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asset⌬ modulemoduleprimary: init.luau·part ofmodule proc.module·originates fromworld 07158574-5…

substrate

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by◐lumi·posted 5d ago
What it does

No description provided yet.

Interface

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

conforms to

zero/source-extract/v2

module proc.substrate The substrate a graph carries: a geometry, its four domains, and the named columns over them.

lanesOf(t: string) → number

How many numbers one element of `t` occupies, or 0 when the type is carried as values rather than as numbers.

argtypedescription
tstringA procgen type tag ("Vec3", "String", "Mesh", ...).

examples

proc.substrate.lanesOf("Vec3") --> 3

tagForStride(t: string, stride: number) → string

The type tag to hold a run of `stride` numbers an element under. `t` is kept when its lanes agree with the stride — so an `Int` or a `Color` stays what it is — and otherwise the tag for that many lanes answers, which is what a run known only by its width is.

argtypedescription
tstringThe tag the run came with.
stridenumberNumbers per element.

examples

proc.substrate.tagForStride("Float", 3) --> "Vec3"

isNumeric(t: string) → boolean

Whether a column of `t` is backed by a substrate buffer.

argtypedescription
tstringA procgen type tag.

bufferLayout(t: string) →

The substrate buffer element type a column of `t` is built from, and how many of them one element occupies. A type the buffer primitive expresses directly answers `per = 1`, and its buffer is one a batch write takes as it stands.

argtypedescription
tstringA procgen type tag.

examples

local kind, per = proc.substrate.bufferLayout("Vec3") --> "vec3", 1

elementOf(t: string) → string

The 32-bit word form a column of type `t` holds: `"i32"` for `Int`, `"u32"` for `UInt`, `"f32"` for every other type.

argtypedescription
tstringA procgen type tag.

examples

proc.substrate.elementOf("Int") --> "i32"

wgslOf(t: string) → string

The WGSL type one element of a column of type `t` is read as: `f32`, `i32` or `u32` for a column of one lane, `vec2<f32>`, `vec3<f32>` or `vec4<f32>` for more (`Color` and `Quat` are four lanes). The one mapping from procgen types to WGSL types: a specialization that names a column's type takes this.

argtypedescription
tstringA procgen type tag.

examples

proc.substrate.wgslOf("Vec3") --> "vec3<f32>"

packWords(element: string, values: { number }) → buffer

The words of `values` as the bytes of a run of `element`.

argtypedescription
elementstring
values{ number }

putWords(handle: any, element: string, values: { number }, firstWord: number) → boolean

`values` written into `handle` from word `firstWord`, in the words of `element`.

argtypedescription
handleany
elementstring
values{ number }
firstWordnumber

unpackWords(element: string, readback: any) → void

The numbers a read of `element` words answers: the words themselves as i32, u32 or f32.

argtypedescription
elementstring
readbackany

elementOfColumn(self: ?) → string

argtypedescription
self?

element(self: ?) → string

The 32-bit word form the column's run holds: `"i32"`, `"u32"` or `"f32"`.

argtypedescription
self?

examples

if col:element() == "i32" then ... end

mintSerial( ) → number

version(self: ?) →

What identifies this run, and what it is on: a serial unique to the column for the life of the VM, and a revision its writes bump. Two calls answering the same pair are the same values; a different pair is a run that has changed. Nothing is read to answer it.

argtypedescription
self?

examples

local s, r = col:version()

dropFrom(self: ?, ofKey: string, runKey: string, registry: any) → void

argtypedescription
self?
ofKeystring
runKeystring
registryany

dropMirror(self: ?) → void

argtypedescription
self?

forgetDevice( ) → void

Let go of every mirror after the render device is rebuilt. What each held stood on the device that went, so a run that reads one of those columns on the device puts it there again.

examples

proc.substrate.forgetDevice()

forgetReads(self: ?) → void

Drop every read of this column's run, taken or in flight: the buffer is about to hold something else.

argtypedescription
self?

bumpRevision(self: ?) → void

argtypedescription
self?

assertType(t: string, where: string) → void

argtypedescription
tstring
wherestring

constant(t: string, value: any, count: number) → any

A column holding `value` at every element. It costs one value however many elements it stands for, and a write to any one of them materializes the run. type, the value itself for a type carried as values.

argtypedescription
tstringThe element type tag.
valueanyOne element's value — `lanes` numbers as an array for a numeric
countnumberHow many elements it stands for.

examples

proc.substrate.Column.constant("Vec3", { 0, 1, 0 }, 1000000)

mintName(t: string, storage: string) → string

argtypedescription
tstring
storagestring

columnMoved( ) → void

columnMoves( ) → number

How many times a column that already stood has been let go of its run or given another, or a domain has had a column put in or taken out. A holder that read which runs a value's columns stand on at one count knows they stand there still while the count is the same: a column made afterwards changes no column that stood before.

examples

local at = proc.substrate.columnMoves()

trafficOf(thread: any) → any

argtypedescription
threadany

noteUpload(bytes: number) → void

argtypedescription
bytesnumber

noteReadback(bytes: number) → void

argtypedescription
bytesnumber

payloadBytes(payload: any) → number

The bytes a payload handed to a buffer's `write` carries, in each form the write takes: a Luau `buffer`, a binary string, an array of numbers, or an array of per-record arrays.

argtypedescription
payloadany

countTraffic(handle: any, words: number) → void

Count what a device buffer moves: its writes as uploads, its reads as readbacks. `words` is the buffer's whole length in 32-bit words.

argtypedescription
handleany
wordsnumber

write(h: any, payload: any, ...: any) → void

argtypedescription
hany
payloadany
...any

writeU32(h: any, payload: any, ...: any) → void

argtypedescription
hany
payloadany
...any

writeBytes(h: any, payload: any, ...: any) → void

argtypedescription
hany
payloadany
...any

read(h: any, offset: number?, len: number?) → void

argtypedescription
hany
offsetnumber?
lennumber?

