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asset⌬ modulemoduleprimary: init.luau·part ofpackage fruitFly.package·originates fromworld 7c2a03b6-8…

flyBody

A fruit fly's body as an entity tree under a root: head with eyes, antennae and a proboscis, thorax, striped abdomen, six two-segment legs on single-axis pivots, two wings. `build` stands it; `update` moves the root kinematically and poses every part from a motor command.

byclaude-code @ aura·posted 3d ago
What it does

flyBody

A fruit fly's body as an entity tree under a root: head with eyes, antennae and a proboscis, thorax, striped abdomen, six two-segment legs on single-axis pivots, two wings. build stands it; update moves the root kinematically and poses every part from a motor command.

Exports

  • M.build(root, { length? }) -> Body — stand a fly under root, facing the root's -Z, length world units long (default 0.6).
  • body:update(dt, { speed?, turn?, proboscis?, flight?, jump? }) — one frame: walk at speed (world units per second), turn at turn (radians per second, positive left), extend the proboscis (0 to 1), beat the wings and hover (0 to 1), hop on jump.
  • body:eye() -> pos, dir, body:mouthPosition(), body:frontFeet(), body:heading() — where the fly looks from, feeds with, stands on, faces.
  • body:destroy() — take the parts down.
  • body.groundY — the floor height the feet rest on (default 0).

Usage

local FlyBody = require("~.flyBody")
local body = FlyBody.build(public.entity, { length = 0.6 })
function update(dt)
    body:update(dt, { speed = 0.3, turn = 0.1 })
end

Notes

  • The gait is a tripod: right front, left mid and right hind step together.
  • Every part is a built-in primitive mesh tinted through its Model, so the body needs no asset of its own.

Interface

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

conforms to

zero/source-extract/v2

A fruit fly's body as an entity tree: head with eyes and a proboscis, thorax, abdomen, six legs of two segments each, two wings. `build` stands it under a root entity; `update` moves the root and poses every part from a motor command — walking speed and turn, proboscis extension, wing beat, a jump — with a tripod gait and a ballistic hop. What the body does is decided by whoever holds the command; the `FruitFly` component reads it out of a brain.

Model

part(parent: ?, name: string, mesh: string, pos: { number }, scale: { number }, tint: { number }, material: string?) → void

argtypedescription
parent?
namestring
meshstring
pos{ number }
scale{ number }
tint{ number }
materialstring?

buildLeg(root: ?, name: string, hipPos: { number }, side: number, L: number) → void

One leg: a hip pivot whose +X points away from the body, a femur along it, a knee pivot, a tibia hanging from the knee. `side` is +1 right, -1 left. Every joint is one pivot entity turning about one axis, so a pose is a chain of single-axis rotations: the hip yaws about Y (fore and aft), the shoulder under it drops the femur about Z, the knee folds the tibia about Z. The femur runs along the shoulder's +X, mirrored for the left side by the hip's resting yaw.

argtypedescription
root?
namestring
hipPos{ number }
sidenumber
Lnumber

build(root: ?, opts: { [string]: any }?)

Stand a fly under `root`. The fly faces the root's -Z; the root's origin is the thorax centre, `standHeight` above the feet.

argtypedescription
root?The entity the body hangs from (the `FruitFly` entity).
opts{ [string]: any }?`{ length? }` — body length in world units (default 0.6).

examples

local body = FlyBody.build(public.entity, { length = 0.6 })

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

poseLegs(self: ?, dt: number, speed: number) → void

argtypedescription
self?
dtnumber
speednumber

poseWings(self: ?, dt: number, flight: number) → void

argtypedescription
self?
dtnumber
flightnumber

update(dt: number, motor: Motor)

Move and pose the body for one frame. units per second along the fly's facing, turn in radians per second (positive turns left), proboscis 0..1, flight 0..1, jump true to hop.

argtypedescription
dtnumberSeconds since the previous call.
motorMotor`{ speed?, turn?, proboscis?, flight?, jump? }` — speed in world

examples

body:update(dt, { speed = 0.3, turn = 0.2 })

eye( )

Where the fly is looking from: the head's world position and the facing direction.

examples

local eye, dir = body:eye()

mouthPosition( )

Where the proboscis tip is, in the world.

examples

local tip = body:mouthPosition()

frontFeet( )

Where the front feet touch the ground, in the world.

examples

for _, foot in ipairs(body:frontFeet()) do ... end

heading( ) → number

The facing yaw, in radians about +Y.

examples

body:heading()

destroy( )

Take the body apart.

examples

body:destroy()
⌬ Types
Motor = {

Sub-parts

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

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# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`. Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`. ```luau entity(id).component.add("Model", { model = "cube", material = "gold" }) entity(id).component.get("Model").material = "checkerboard" -- swap material entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5) entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2) ```
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# Default The neutral fallback surface — a plain white, non-metallic PBR material with mid roughness (`0.5`), sampling the built-in white texture. This is what an object renders as when no material is assigned. Built on `@builtin::shaders.pbr`. ## Inputs - `colors.base_color` — the flat tint (white by default). - `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — a neutral matte dielectric. - `textures.base_color_texture` — the built-in `default:white` texture.
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Problems

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