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forge

The hard-surface geometry kit the Emberward is built from.

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

art/emberward/forge

The hard-surface geometry kit the Emberward is built from.

Every call returns a plain geometry table — { positions, normals, uvs, colors, indices } — which is what renderer.mesh.create takes.

box(c, s, opts)a bevelled box; the chamfer is what catches the key light
prism(profile, y0, y1, opts)a swept, tapered section — limbs, blades
lathe(profile, segs, opts)a revolved profile — studs, rings, flasks
shell(opts)a curved plate with real thickness and a rim: the armour workhorse
tube(path, radius, segs, opts)a swept tube — straps, wraps, chain
ngon(n, phase)a regular profile for prism
merge mergeAll mirrorX translate scale rotateassembly
paint(g, fn)repaint every vertex from its position
noise fbmdeterministic value noise — the same wear every boot
wear(opts)the standing wear pass: soot low and behind, rub high and forward, grain everywhere

Vertex colour is load-bearing: the builtin pbr shader multiplies base colour by it, so soot, edge wear and polish are baked into the mesh rather than into a texture. That is what keeps flat plate from reading as flat colour.

Interface

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

conforms to

zero/source-extract/v2

art/emberward/forge — the hard-surface geometry kit the Emberward is built from. Everything here returns a plain geometry table: { positions = { x,y,z, ... }, normals = { ... }, uvs = { u,v, ... }, colors = { r,g,b,a, ... }, indices = { i0,i1,i2, ... } } which is exactly what `renderer.mesh.create` takes. Vertex colours matter: the builtin pbr shader multiplies base colour by the per-vertex colour, so soot gradients, edge wear and verdigris are baked into the mesh rather than into a texture. That is what keeps flat plate from reading as flat colour. Everything is authored in CHARACTER SPACE: metres, feet at y = 0, facing +Z, the bind-pose figure 1.79 m tall. A piece is glued to a bone afterwards by the body component, which parents it and cancels the rig's 0.01 bone scale — so a builder here never thinks about bone axes.

sub(a: ?, b: ?) → void

Vector helpers (plain arrays, no allocation ceremony)

argtypedescription
a?
b?

add(a: ?, b: ?) → void

argtypedescription
a?
b?

mul(a: ?, s: ?) → void

argtypedescription
a?
s?

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

norm(a: ?) → void

argtypedescription
a?

empty( ) → Geom

vert(g: Geom, p: { number }, n: { number }, uv: { number }?, c: { number }?) → number

Push one vertex. Returns its index.

argtypedescription
gGeom
p{ number }
n{ number }
uv{ number }?
c{ number }?

tri(g: Geom, a: number, b: number, c: number) → void

argtypedescription
gGeom
anumber
bnumber
cnumber

face3(g: Geom, a: { number }, b: { number }, c: { number }, col: { number }?, flip: boolean?) → void

A flat-shaded triangle.

argtypedescription
gGeom
a{ number }
b{ number }
c{ number }
col{ number }?
flipboolean?

merge(dst: Geom, src: Geom) → void

Append `src` into `dst`, re-basing its indices.

argtypedescription
dstGeom
srcGeom

mergeAll(parts: { Geom }) → Geom

argtypedescription
parts{ Geom }

mirrorX(src: Geom) → Geom

Transforms — applied to a finished geometry, in place Mirror across x = 0. Winding is reversed so the solid stays solid.

argtypedescription
srcGeom

translate(g: Geom, d: { number }) → Geom

argtypedescription
gGeom
d{ number }

scale(g: Geom, s: { number }) → Geom

argtypedescription
gGeom
s{ number }

rotate(g: Geom, axis: { number }, angle: number) → Geom

Rotate about an axis through the origin, angle in radians.

argtypedescription
gGeom
axis{ number }
anglenumber

rot(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

paint(g: Geom, fn: (number, number, number) → void

Repaint every vertex from its own position: `fn(x, y, z) -> {r,g,b,a}`. This is where wear, soot and verdigris are baked in.

argtypedescription
gGeom
fn(number, number, number

box(c: { number }, s: { number }, opts: any?) → Geom

Primitives A bevelled box. `bevel` shaves the twelve edges, which is what stops a plate reading as a programmer cube: a bevel catches the key light as a bright line and gives the silhouette a made edge.

argtypedescription
c{ number }
s{ number }
optsany?

P(sx: ?, sy: ?, sz: ?, ix: ?, iy: ?, iz: ?) → void

Eight inset corner offsets, per axis, so the bevel is a chamfer strip.

argtypedescription
sx?
sy?
sz?
ix?
iy?
iz?

prism(profile: { { number } }, y0: number, y1: number, opts: any?) → Geom

A solid whose cross-section is `profile` (a list of `{x, z}` in the local XZ plane) swept from y0 to y1, scaled by `scale0` at the bottom and `scale1` at the top and offset by `lean` at the top. The workhorse for limb armour, blades, and anything tapered.

argtypedescription
profile{ { number } }
y0number
y1number
optsany?

ring(t: ?) → void

argtypedescription
t?

ngon(n: number, phase: number?) → void

A regular n-gon profile of radius 1, usable with `prism`.

argtypedescription
nnumber
phasenumber?

lathe(profile: { { number } }, segs: number, opts: any?) → Geom

Revolve a profile of `{ radius, y }` points about the Y axis.

argtypedescription
profile{ { number } }
segsnumber
optsany?

pt(i: ?, k: ?) → void

argtypedescription
i?
k?

shell(opts: any) → Geom

A curved shell plate: the single most useful armour primitive. `f(u, v)` returns the OUTER surface point for u, v in 0..1; the plate is given a thickness inwards along its own normal and a rim all the way round, so it reads as a plate with an edge rather than as a sheet.

argtypedescription
optsany

surface(grid: ?, normals: ?, flip: ?) → void

Smooth-shaded outer + inner surfaces.

argtypedescription
grid?
normals?
flip?

tube(path: { { number } }, radius: (number) → void

A tube swept along a polyline, with a per-station radius. Straps, chain links, the cloak's rolled hem, the blade's grip wrap.

argtypedescription
path{ { number } }
radius(number

noise(x: number, y: number, z: number) → number

Colour helpers — the wear pass Deterministic value noise in 3D. Same input, same output, every boot — so the wear on the Emberward's left pauldron is in the same place tomorrow.

argtypedescription
xnumber
ynumber
znumber

fbm(x: number, y: number, z: number) → number

Smooth 3-octave noise in 0..1.

argtypedescription
xnumber
ynumber
znumber

grid(gx: ?, gy: ?, gz: ?) → void

argtypedescription
gx?
gy?
gz?

smooth(px: ?, py: ?, pz: ?) → void

argtypedescription
px?
py?
pz?

lerp(a: ?, b: ?, t: ?) → void

argtypedescription
a?
b?
t?

wear(opts: any?) → void

The Emberward's standing wear pass, as a `Forge.paint` function factory. Metal is darkest and sootiest low and at the back (she stands in front of a furnace), brightest on the high faces the key light finds, and carries a fine grain everywhere so no facet is one flat value.

argtypedescription
optsany?
⌬ Types
Geom = {

Sub-parts

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3items
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backing path · art/emberward/forge.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
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± compat factor

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