countTraffic(handle: any, opts: { type: string, len: number }) → any

Count what a device buffer made outside this module moves between the CPU and the device — a buffer a shader owns (`shaderRef:createBuffer`) — into `proc.substrate.traffic`. Every buffer `createBuffer` makes is counted already.

argtypedescription
handleanyThe buffer handle.
opts{ type: string, len: number }The `{ type, len }` it was created with.

examples

local dst = proc.substrate.countTraffic(shader:createBuffer("dst", opts), opts)

createBuffer(opts: { [string]: any }) → any

A substrate buffer, as `substrate.createBuffer` makes it, whose traffic between the CPU and the device — when it lives on the device — is counted into `proc.substrate.traffic`. The one way procedural code makes a buffer, so what every node moves is known without the node saying.

argtypedescription
opts{ [string]: any }`substrate.createBuffer`'s options.

examples

local tile = proc.substrate.createBuffer({ name = "t.tile", type = "f32", len = 256, kind = "gpu" })

traffic( ) →

What the calling thread has moved between the CPU and the device through procedural columns since it began: `{ uploads, uploadBytes, readbacks, readbackBytes }`. Two readings taken around a piece of work on the same thread give what that work moved, whatever other threads moved meanwhile.

examples

local before = proc.substrate.traffic()

trafficCounts( ) →

The calling thread's `traffic()` counts a step's statistics read, as numbers rather than a table: uploads, read-backs and device buffers made.

examples

local uploads, readbacks, allocations = proc.substrate.trafficCounts()

isCountColumn(v: any) → boolean

Whether a value is a count a Column holds as one word: what a domain's `.count` answers while its count is on the device.

argtypedescription
vanyAny value.

isCountValue(v: any) → boolean

Whether a value stands for one number held on the device: a count Column, or a Field made only of counts and constants (arithmetic over a count). `readCount` reads either.

argtypedescription
vanyAny value.

onCountRead(hook: ((any, number) → void

Say what to do with every count read where a number is needed: the evaluator records the read of a cook being recorded as a list, so a replay asks it again.

argtypedescription
hook((any, number`hook(column, number)`, or nil.

readCount(col: any) → number

The number a count Column holds, read back at the point that needs a number. The read is one read-back, counted in `traffic().countReads` apart from the reads a node makes of its own, and reported to the hook of `onCountRead`.

argtypedescription
colanyA count Column (`isCountColumn`).

examples

local n = proc.substrate.readCount(geometry.point.count)

ownerSlot( ) → any

currentOwner( ) → string

mintOwner(kind: string) → string

A fresh owner name, unique for the life of the VM, for what makes runs and lets go of them together (`proc.substrate.withOwner`).

argtypedescription
kindstringWhat the owner is, the name's prefix.

examples

local owner = proc.substrate.mintOwner("cache")

withTraceback(err: any) → string

An error raised inside an owner's work, with the stack it was raised on.

argtypedescription
errany

restoreOwner(slot: any, previous: any, ok: boolean, ...: any, owner: ?, fn: ?) →

Call `fn(...)` with every device run a column makes during it held for `owner`, on this thread, and answer what `fn` answers. `owner` is a name, or a function answering the name when a run is made. A run's owner lets go of it with `substrate.releaseOwner(owner)`.

argtypedescription
slotany
previousany
okboolean
...any
owner?The owner, or a function answering it.
fn?The work.

examples

proc.substrate.withOwner(owner, function() return proc.eval(graph) end)

withOwner(owner: any, fn: (...any) → void

argtypedescription
ownerany
fn(...any

holdFor(owner: any) → void

Hold every device run a column makes on this thread, for the rest of the thread's life, for `owner` — a name, or a function answering it when a run is made. What a worker thread doing one owner's work calls once.

argtypedescription
owneranyThe owner, or a function answering it.

examples

proc.substrate.holdFor(function() return cacheOwner end)

owner( ) → string

The owner device runs made on this thread now are held for, or nil.

standsAsRun(usage: BufferUsage?) → boolean

A column's device run is a run of the arenas' pages, held for the thread's owner, unless it is read as vertices or indices, which a buffer of its own holds.

argtypedescription
usageBufferUsage?

makeBuffer(t: string, count: number, storage: "cpu" | "gpu", usage: BufferUsage?) → any

argtypedescription
tstring
countnumber
storage"cpu" | "gpu"
usageBufferUsage?

own(self: ?) → void

Give a CPU column a buffer of its own before it is written, when a clone shares the one it holds. A clone of a CPU run shares its buffer until one of the holders writes, so a cook that carries a geometry forward by cloning it copies nothing; the copy is paid by the holder that writes, once, and it is a copy of bytes rather than a number per component through Luau. The holders of one shared buffer count themselves in a cell of their own, apart from any column, because any of them — the one that minted the buffer included — may be the one that leaves.

argtypedescription
self?

numbers(t: string, count: number, values: { number }?) → any

A numeric column of `count` elements, backed by a substrate buffer. `values`, when given, is the flat `count * lanes` run written into it.

argtypedescription
tstringThe element type tag, one that occupies lanes.
countnumberElement count.
values{ number }?Optional flat array to write.

examples

proc.substrate.Column.numbers("Vec3", 2, { 0,0,0, 1,0,0 })

gpu(t: string, count: number, usage: BufferUsage?) → any

A numeric column whose buffer lives in GPU storage — the same handle a compute dispatch binds. Reading one back on the CPU is a readback, so a column meant to be read asks for it here.

