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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

Mesh

A merged-geometry builder. Every dressed thing on the hillside — the dry-stone courses, the tilled beds, the crop tufts, the shrine, the far ridge — is stamped out of a handful of primitives into ONE vertex buffer with a colour baked per vertex, then handed to `renderer.mesh.crea…

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

Mesh

A merged-geometry builder. Every dressed thing on the hillside — the dry-stone courses, the tilled beds, the crop tufts, the shrine, the far ridge — is stamped out of a handful of primitives into ONE vertex buffer with a colour baked per vertex, then handed to renderer.mesh.create as a single runtime mesh. The paint lives in the vertices, so the whole hill wears three or four materials and every stone is still its own colour.

local Mesh = require("game.world.Mesh")
local b = Mesh.new()
Mesh.stone(b, 0, 0, 0, 0.5, 0.3, 0.4, 0.2, { 0.55, 0.48, 0.38 })
Mesh.blade(b, 0, 0, 0, 0.7, 0.03, 0.1, 0.0, { 0.4, 0.55, 0.2 }, { 0.8, 0.7, 0.3 })
local handle = renderer.mesh.create(Mesh.geometry(b))

quad / quad2 are the primitives everything else is built from; frustum, box, stone, pyramid, blade, head, card and ridge are the shapes the hillside needs. hash, signedHash, jitter and mix give the deterministic variation that keeps a hundred identical stones from reading as one flat plane — nothing here reads math.random, so the hill looks the same on every machine and after every reload.

A face is wound counter-clockwise seen from the side its normal points at, which is the side the engine draws.

Interface

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

conforms to

zero/source-extract/v2

Mesh — a small merged-geometry builder for the hillside of FIRST LIGHT. Every dressed thing on the hill (the dry-stone courses, the tilled beds, the crop tufts, the shrine, the ridge) is stamped out of a handful of primitives into ONE vertex buffer with a colour baked per vertex, and handed to `renderer.mesh.create` as a single runtime mesh. The paint is in the vertices, so the whole hill wears two or three materials rather than a hundred, and every stone can still be its own colour. local Mesh = require("game.world.Mesh") local b = Mesh.new() Mesh.box(b, 0, 0, 0, 1, 1, 1, 0, { 0.5, 0.4, 0.3 }) local handle = renderer.mesh.create(Mesh.geometry(b)) Winding: a face is wound counter-clockwise seen from the side its normal points at, which is the side the engine draws.

new( ) → Builder

A fresh, empty builder.

vertexCount(b: Builder) → number

How many vertices the builder holds.

argtypedescription
bBuilder

geometry(b: Builder) → void

The flat-array geometry `renderer.mesh.create` and `asset.create("mesh", …)` both take. Nil when nothing was stamped, so a caller never builds an empty mesh by accident.

argtypedescription
bBuilder

hash(a: number, b: number, c: number) → number

Deterministic noise. The hill has to look the same on every machine and after every reload, so nothing here reads `math.random`. A stable 0..1 value for an integer triple.

argtypedescription
anumber
bnumber
cnumber

signedHash(a: number, b: number, c: number) → number

A stable value in [-1, 1].

argtypedescription
anumber
bnumber
cnumber

jitter(c: Color, amount: number, a: number, b: number, d: number) → Color

Multiply a colour by a stable per-position jitter — the painted variation that keeps a hundred identical stones from reading as one flat plane.

argtypedescription
cColor
amountnumber
anumber
bnumber
dnumber

mix(a: Color, b: Color, t: number) → Color

Blend two colours, `t` 0 → `a`, 1 → `b`.

argtypedescription
aColor
bColor
tnumber

pushVertex(b: Builder, x: number, y: number, z: number, nx: number, ny: number, nz: number, u: number, v: number, c: Color) → void

Primitives

argtypedescription
bBuilder
xnumber
ynumber
znumber
nxnumber
nynumber
nznumber
unumber
vnumber
cColor

quad(b: Builder, p1: { number }, p2: { number }, p3: { number }, p4: { number }, c1: Color, c2: Color?, c3: Color?, c4: Color?) → void

