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df_geom

The geometry bench the deep-water animals are built from.

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

df_geom

The geometry bench the deep-water animals are built from.

The engine ships eight primitives — cube, sphere, cylinder, cone, torus, capsule, plane, octahedron — and none of them is an eel. So every body in fauna/lower is lofted: a profile of rings is swept along an axis or along a path, welded into a closed surface, given area-weighted smooth normals, and uploaded once with renderer.mesh.create as a runtime GPU mesh that every sighting of that species reuses.

Builders

CallMakes
Geom.lathe(rows, radial, opts)a profile revolved around +Y — bells, mantles, jaws, beads. Rows are { y, r } or { y, rx, rz }.
Geom.blade(spine, thickness, radial)a flattened lathe — fins, webs, ear-flaps, ctene plates. Spine rows are { y, w }.
Geom.tube(stations, radial, opts)a profile swept along a 3D path with a parallel-transported frame — eels, arms, tentacles, the elbow of a bigfin squid. Stations are { x, y, z, r }.
Geom.chain(parent, prefix, n, len, r0, r1, material, radial, meshKey)a run of parented links along −X. A few degrees per link compounds into a smooth curve, which is how a body undulates without a skeleton.
Geom.profile(y0, y1, steps, f) / Geom.spindle(len, r, steps, bias)row sugar.

opts on lathe takes capTop / capBottom; on tube it takes close, closeStart and closeEnd — a head that opens into a mouth leaves its front end open and puts the gape geometry inside it.

Meshes and parts

Geom.handle(key, fn) memoises by key: the builder only runs on a miss, so a comb jelly's eighty ciliary plates upload one mesh and then only spawn transforms. Geom.part(parent, name, key, fn, material, opts) spawns one piece of an animal — an entity carrying that memoised mesh and a material. Geom.forgetAll() drops both caches so a geometry edit is picked up on the next build; it leaves the GPU meshes alone, because a sighting may still be drawing one.

The rig index

A species' animate(root, t, ctx) is handed nothing but the root, so Geom.rig(root) walks the hierarchy ONCE per sighting and returns a name -> entity map, cached by root id and swept when the table grows. Reach for P.sd_esca rather than iterating children every frame.

Conventions in this slice

  • Fish are built head toward +X, dorsal +Y, flanks ±Z. The camera is a side-on station, so the flank is what the player reads.
  • Jellies, octopuses and squid are built mouth or mantle UP, along +Y.
  • A blade points along +Y with its width in X; localEulerAngles = {0,0,90} lays it back along −X, {±90,0,0} swings it out along ±Z.

Consumed by every df_sp_* module in fauna/lower. Slice owner: fauna-lower.

Interface

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

conforms to

zero/source-extract/v2

df_geom — the geometry bench the deep-water animals are built from. The engine ships eight primitives (cube, sphere, cylinder, cone, torus, capsule, plane, octahedron) and none of them is an eel. So the lower-water animals are LOFTED: a profile of rings is swept along an axis or along a path, welded into a closed surface, given smooth normals, and uploaded once as a runtime GPU mesh that every sighting of that species reuses. Three builders cover every body in this slice: Geom.lathe(rows, radial) a profile revolved around +Y — bells, mantles, jaws Geom.tube(stations, radial) a profile swept along a path — eels, arms, tentacles Geom.blade(spine, radial) a flattened lathe — fins, webs, ctene plates Meshes are memoised by key, so thirteen sightings of a comb jelly upload ninety-six ctene plates ONCE and then only spawn transforms. Slice owner: fauna-lower.

Model

smoothNormals(positions: { number }, indices: { number }) → void

Normals Area-weighted face normals accumulated per vertex. Positions are a flat [x,y,z,...] array (1-based in Lua); indices are 0-based triangle corners, which is the shape renderer.mesh.create takes.

argtypedescription
positions{ number }
indices{ number }

band(indices: { number }, lower: number, upper: number, radial: number) → void

Stitch the quad band between two consecutive rings of `radial` vertices. The corner order is the one whose face normal points AWAY from the axis: (a, c, d) then (a, d, b), with a/b on the lower ring and c/d on the upper.

argtypedescription
indices{ number }
lowernumber
uppernumber
radialnumber

cap(positions: { number }, uvs: { number }, indices: { number }, ringStart: number, radial: number, y: number, sign: number) → void