argtypedescription
tstringThe element type tag.
countnumberElement count.
usageBufferUsage?Extra buffer usage, e.g. `{ "readback" }`.

examples

proc.substrate.Column.gpu("Vec3", 30000, { "readback" })

scratch(t: string, count: number) → any

A numeric column in GPU storage whose run may have held another column's: its elements hold nothing the caller did not write. It is for a run a dispatch writes — every element, or the elements a count bounds. Its run is a range of the device arenas' pages, which a range released a few frames ago is handed out again as, so making one costs no device allocation.

argtypedescription
tstringThe element type tag.
countnumberElement count.

examples

local out = proc.substrate.Column.scratch("Vec3", 4096)

adopt(self: ?, owner: string) → void

Hold this column's device runs for `owner` from now on (`substrate.setOwner`): its own run, the mirror it keeps of a run the CPU holds, or the indices an interned column stands on, and the mirror it makes later (`Column.gpuMirror`). What something keeping the column longer than the owner that made it — a cache several makers read — calls when it takes the column in.

argtypedescription
self?
ownerstringThe owner to hold the runs for.

examples

col:adopt(proc.sharedCacheOwner(key))

bufferName(self: ?) → string

The name this column's run lives under in the substrate, or nil for a column whose backing is not a named device buffer. A device binding names its source buffer rather than holding a handle, so this is what lets a run already on the device be bound as the source of something else — placing a domain's elements from the columns that already hold their transform, rather than reading the run back to write it per element.

argtypedescription
self?

examples

local name = column:bufferName()

runOwner(self: ?) → any

argtypedescription
self?

anyLive( ) → boolean

Whether any run is live: some registration rewrites a run in place as the time it is a function of moves. A cook with no live run to follow asks nothing of the columns it handles.

examples

if proc.substrate.anyLive() then followRuns() end

noteWritten(self: ?) → void

Note that a kernel wrote this column's run in place: every read of the run taken before, by this column or any other holder of the run, stops being an answer. What a pass writing into a run that already stands calls for each run it writes.

argtypedescription
self?

examples

col:noteWritten()

runWrites(self: ?) → number

How many times this column's run has been written in place: the writes noted on the column that minted the run, and the notes of every write counter the run has joined since it joined.

argtypedescription
self?

writeCount(self: ?) → number

How many times this column's run has been written in place, by any holder of it: what a read of the run taken before is checked against. It only grows.

argtypedescription
self?

examples

local before = col:writeCount()

writeCounter( ) → any

A write counter: one count a set of runs share, so a pass that writes all of them (a recorded list replayed) notes the write once instead of once per run. `counter:join(col)` adds a column's run to the set, `counter:note()` counts one write of every run in it, and `counter:release()` takes every run out, each keeping the writes it was counted. A run's `writeCount()` is its own noted writes and the notes of every counter it is in, so a run written outside the set is counted as before.

examples

local counter = proc.substrate.writeCounter(); counter:join(col); counter:note()

join(self: any, col: any) → void

Add the run of `col` to the runs this counter counts writes of, from its next note on. A run already in it, and a column holding no run on the device, are left as they are.

argtypedescription
selfany
colanyThe Column.

examples

counter:join(col)

note(self: any) → void

Count one write of every run in this counter: every read of any of them taken before stops being an answer.

argtypedescription
selfany

examples

counter:note()

release(self: any) → void

Take every run out of this counter, each keeping the writes it was counted as its own; later notes count nothing.

argtypedescription
selfany

examples

counter:release()

countRead( ) → void

noteIfLive(self: ?) → void

argtypedescription
self?

markLive(self: ?, registration: any) → void

Declare this GPU run to be rewritten in place by `registration`, which is what `live` answers for it and for every clone of it. A registration names the live registrations of the runs it reads in `deps`, and either the compiled kernel that rewrites it (`kernel`, `buffers`, `count`, `paramsRun`, `values`, `live`) or a `rewrite(clock)` that brings it to a new time. A rewrite that queues the same dispatches over the same runs whatever the clock says carries `record = true`, and is recorded on its first rewrite and replayed after (`proc.device.record`); what holds the rewritten runs lets the recording go with `proc.fieldc.releaseRecording(registration)`. One registration may stand for several runs one rewrite writes together.

argtypedescription
self?
registrationanyWhat rewrites the run.

examples

out:markLive({ deps = {}, rewrite = function(clock) end })

live(self: ?) → any

The registration that rewrites this run in place, or nil for a run nothing rewrites.

argtypedescription
self?

examples

local reg = col:live()

liveReads( ) → number

How many times the calling thread has read a live run — or a live value — on the CPU. Two equal answers mean it took no snapshot of one in between, whatever other threads read meanwhile.

examples

local before = proc.substrate.liveReads()

noteLiveRead( ) → void

Count one CPU read of a live value — what a value that stands for a live run's input, rather than a run itself, reports when it is sampled.

examples

proc.substrate.noteLiveRead()

noteRewrite( ) → void

Say that live runs were rewritten on the device: a read of one taken before this no longer holds, and the next read of it comes back again.

examples

proc.substrate.noteRewrite()

values(t: string, arr: { any }, count: number?) → any

A column backed by an array of values — the backing a type the buffer primitive cannot express takes: text, a reference, a handle, a record. element with no value, such as an entity without the component a record column carries. Left out, it is the array's length.

argtypedescription
tstringThe element type tag.
arr{ any }The array of values, one per element.
countnumber?How many elements, when `arr` holds nil for some of them — an

examples

proc.substrate.Column.values("String", { "a", "b" })
proc.substrate.Column.values("Record", records, #ids)

interned(t: string, values: { any }, index: any) → any

A column carried as values whose elements are placed on the device as numbers: each element is an index into `values`, the distinct values the column holds, and `index` is that run of indices — a Float column, on the CPU or the device. A pass over elements moves the indices and carries the same `values`; a reader on the CPU gets each element's value exactly as it gets one from `Column.values`.