One quad from four world-space corners given counter-clockwise seen from the front. Each corner takes its own colour, so a face can carry a gradient.

argtypedescription
bBuilder
p1{ number }
p2{ number }
p3{ number }
p4{ number }
c1Color
c2Color?
c3Color?
c4Color?

quad2(b: Builder, p1: { number }, p2: { number }, p3: { number }, p4: { number }, c1: Color, c2: Color?, c3: Color?, c4: Color?) → void

The same quad drawn from both sides — for a leaf, a blade or a mist card, where back-face culling would otherwise leave half of it missing.

argtypedescription
bBuilder
p1{ number }
p2{ number }
p3{ number }
p4{ number }
c1Color
c2Color?
c3Color?
c4Color?

rotY(x: number, z: number, yaw: number) → void

argtypedescription
xnumber
znumber
yawnumber

pt(sx: number, sz: number, y: number) → void

argtypedescription
sxnumber
sznumber
ynumber

box(b: Builder, cx: number, cy: number, cz: number, sx: number, sy: number, sz: number, yaw: number, c: Color) → void

An axis-aligned box on a base centre, with a flat colour on top and a slightly darker one down the sides.

argtypedescription
bBuilder
cxnumber
cynumber
cznumber
sxnumber
synumber
sznumber
yawnumber
cColor

stone(b: Builder, cx: number, cy: number, cz: number, w: number, h: number, d: number, yaw: number, c: Color) → void

A rounded stone: a squat frustum whose top is pulled in, with the whole thing leaned by a small angle so a course of them never reads as a row of bricks.

argtypedescription
bBuilder
cxnumber
cynumber
cznumber
wnumber
hnumber
dnumber
yawnumber
cColor

pyramid(b: Builder, cx: number, cy: number, cz: number, w: number, h: number, d: number, yaw: number, c: Color) → void

A four-sided pyramid on a base centre — a roof, a finial, a cairn top.

argtypedescription
bBuilder
cxnumber
cynumber
cznumber
wnumber
hnumber
dnumber
yawnumber
cColor

pt(sx: number, sz: number, y: number) → void

argtypedescription
sxnumber
sznumber
ynumber

face(p: { number }, q: { number }, cp: Color, cq: Color) → void

q before p: wound the other way round the base ring, every side of the pyramid points its normal inward and the whole roof culls from outside.

argtypedescription
p{ number }
q{ number }
cpColor
cqColor

blade(b: Builder, x: number, y: number, z: number, h: number, w: number, leanX: number, leanZ: number, bottom: Color, top: Color) → void

One blade of a crop: a tapered, double-sided strip leaning out of the soil. `lean` is how far the tip drifts from the base, in metres.

argtypedescription
bBuilder
xnumber
ynumber
znumber
hnumber
wnumber
leanXnumber
leanZnumber
bottomColor
topColor

head(b: Builder, x: number, y: number, z: number, h: number, w: number, c: Color) → void

A grain head: a small spindle of four leaves at the top of a stem.

argtypedescription
bBuilder
xnumber
ynumber
znumber
hnumber
wnumber
cColor

card(b: Builder, cx: number, cy: number, cz: number, w: number, d: number, c: Color, edge: Color) → void

A horizontal card in the XZ plane, drawn from both sides — for mist.

argtypedescription
bBuilder
cxnumber
cynumber
cznumber
wnumber
dnumber
cColor
edgeColor

ridge(b: Builder, x0: number, x1: number, z: number, baseY: number, heights: { number }, top: Color, bottom: Color) → void

A ridgeline: a run of triangles along X whose top follows `heights`, dropping to `baseY`. The silhouette on the far side of the valley.

argtypedescription
bBuilder
x0number
x1number
znumber
baseYnumber
heights{ number }
topColor
bottomColor
⌬ Types
Color = { number }Builder = {

Sub-parts

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backing path · game/world/Mesh.module

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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