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asset⌬ modulemoduleprimary: init.luau·originates fromworld 7cfd8e17-0…

pgart

The rockhopper as a thing on screen: the meshes, the wear maps, the ten materials, the entity tree, and the pose clock that moves it.

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

pgart

The rockhopper as a thing on screen: the meshes, the wear maps, the ten materials, the entity tree, and the pose clock that moves it.

Exports

  • M.ensure() -> { [string]: MeshHandle } — builds every mesh from luteway.penguin.pgmesh and paints the wear maps onto the lw_pg_* materials. Idempotent; the first call costs about 60 ms and the rest are free.
  • M.make(body) -> handle — dresses one body entity. It hides whatever placeholder that body wore, takes its scale back to 1, hangs the bird's 35 parts under a pg_rig child, and hands back the pose handle: handle:setPose(name), handle:setFacing(dir), handle:setSticky(v), and handle:dispose(). Called again for a body that already carries a rig, it returns the rig it already has.
  • M.tick(dt) — poses every live rig. One call per frame; PenguinArt makes it.
  • M.report() — what each rig currently looks like: its pose, the stickiness it is showing, its facing, the vertical scale and lean it resolved to, and how many parts it carries. This is the data side of a screenshot.
  • M.count() — how many rigs are alive.
  • M.clear() — despawn every rig.

The poses

idle, walk, hop, fall, cling, shake. Each names a target set — lean, stretch, squeeze, head pitch, flipper swing and spread, foot lift, body offset — which the tick approaches exponentially, so a pose change reads as a move rather than a cut. On top of the target sit the beats: the waddle's rock and alternating feet, the idle's breath and its every-few-seconds flourish, the launch pop, the braking flippers of a fall, the judder of a cling, and the wet flail of a shake. A landing packs the bird down and a launch pulls it long, both as one decaying oscillation.

The game camera looks along the bird's local -X, so it sees the YZ plane: a rotation about local X (lean) and about local Y (yaw) READS there, and one about local Z (roll) is edge-on. Every beat that has to be seen is written on lean and yaw; roll only adds depth.

Stickiness

setSticky(v) cakes lute on the feet: a splat under each foot that grows with v, and above 0.42 a second lump climbing each shank. The value is eased, so a shake sheds it over a beat instead of snapping to clean.

Notes

  • Everything it spawns is temporary and unsynced. The rig is a picture of the body entity, rebuilt wherever that body exists, never saved into a scene.
  • The materials are named as literals. A computed asset identity cannot be pinned, and world.push refuses a world that carries one.
  • If the wear maps fail to paint, every material renders its own authored colour and the bird is flat rather than absent.

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

clamp01(v: number) → number

Wear. Each map modulates its material's authored colour: 255 leaves it, lower darkens it, and a channel pulled down further than its neighbours turns it. That is where the salt spray at the waterline, the grime under the breast, the ridges of the bill and the barbs of a crest feather come from. A material renders its authored colour if the paint never lands.

argtypedescription
vnumber

byte(v: number) → number

argtypedescription
vnumber

paint(w: number, h: number, fn: (u: number, v: number) → void

argtypedescription
wnumber
hnumber
fn(u: number, v: number

bodyPaint(u: number, v: number) → void

v = 0 is the bird's feet, v = 1 the crown of its head.

argtypedescription
unumber
vnumber

bellyPaint(u: number, v: number) → void

argtypedescription
unumber
vnumber

billPaint(u: number, v: number) → void

argtypedescription
unumber
vnumber

footPaint(u: number, v: number) → void

argtypedescription
unumber
vnumber

crestPaint(u: number, v: number) → void

argtypedescription
unumber
vnumber

lutePaint(u: number, v: number) → void

argtypedescription
unumber
vnumber

applyTextures( ) → void

Each material is named as a literal so the world stays publishable: a computed asset identity cannot be pinned, and `world.push` refuses one.