argtypedescription
tstringThe element type tag.
values{ any }The distinct values, 1-based; index 0 names the first.
indexanyA Float column of 0-based indices into `values`, one per element.

examples

local labels = proc.substrate.Column.interned("String", { "oak", "pine" }, idx)

intern(self: ?) → any

This column as indices into its distinct values (`Column.interned`), which is how a column carried as values is placed on the device: it keeps what it is when it already is one, and a column carried as values is interned once — its distinct values in the order they first appear — and remembers the answer. A text is distinct by its characters, any other value by its identity.

argtypedescription
self?

examples

local idx = col:intern():index()

index(self: ?) → any

The run of indices an interned column holds: one Float per element, each an index into its distinct values.

argtypedescription
self?

examples

local run = col:index():gpuMirror()

withIndex(self: ?, index: any) → any

The same distinct values over a new run of indices — what a pass that moved an interned column's indices hands on. The column holds `index`.

argtypedescription
self?
indexanyA Float column of indices into this column's distinct values.

examples

local kept = col:withIndex(proc.device.gather(col:index():gpuMirror(), keep, n, cap))

distinct(self: ?) →

The distinct values an interned column indexes into, 1-based.

argtypedescription
self?

type(self: ?) → string

The column's element type tag.

argtypedescription
self?

lanes(self: ?) → number

Numbers per element, 0 for a column carried as values.

argtypedescription
self?

count(self: ?) → number

Element count.

argtypedescription
self?

isGpu(self: ?) → boolean

Whether the column's buffer lives in GPU storage.

argtypedescription
self?

isConstant(self: ?) → boolean

Whether the column is one value standing for every element, which holds no run.

argtypedescription
self?

gpuMirror(self: ?) → any

This column's run in GPU storage — itself when it already lives there, else a mirror the column keeps. A compute dispatch binds GPU storage, so a run the CPU holds is uploaded once and the mirror is what a dispatch reads. The mirror belongs to the column: it is dropped the moment anything takes the right to write the buffer under it, and freed when the column is released. So a run that does not change is uploaded once however many dispatches read it, and a run that does not outlive its column does not outlive it on the device either. A column something keeps longer than the owner that made it (`Column.adopt`) keeps its mirror for that keeper, whenever the mirror is made. Answers nil for a column carried as values, which has no run to mirror, and for one the device refused storage for.

argtypedescription
self?

examples

local run = col:gpuMirror()

deviceWords(self: ?) → any

The run in GPU storage that holds this column's own 32-bit words (`element()`): a `kernel` binding of `i32` or `u32` reads an `Int` or `UInt` column through it. A column already in GPU storage is itself; a CPU column keeps a mirror of its words that goes with it, as `gpuMirror`'s does.

argtypedescription
self?

examples

local run = col:deviceWords()

releaseHolds(col: any) → void

Let go of the runs `col` keeps alive on something else's behalf: a dispatch that wrote it read them, and a dispatch reports only that it was QUEUED; a rewrite that writes it again reads them too.

argtypedescription
colany

holdsRuns(v: any) → boolean

Whether a value a column carries holds runs of its own: a Geometry or a Column.

argtypedescription
vany

ownedCopy(v: any) → any

The copy of a value a column that owns its values keeps: a Geometry or a Column is cloned (its runs held once more), anything else is held as itself.

argtypedescription
vany

release(self: ?) → void

Free the column's buffer. Reachable as `__proc_release`, the node cache's hook on a superseded entry.

argtypedescription
self?

materialize(self: ?) → void

A constant column becomes a written one the moment an element differs from the rest, which is the whole of what the backing decides.

argtypedescription
self?

buffer(self: ?) → any

The substrate buffer behind a numeric column — the handle `entity.batchWrite`, `nx` and a compute dispatch all take. A constant column materializes here.

argtypedescription
self?

examples

entity.batchWrite(binding, "Transform", "position", col:buffer())

readBuffer(self: ?) → any

The buffer for a READ, which is the one path that does not drop the remembered run — it is the path that fills it.

argtypedescription
self?

mirrorHolds(self: ?, at: any) → boolean

A read of a column's run is remembered on the column, stamped with what the run had been through when the read was asked for: the writes into it in place, and - for a run rewritten on the device (`markLive`) - the count of rewrites. What was read holds while neither has moved since.

argtypedescription
self?
atany

pendingRead(self: ?, slot: string) → void

The read of this column in flight, or a new one asked for when the run has been written since the one in flight was; and the stamp it was asked for at.

argtypedescription
self?
slotstring

keepRun(self: ?, run: any, at: any) → any

argtypedescription
self?
runany
atany

keepBytes(self: ?, bytes: any, at: any) → any

argtypedescription
self?
bytesany
atany

prefetch(self: ?, asBytes: boolean?) → boolean

Ask for this column's run to come back to the CPU without waiting for it, and answer whether it has: true once a read that still holds has arrived, after which `read` answers without waiting. A column the CPU already holds answers true at once. What a reader that must not wait — a frame's tick — polls before it reads.

argtypedescription
self?
asBytesboolean?Whether the read wanted is `readBytes`'s rather than `read`'s.

examples

if col:prefetch() then use(col:read()) end

awaitPrefetch(self: ?, asBytes: boolean?) → boolean

Wait until this column's run is on the CPU, as `prefetch` answers it: the read is asked for if it is not in flight and the task parks on the read itself, so it resumes in the frame the device answered where the engine can wait on the device. A read the engine gave up raises with its reason.

argtypedescription
self?
asBytesboolean?Whether the read wanted is `readBytes`'s rather than `read`'s.

