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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

fittings

Everything bolted to the ship: the anchor still in its hawse, the forecastle's windlass and capstans and the chain faked on deck, the port rail with its bollards and bitts, the runs of portholes and the one hero deadlight whose cover hangs half open, and the bridge front with the…

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

fittings

Everything bolted to the ship: the anchor still in its hawse, the forecastle's windlass and capstans and the chain faked on deck, the port rail with its bollards and bitts, the runs of portholes and the one hero deadlight whose cover hangs half open, and the bridge front with the officers' quarters behind it.

local F = require("deadlight.wreck.fittings")
F.buildPortholes(M)          -- three rows a side, the hero deadlight among them
local where = F.buildAnchor(M)   -- returns { anchor, chainHead, flukeTip }
F.buildForecastle(M)
F.buildRail(M)
F.buildBridge(M)
F.chainRun(M, from, to, sag) -- studless link, every second one turned 90 degrees

M is a table of deadlight.wreck.geom meshes keyed by the material each will be drawn with — hull, deck, steel, crust, void — so the whole ship uploads as one mesh per material.

F.DEADLIGHT names the hero porthole (z = 40, y = 14, port side). Shot 10 spends seven seconds on it, so the porthole run is PHASED to land a station exactly there rather than merely passing near it, and its cover is swung far enough past the vertical that the black opening is what the lens finds.

A hole is a cone, not a barrel. A barrel's far wall faces away from the lens and a back-face cull sends the lamp straight through it onto the lit plating behind, so the hole reads white. Every opening here — porthole, hawse pipe, chain pipe, funnel casing — is driven back into the ship as a cone in mats.voidBlack.

F.HAWSE is where the anchor is, on the hull's own surface eight metres abaft the stem. Film.ANCHORS.PortAnchor puts its fallback 13.2 m off the centreline, which is about five metres outboard of where the plating actually is at that station; buildAnchor returns the real place and the slice spawns the PortAnchor entity there, so a shot framed against the name frames the anchor rather than open water.

Interface

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conforms to

zero/source-extract/v2

deadlight.wreck.fittings — everything bolted to the ship. The anchor still in its hawse, the forecastle's windlass and capstans and the chain faked on deck, the port rail with its bollards and bitts, the runs of portholes and the one hero deadlight whose cover hangs half open, and the bridge front with the officers' quarters behind it. Every function takes `M`, a table of meshes keyed by the material each will be drawn with, and appends into them. The slice uploads one mesh per material and the whole ship is a handful of draws. M.hull rusted plating M.deck plating with silt on it M.steel bare / broken steel M.crust calcareous growth M.void unlit black — what is behind an open porthole

outward(side: number, z: number, y: number) → void

argtypedescription
sidenumber
znumber
ynumber

porthole(M: any, side: number, z: number, y: number, r: number, withCover: boolean, coverAngle: number?) → void

A porthole is a brass-rimmed hole in the plating. From six metres out the thing that says "porthole" is the ring standing proud and the absolute black behind it — so the black is an unlit surface, not a dark one.

argtypedescription
Many
sidenumber
znumber
ynumber
rnumber
withCoverboolean
coverAnglenumber?

buildPortholes(M: any) → void

argtypedescription
Many

buildAnchor(M: any) → any

Shot 7 fills a 24-degree lens with this. It is a stockless bower: the shank swallowed by the pipe, the crown and both flukes standing off the plating where a century of rust has welded them to it.

argtypedescription
Many

chainRun(M: any, from: { number }, to: { number }, sag: number) → void

Studless link, 0.42 m long. Every second link turns 90 degrees, which is the detail that makes a chain read as a chain rather than a rope of rings.

argtypedescription
Many
from{ number }
to{ number }
sagnumber

buildForecastle(M: any) → void

Windlass, two capstans, the chain faked on deck, the hatch. Shot 8 cranes up the stem onto all of it.

argtypedescription
Many

deckY(z: number) → number

argtypedescription
znumber

buildRail(M: any) → void

Shot 9 runs a dome-port wide along it at forty centimetres off the deck, so what has to read is the vertical rhythm: bollard, bitt, stanchion, bollard.

argtypedescription
Many

buildBridge(M: any) → void

Shot 11 reads the bridge front and the officers' quarters like a page. The shapes are simple; what has to be there is the RHYTHM of openings, because that is what a lamp crawling sideways picks out.

argtypedescription
Many
⌬ Metadata
descriptionEverything bolted to the ship — the anchor in its hawse, the windlass, the chain, the rail, the portholes and the bridge.