ensure( ) → void

newCur( ) → void

make(body: any) → any

argtypedescription
bodyany

setPose(_self: any, name: string) → void

argtypedescription
_selfany
namestring

setFacing(_self: any, dir: number) → void

argtypedescription
_selfany
dirnumber

setSticky(_self: any, v: number) → void

argtypedescription
_selfany
vnumber

dispose(_self: any) → void

argtypedescription
_selfany

approach(a: number, b: number, rate: number, dt: number) → number

Posing

argtypedescription
anumber
bnumber
ratenumber
dtnumber

poseRig(rig: any, dt: number) → void

argtypedescription
rigany
dtnumber

tick(dt: number) → void

argtypedescription
dtnumber

count( ) → number

report( ) → void

Report what a rig currently looks like, so a test can read a pose back.

clear( ) → void

⌬ Metadata
descriptionThe rockhopper as a thing on screen: meshes, procedural wear maps, the ten lw_pg materials, the 35-part entity rig, and the pose clock for idle, walk, hop, fall, cling and shake with lute caking the feet.

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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# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# pgmesh The rockhopper's geometry, written as numbers. Four builders make every part of the bird and hand back flat-array `Geom` tables — the shape `renderer.mesh.create` and `asset.create("mesh", ...)` both take, with smooth normals accumulated from the faces and UVs that run around a part in `u` and along it in `v`. Nothing here touches engine state, spawns anything or draws anything. It is arithmetic. `luteway.penguin.pgart` turns what it returns into live meshes, paints the wear maps against these UVs, and hangs the parts on an entity. ## Exports - `M.builder() -> Builder`, `M.vert`, `M.tri`, `M.quad`, `M.finish(b) -> Geom` — the accumulator every builder is written on. `finish` computes the smooth normals. - `M.lathe(rings, segments) -> Geom` — a profile swept about Y. A ring's `arc` is its HALF angle measured from `+Z` (the direction the bird faces): `math.pi` closes the ring, anything less leaves an open patch, which is how the white bib narrows towards the throat. `zoff`, `rx` and `rz` move and squash a ring. - `M.ribbon(spec) -> Geom` — a tapered blade swept along a curve, with thickness. The crest plumes and the yellow brow. - `M.lens(spec) -> Geom` — an elliptical cross-section swept down a curve. The flippers and the white trailing margin on them. - `M.prism(outline, thickness) -> Geom` — a flat outline in the XZ plane given thickness in Y. The webbed feet and the tail fan. The outline runs clockwise plotted with X right and Z up, so the top face's normal points at `+Y`. - `M.noise2` / `M.noise3` / `M.fbm2` — deterministic value noise. Every intermediate stays inside 2^53, so the same numbers come out on every machine and every boot. - `M.roughen(g, amp, freq)` / `M.renormalize(g)` — displace along the normals, then rebuild them. The hash reads the position, so two vertices standing at the same point (a UV seam) move together and the surface stays welded. - `M.sampleProfile(rings, y)` — a profile's radius at an arbitrary height, which is how the bib finds the body it sits a hair outside of. - `M.penguin() -> { [string]: Geom }` — every mesh the bird is made of: `body`, `belly`, `head`, `beak`, `billrim`, `eye`, `pupil`, `brow`, `plume`, `flipper`, `flipperEdge`, `foot`, `shank`, `tail`, `lute`. - `M.ANCHOR` — where each part hangs. `pgart` builds the entity tree from it, so the geometry and the rig cannot drift apart. ## Usage ```luau local PM = require("luteway.penguin.pgmesh") local parts = PM.penguin() local handle = renderer.mesh.create(parts.body) entity.find("bird").component.add("Model", { model = handle, material = "…" }) ``` ## Notes - Feet at `y = 0`, facing `+Z`, symmetric about X. About 1.05 units to the crown and 0.63 across the shoulders — the size the bird stands at in the game. - The bill is built up its own `+Y` and stood forward by a 90 degree pitch on the rig, so a positive `zoff` on a bill ring is the hook bending DOWN. - Building every part costs about 60 ms once. `pgart` caches the result for the session.
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backing path · luteway/penguin/pgart.module

Problems

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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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