examples

col:awaitPrefetch(true); use(col:readBytes())

valueArray(self: ?) →

The array of values behind a column carried as values, materializing a constant backing.

argtypedescription
self?

tryRead(self: ?) →

The run this column holds IF it can be answered without waiting — a CPU buffer always can, and a GPU one only once its readback has landed. nil means the device still has it. This is what a read that CANNOT wait uses. A readback takes frames, and waiting for one means yielding; a metamethod cannot yield, so the flat-array view a geometry presents is built on this and says what to do instead.

argtypedescription
self?

examples

local run = col:tryRead()

readLater(columns: { [string]: any }) → any

Read columns back to the CPU without waiting for them, each answer about the frame its read was asked in. `poll()` answers the numbers of every column, by name (`lanes` per slot, as `read` answers them), once the reads asked for together have all landed, and nil until they have; whenever no read is in flight it asks for the columns as they stand now. A read the engine gave up is asked for again. A run the device rewrites frame after frame is read here as the value of one frame, and takes no live read: what takes the answer holds it as that frame's. `release()` lets go of the columns, which the reader holds while it reads them.

argtypedescription
columns{ [string]: any }The columns, by name.

examples

local later = proc.substrate.readLater({ total = count }); local landed = later.poll()

ask( ) → void

poll( ) → void

release( ) → void

readBytes(self: ?) → buffer

The run this column holds, AS BYTES — the same memory the buffer has, without a number per element passing through Luau on the way. That is the difference between a copy and a walk: `read` builds one Luau value per component, and a run of five thousand vec3s is fifteen thousand of them made, held and collected every time it is read. This answers the block, which is what another buffer's `writeBytes` takes.

argtypedescription
self?

examples

dst:buffer():writeBytes(src:readBytes())

read(self: ?) →

The numbers of a column. A column that carries a live count (an appended output, a column of a geometry whose class counts its live elements on the device) answers the live elements only: the slots past the count are never in the answer, and the count is read back once for it.

argtypedescription
self?

readSlots(col: any) →

Every slot of a column's run, the ones past a live count included: what a mirror of the run holds.

argtypedescription
colanyA Column.

readAllSlots(self: ?) → void

argtypedescription
self?

stride(self: ?) → number

How many numbers one element holds — what a field calls the same question. A column IS a field whose values have already been read, so an op that samples a field samples a column without knowing which it was given.

argtypedescription
self?

sample(self: ?, id: number) →

The value at element `id`, under the name a field answers to.

argtypedescription
self?
idnumber0-based element index.

capacityOf(col: any) → number

The capacity a live count is bounded by: the one-word column an appended output or a count made on the device holds, or a clone of one (a clone shares the run, and the capacity is the run's).

argtypedescription
colanyA Column.

examples

local most = proc.substrate.capacityOf(kept.indices_count)

atCapacity(fn: () →

Run `fn` with every live count (the one-word column an appended output or a device-made count holds) sampling as the capacity it is bounded by, and answer what `fn` returns. A Field built over live counts, sampled inside it, answers the largest value it can take: the capacity a count derived on the device is allocated for. The device count itself is never read.

argtypedescription
fn(The function to run.

examples

local most = proc.substrate.atCapacity(function() return field:sample(0) end)

materialize(self: ?, count: number?) →

The flat run of `count` elements, under the name a field answers to. A column already holds it, so this is the read rather than a walk of one sample per element.

argtypedescription
self?
countnumber?How many elements to answer for.

get(self: ?, id: number) →

The value at element `id` (0-based): `lanes` numbers for a numeric column, the value itself for one carried as values. Per-element reads are for a small column or a probe; a column of any size is handed to a kernel or a batch write whole.

argtypedescription
self?
idnumber0-based element index.

examples

local x, y, z = col:get(7)

set(self: ?, id: number, ...: any) → any

Write element `id`. A constant column materializes here, and no reader of either form can tell which it was given.

argtypedescription
self?
idnumber0-based element index.
...any`lanes` numbers, or the value for a column carried as values.

examples

col:set(7, 1, 2, 3)

writeRun(self: ?, first: number, values: { number }) → any

Write `values`, a flat run of whole elements, into this column from element `first` on. This is how the pass that owns a GPU-resident column writes it — a solver placing the particles it spawned into the slots it holds — and the write lands behind every dispatch already queued over the column. A CPU column takes it too.

argtypedescription
self?
firstnumber0-based index of the first element written.
values{ number }`lanes` numbers per element written.

examples

col:writeRun(12, { 0, 1, 0,  0, 2, 0 })

isShared(self: ?) → boolean

Whether every element holds one shared value — true for a column still on its constant backing. What a reader gets is the same either way.

argtypedescription
self?

clone(self: ?) → any

A copy with its own backing. A constant column copies as a constant one, so sharing survives the copy at the cost of one value.

argtypedescription
self?

gatherKernel(lanes: number) → string

argtypedescription
lanesnumber

gatherOnDevice(self: ?, keep: { number }, n: number) → any

argtypedescription
self?
keep{ number }
nnumber

concatKernel( ) → string

concat(t: string, parts: { any }, counts: { number }, absent: { number }?) → any

One column holding `parts` end to end, each covering the element count `counts` gives it. A part that is nil covers its elements with `absent`, or zeros without one (for a column carried as values, with nothing). Runs the device holds are laid end to end on the device; runs the CPU holds are copied there.

argtypedescription
tstringThe element type of the result.
parts{ any }One Column or nil per part.
counts{ number }The element count of each part.
absent{ number }?The value, one number per lane, a nil part's elements hold.