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module · born here
❒asset
# geom A triangle-soup builder. Every piece of the wreck — plating, rivet steps, porthole rings, chain links, rusticles, a porcelain cup — is appended into one growing vertex/index buffer and uploaded once with `renderer.mesh.create`, so a ship of a hundred thousand triangles is a handful of draw calls. ```luau local G = require("deadlight.wreck.geom") local m = G.new() G.box(m, { 0, 0, 0 }, { 2, 1, 4 }) G.tube(m, { 0, 0, 0 }, { 0, 1, 0 }, 3.0, 0.4, 0.25, 12, true) local handle = G.upload(m) ``` **Shapes.** `box` / `boxIn` (axis-aligned, or in a frame), `tube` (a swept cone with optional caps), `sphere` (with a `squashY` for a dome or a lens), `torus`, `quad` (four world points, normal from the winding) and `quadNV` (four points each carrying its own normal — what keeps a lofted hull smooth across a station while its strake seams stay hard). **Frames.** `axisFrame(origin, forward, scale)` builds an orthonormal basis around a direction and `at(frame, a, b, c)` is a point in it, which is how a fitting is placed against a hull surface whose normal is not an axis. **UVs are in PLATE UNITS, not 0..1.** One unit of `u` is one strake and one unit of `v` is one plate length, so the seam grooves and rivet rows in `deadlight.wreck.surfaces`' plate texture land on the real seams of the real plating. `box`'s `uvScale` converts metres to those units for a fitting. Positions are world-space metres in the wreck's own frame; the slice offsets them by parenting the result under an anchor entity placed at the position `Film.ANCHORS` names.
▲ 0↑ born
▣
module · born here
❒asset
# hull The shape of the ship, and the plating on it. `Hull.point(side, s, z)` is the whole hull as one function: `s` runs 0 at the keel to 1 at the sheer, `z` runs from the stem into the break at 190, and `side` is -1 for port and +1 for starboard. Everything else in the slice — the hawse pipe, the rail, the porthole rows, the rusticles' hanging points — asks this function where the surface is, so nothing is placed by a number typed twice. ```luau local Hull = require("deadlight.wreck.hull") Hull.sheerY(z) -- the weather deck's height along the ship Hull.stemZ(y) -- the raked leading edge at that height Hull.halfBeam(z, y) -- half the breadth at a station and a height Hull.deckEdge(side, z) -- where the rail and the bollards stand Hull.onShell(side, z, y, out) -- a fitting `out` metres clear of the plating ``` The builders append into a `deadlight.wreck.geom` mesh: `buildShell`, `buildBottom`, `buildStem`, `buildDeck`, `buildBulwark`, `buildBreak`. **The plating is built strake by strake with alternating in-and-out laps.** Every other strake stands 6 cm proud of its neighbours, exactly as a riveted hull is built, and between two strakes there is a real step face — so a lamp raking along the side catches a hard edge rather than a texture pretending to be one. UVs come out in plate units (u = strake index, v = z / `PLATE_LEN`), which is what lands the rivet rows on the real seams. **The aft end is a tear, not a cut.** Each strake ends at its own z and its lip is pulled inboard, so the break reads as peeled steel — the last thing the lamps come off in shot 14. The seafloor is y = 0 and `KEEL_Y` is -8.6, so eight and a half metres of the hull are under the silt, exactly as `Film.WORLD` states.
▲ 0↑ born
backing path · deadlight/wreck/fittings.module

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