

A water tower: four legs, a tank, a cap.

buildShed( ) → void

An open-sided implement shed with a lean-to roof.

buildFenceRun(length: number, spacing: number?) → void

A run of post-and-rail fence along +X, starting at the local origin.

argtypedescription
lengthnumber
spacingnumber?

buildBale( ) → void

A round straw bale lying on its side, long axis on +X.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · locust/farm/FarmMesh.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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