examples

local P = proc.substrate.concat("Vec3", { a:column("point", "P"), b:column("point", "P") }, { 4, 9 })

relaxKernel(device: any) → string

argtypedescription
deviceany

relaxPoints(column: any, iterations: number, radius: number, strength: number) → any

Push every point off its neighbours inside `radius`, `iterations` times, on the device, finding them through a spatial grid. What a scatter runs to even itself out.

argtypedescription
columnanyThe point positions, a Vec3 column.
iterationsnumberHow many passes.
radiusnumberThe neighbourhood each point pushes within.
strengthnumberHow far a point moves per pass, as a fraction of `radius`.

examples

local relaxed = proc.substrate.relaxPoints(P, 5, 0.4, 0.5)

release( ) → void

gather(self: ?, keep: { number }) → any

A column of the same type holding the elements `keep` names, in that order — what a filter, a sort and a delete all come down to.

argtypedescription
self?
keep{ number }An array of 0-based element indices.

examples

local kept = col:gather({ 0, 3, 4 })

newDomain(name: string, count: number) → any

argtypedescription
namestring
countnumber

name(self: ?) → string

The domain's name: "point", "vertex", "primitive" or "detail".

argtypedescription
self?

count(self: ?) → number

How many elements the domain holds.

argtypedescription
self?

column(self: ?, name: string) → any

The column named `name`, or nil.

argtypedescription
self?
namestring

setColumn(self: ?, name: string, column: any) → any

Attach `column` under `name`.

argtypedescription
self?
namestringThe attribute's name, which means nothing to the substrate.
columnanyA Column.

removeColumn(self: ?, name: string) → any

Drop the column named `name`, freeing its buffer.

argtypedescription
self?
namestring

setHoldsIds(self: ?, name: string, flag: boolean) → any

Say whether the column named `name` holds the `id`s of this geometry's points: a join of geometries moves such a column's values with the ids they name, and a selection leaves no value naming a point it removed. The mark belongs to the attribute, so a node that rewrites the column keeps it, and it goes when the column is removed.

argtypedescription
self?
namestringThe attribute's name.
flagbooleanTrue to mark the column, false to clear the mark.

holdsIds(self: ?, name: string) → boolean

Whether the column named `name` is marked as holding point `id`s.

argtypedescription
self?
namestringThe attribute's name.

names(self: ?) → void

Every attribute name on the domain, sorted, so iteration is the same on every run and a cook key over them is stable.

argtypedescription
self?

liveCount(self: ?) → any

How many of the domain's elements are live, as a count on the device — or nil when every element counted by `count()` is. A domain whose membership is decided on the device (the particles a solver keeps, the points a compaction kept) holds its runs at a capacity `count()` answers and its live count here, so no pass reads it back to know how many there are: a kernel over the domain reads the count where it is and leaves every element past it alone.

argtypedescription
self?

setLiveCount(self: ?, count: any?) → any

Set the live count (see `liveCount`), or clear it with nil. The domain holds the count it is given.

argtypedescription
self?
countany?A one-word Column holding a u32, or nil.

setCount(self: ?, n: number) → any

Set the domain's element count. A constant column covers the new count at no cost; a written one keeps the buffer it has.

argtypedescription
self?
nnumber

new( ) → any

An empty geometry: no points, no vertices, no primitives, one detail element.

examples

local g = proc.substrate.Geometry.new()

fromPositions(positions: { number }) → any

A geometry holding `positions` as its points and nothing else — what a source op makes. One buffer write, no growth pass.

argtypedescription
positions{ number }Flat `{ x0,y0,z0, ... }`.

examples

proc.substrate.fromPositions({ 0,0,0, 1,0,0 })

setPointNumbers(g: any, name: string, t: string, values: { number }) → any

Attach a point column under `name` — the shorthand a source op writing an attribute alongside its positions takes.

argtypedescription
ganyA Geometry.
namestringThe attribute's name.
tstringThe element type tag.
values{ number }Flat `count * lanes` numbers.

examples

proc.substrate.setPointNumbers(g, "normal", "Vec3", nrm)

domainOf(self: ?, name: string) → any

argtypedescription
self?
namestring

domain(self: ?, name: string) → any

The domain named `name`.

argtypedescription
self?
namestring"point", "vertex", "primitive" or "detail".

count(self: ?, name: string?) → number

How many elements a domain holds — and, with no domain named, how many POINTS, which is what a geometry standing in space is a count of. Vertices and primitives are structure over those points, so they are asked for by name.

argtypedescription
self?
namestring?"point", "vertex", "primitive" or "detail"; absent means point.

examples

g:count() == g:count("point")

liveCount(self: ?, name: string?) → any

The live count of a domain on the device (see `Domain.liveCount`), or nil when every element `count` answers is live.

argtypedescription
self?
namestring?A domain name. Default "point".

setLiveCount(self: ?, name: string, count: any?) → any

Set a domain's live count on the device, or clear it with nil.

argtypedescription
self?
namestringA domain name.
countany?A one-word Column, or nil.

column(self: ?, domain: string, name: string) → any

The column named `name` on `domain`, or nil.

argtypedescription
self?
domainstring
namestring

setColumn(self: ?, domain: string, name: string, column: any) → any

Attach `column` under `name` on `domain`.

argtypedescription
self?
domainstring
namestring
columnany

setHoldsIds(self: ?, class: string, name: string, flag: boolean) → any

Mark the column `name` of `class` as holding the `id`s of this geometry's points (or clear the mark). A join of geometries moves a marked column's values with the ids they name, and a selection sets a value that names a removed point to -1.

argtypedescription
self?
classstring"point", "vertex" or "primitive".
namestringThe attribute's name.
flagbooleanTrue to mark, false to clear.

examples

g:setHoldsIds("point", "target", true)

holdsIds(self: ?, class: string, name: string) → boolean

Whether the column `name` of `class` is marked as holding point `id`s.