A flat cap over one ring, wound so it faces along `sign` * +Y.

argtypedescription
positions{ number }
uvs{ number }
indices{ number }
ringStartnumber
radialnumber
ynumber
signnumber

lathe(rows: { any }, radial: number, opts: any?) → any

lathe — a profile revolved around +Y `rows` runs bottom to top. Each row is { y = , r = } for a circular section, or { y = , rx = , rz = } for an elliptical one. A row with a zero radius closes the surface to a point, so a body that tapers to nothing needs no cap. Geom.lathe({ { y = -0.5, r = 0 }, { y = 0, r = 0.4 }, { y = 0.5, r = 0 } }, 16)

argtypedescription
rows{ any }
radialnumber
optsany?

blade(spine: { any }, thickness: number, radial: number) → any

A flattened lathe: the same profile, squashed in Z. `spine` rows are { y = , w = } (half-width in X); `thickness` is the half-depth in Z at the widest point. This is every fin, web, ear and ctene plate here.

argtypedescription
spine{ any }
thicknessnumber
radialnumber

tube(stations: { any }, radial: number, opts: any?) → any

tube — a profile swept along a path `stations` are { x, y, z, r } (or rx/rz for a flattened section) in order along the body. The frame is parallel-transported station to station, so a path that curves back on itself does not spin its cross-section.

argtypedescription
stations{ any }
radialnumber
optsany?

tangentAt(i: number) → void

argtypedescription
inumber

fan(ringStart: number, st: any, sign: number) → void

Fan an end shut onto its own centre. A body that opens into a mouth leaves the head end open and puts the gape geometry inside it.

argtypedescription
ringStartnumber
stany
signnumber

profile(y0: number, y1: number, steps: number, f: (number) → void

Profile sugar A run of rows sampled from a shape function: `f(t)` returns the radius at t in 0..1, and the rows span y0..y1. Most bodies here are one of these.

argtypedescription
y0number
y1number
stepsnumber
f(number

spindle(length: number, radius: number, steps: number, bias: number) → void

A spindle: fat in the middle, pointed at both ends, `bias` moves the widest point toward the head (0) or the tail (1).

argtypedescription
lengthnumber
radiusnumber
stepsnumber
biasnumber

handle(key: string, fn: () → void

Upload once, reuse for every sighting. `fn` is only ever called on a miss.

argtypedescription
keystring
fn(

part(parent: any, name: string, key: string, fn: () → void

Spawn one piece of an animal: an entity carrying a memoised mesh and a material. `opts` takes { shadows = bool } and nothing else.

argtypedescription
parentany
namestring
keystring
fn(

chain(parent: any, prefix: string, n: number, len: number, r0: number, r1: number, material: string, radial: number?, meshKey: string?) → void

A chain of PARENTED links running along -X from `parent`, tapering from `r0` at the head to `r1` at the tip. Because each link hangs off the one in front of it, a few degrees of rotation per link compounds into a smooth curve — which is how an eel undulates and how a squid's filament trails. Returns the links head-first. `meshKey` names the mesh family. Ten arms built with the same meshKey and ten different entity prefixes share ONE set of link meshes; omit it and each chain uploads its own.

argtypedescription
parentany
prefixstring
nnumber
lennumber
r0number
r1number
materialstring
radialnumber?
meshKeystring?

rig(root: any) → any

argtypedescription
rootany

forgetAll( ) → void

Drop both caches. The GPU meshes are left alone — another sighting may still be drawing one — so this is a rebuild-on-next-use, not a free.

travel(i: number, n: number, t: number, freq: number, lag: number) → number

Motion helpers A travelling wave down a chain: segment `i` of `n`, at time `t`.

argtypedescription
inumber
nnumber
tnumber
freqnumber
lagnumber

axisAngle(ax: number, ay: number, az: number, a: number) → void

Quaternion for a rotation of `a` radians about a unit axis.

argtypedescription
axnumber
aynumber
aznumber
anumber

deg(r: number) → number

Euler (in radians, YXZ as the engine reads localEulerAngles in degrees) is easier to read for a fin flap, so this is just a degree conversion.

argtypedescription
rnumber

Sub-parts

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backing path · fauna/lower/df_geom.module

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