argtypedescription
self?
classstring"point", "vertex" or "primitive".
namestringThe attribute's name.

idColumns(self: ?, class: string) →

The names of the columns of `class` that are marked as holding point `id`s, sorted.

argtypedescription
self?
classstring"point", "vertex" or "primitive".

names(self: ?, domain: string) → void

Sorted attribute names on `domain`, edge included.

argtypedescription
self?
domainstring

edgeAttrs(self: ?) → void

An EDGE is the unordered point pair a primitive uses — derived from the primitives by `topology.edges` rather than stored, which is why it is not one of the four domains. A value ON one is held here, beside them: its rows are the derived list's, so a topology change rebuilds the list and what was indexed against the old one no longer names anything in the new.

argtypedescription
self?

ownsRun(value: any) → boolean

Whether an edge value is a Column, which the geometry owns and lets go of.

argtypedescription
valueany

dropEdgeValue(self: ?, name: string, keep: any?) → void

Let go of the edge value standing under `name` unless it is `keep`.

argtypedescription
self?
namestring
keepany?

attributeNames(self: ?, class: string) →

The attribute names in a class — every column except the intrinsics that hold the geometry itself.

argtypedescription
self?
classstring"point", "vertex", "edge", "primitive" or "detail".

detailColumn(value: any) → any

A detail value is held as itself: one element carrying whatever was set, which is what a label, a count or a table means on the whole geometry. The column a detail value is held in. It owns a copy of a Geometry or a Column it is given, which goes with the column; the caller keeps what it handed in.

argtypedescription
valueany

setAttribute(self: ?, class: string, name: string, value: any) → any

Write a named attribute on a domain class. A column is stored as it stands; a field is read onto one, which is where a chain behind it is spent; a detail value is held as itself.

argtypedescription
self?
classstring"point", "vertex", "primitive" or "detail".
namestringThe attribute's name.
valueanyA Column, a Field, or — on detail — any value.

getAttribute(self: ?, class: string, name: string) → any

Read a named attribute. An element class answers the column, which is what a field is asked for too; detail answers the value it was set with.

argtypedescription
self?
classstring
namestring

removeAttribute(self: ?, class: string, name: string) → any

Drop a named attribute, freeing what it held.

argtypedescription
self?
classstring
namestring

elementCount(self: ?, class: string) → number

How many elements an attribute class has. An edge is the unordered point pair a primitive uses rather than a row of its own, so its count is derived — `proc.ops.topology.elementCount(g, "edge")` answers it.

argtypedescription
self?
classstring

edgeStamp(self: ?) → string

What an edge derivation reads: the counts of the three element classes and the version of every run the faces are made of, live counts included.

argtypedescription
self?

edges(self: ?) → any

The geometry's edges on the device — each unordered point pair a side of its fan triangles joins, numbered as `proc.ops.topology` numbers them (see `proc.device.edges`). Derived on the first ask and held until the faces they come from change; the geometry lets them go with its own runs.

argtypedescription
self?

examples

local edges = g:edges(); print(edges.capacity)

position(self: ?, id: number) → void

Where point `id` is, as `x, y, z`.

argtypedescription
self?
idnumber0-based point index.

examples

local x, y, z = g:position(0)

attributeAt(self: ?, name: string, id: number) →

The point attribute `name` at point `id`, as its components — what `g:getAttribute("point", name):sample(id)` answers, in one call.

argtypedescription
self?
namestringThe attribute's name.
idnumber0-based point index.

setDetail(self: ?, name: string, value: any) → any

Write a value that covers the whole geometry.

argtypedescription
self?
namestring
valueany

getDetail(self: ?, name: string) → any

A value covering the whole geometry, or nil.

argtypedescription
self?
namestring

detailNames(self: ?) → void

The names of the values covering the whole geometry, sorted.

argtypedescription
self?

vertexCount(self: ?) → number

How many points the geometry holds — the elements `positions` runs over.

argtypedescription
self?

triangleCount(self: ?) → number

How many triangles the geometry holds — the elements `indices` runs over, counting an n-gon as the fan it draws as.

argtypedescription
self?

carryBetween(src: any, dst: any, a: { number }, b: { number }, w: { number }) → any

Carry `src`'s point attributes onto `dst`'s points, each of which lies between two of `src`'s: point k of `dst` is `w[k]` of the way from point `a[k]` to point `b[k]`. Numbers are blended between the two; a value that cannot be blended is taken from the nearer. `P` and `id` are the destination's own.

argtypedescription
srcanyThe geometry the attributes come from.
dstanyThe geometry whose points they land on, one per entry of `a`.
a{ number }0-based source point each destination point starts from.
b{ number }0-based source point each destination point runs toward.
w{ number }How far from `a[k]` to `b[k]`, in [0, 1].

examples

proc.substrate.carryBetween(curve, samples, { 0, 0 }, { 1, 1 }, { 0.25, 0.75 })

carry(src: any, dst: any, by: { [string]: any }?) → any

Carry `src`'s attributes onto `dst`. A domain `by` names an index list for is GATHERED by it — element k of the result reads source element `by[k + 1]`, which is the one operation a filter, a split, a weld and a remap all come down to, and it runs where the column lives. A domain with no list carries its columns as they stand, and one named `false` is left alone — that is the domain whose values the op computes rather than reads, an average across a weld among them. The intrinsics are never carried: the op that changed the topology wrote those itself. list an array of 0-based source indices.

argtypedescription
srcanyThe geometry the attributes come from.
dstanyThe geometry they land on.
by{ [string]: any }?`{ point = { ... } | false, vertex = ..., primitive = ... }`, each

examples

proc.substrate.carry(g, out, { point = srcPoint, primitive = srcFace })

release(self: ?) → void

Free every buffer this geometry's columns hold.

argtypedescription
self?

addPoints(self: ?, positions: { number }) → any

Add `count` points at `positions` (a flat `count * 3` array), each with an id nothing else in this geometry carries. Ids are identity: a filter renumbers indices and every id it keeps stays what it was.

argtypedescription
self?
positions{ number }Flat `{ x0,y0,z0, ... }`.

examples

g:addPoints({ 0,0,0, 1,0,0, 2,0,0 })

addPrimitive(self: ?, pointIndices: { number }) → number

Add one primitive made of the points `pointIndices` names, in order. It creates one vertex per entry, each naming the point it reads, and the primitive's run over them.

argtypedescription
self?
pointIndices{ number }0-based point indices, in the order the primitive uses them.

examples

g:addPrimitive({ 0, 1, 2 })

curveFlags(self: ?) → void

Which primitives are curves: the `curve` column, 1 on a curve and 0 (or absent) on a face. nil when the geometry holds no curve.

argtypedescription
self?

addCurve(self: ?, pointIndices: { number }, closed: boolean?) → number

Add one curve: a primitive running through the points `pointIndices` names, in order. A curve is a line rather than a surface — a mesh built from the geometry draws its faces and not its curves, and the ops that sample, sweep or grow along lines read its curves — while its points are points like any other, so every point and field op moves them.

argtypedescription
self?
pointIndices{ number }0-based point indices, in the order the curve runs.
closedboolean?Whether the curve runs from its last point back to its first.

examples

g:addCurve({ 0, 1, 2, 3 }, false)

fromCurves(positions: { number }, curves: { any }) → any

A geometry of curves over one set of points: `positions` are the points, and each entry of `curves` is one curve through them — the point indices it runs through, in order, and whether it closes. Curves may share points, the way a branch starts where its parent passes. Every column is written once.

argtypedescription
positions{ number }Flat `{ x0,y0,z0, ... }`.
curves{ any }`{ { points = { 0-based point indices }, closed = boolean? }, ... }`.

examples

proc.substrate.fromCurves({ 0,0,0, 1,0,0, 1,1,0 }, { { points = { 0, 1, 2 } } })

isCurve(self: ?, prim: number) → boolean

Whether primitive `prim` is a curve rather than a face.

argtypedescription
self?
primnumber0-based primitive index.

curveCount(self: ?) → number

How many of the geometry's primitives are curves.

argtypedescription
self?

drawVersion(self: ?) → string

Which version of its shape the geometry draws as: the versions of every column a mesh is built from, as one string. The same string exactly while none of them has been written, so a mesh built from the geometry stands for as long as this answers what it did when the mesh was made. A mesh is built with normals, and a geometry carrying none is given them here, the way `toMeshArgs` would, so the answer is the same before its mesh is made as after.

argtypedescription
self?

examples

if g:drawVersion() ~= held.version then rebuild() end

curves(self: ?) →

Every curve the geometry holds, in primitive order: the primitive, the point indices it runs through and whether it closes.

argtypedescription
self?

examples

for _, c in ipairs(g:curves()) do print(#c.points) end

curvePositions(self: ?, curve: any) →

The positions a curve runs through, flat, in its order.

argtypedescription
self?
curveanyOne entry of `curves()`.

primitivePoints(self: ?, prim: number) →

The point indices a primitive uses, in order.

argtypedescription
self?
primnumber0-based primitive index.

vertexPrimitive(self: ?, v: number) → number

Which primitive uses vertex `v`, derived from the primitive runs.

argtypedescription
self?
vnumber0-based vertex index.

clone(self: ?) → any

A copy whose domains and columns are its own. Ops return copies so a memoized input stays as the cook that made it left it.

argtypedescription
self?

sameValue(a: any, b: any) → boolean

Whether two values held on the CPU are the same value: equal plain values, or tables holding the same values under the same keys.

argtypedescription
aany
bany

mergeOnDevice(parts: { any }, absent: ((string) → void

Parts merged on the device: in every domain, each part's live elements laid after the live elements of the parts before it, at an offset the device sums, in runs as long as every part's capacity together. A vertex's point and a primitive's first vertex are moved past the live elements of the parts before them, by counts the device holds. An element's `id` becomes its id times the part count plus its part's index, as on the CPU; a point's `slot` is moved past the capacities of the parts before it, so each point keeps one place in the whole; and an attribute whose values index the labels a part's detail names is moved past the labels of the parts before it, the labels laid end to end the same way.

argtypedescription
parts{ any }
absent((string

basesOf( ) → void

Where each part's elements start in every domain, and how many there are in all.

placeAll(at: { [string]: { any } }, held: boolean, domains: { string }) → void

Every part's run of every column placed end to end in the merged runs, the runs a part holds in one pass per part and domain, over `domains`; `held` says whether each merged run holds what its placement reads.

argtypedescription
at{ [string]: { any } }
heldboolean
domains{ string }

dep(col: any) → boolean

argtypedescription
colany

rewrite(_clock: any) → void

argtypedescription
_clockany

release(_self: any) → void

argtypedescription
_selfany

mergesOnDevice(parts: { any }) → boolean

Whether a merge of these parts is one for the device: a part counts some domain's elements there, or holds a run there.

argtypedescription
parts{ any }

merge(parts: { any }, absent: ((string) →

Every part laid end to end in one geometry: each domain's elements in part order, every column any part carries (a part without one fills its elements with the value `absent` names for the column, or zeros), the vertices re-pointed at their own part's points and the primitives at their own part's vertices. Ids stay identity: an element's id is its own id times the part count plus its part's index, so every element of a part keeps one id however the other parts change. The detail values are the first part's. Parts that count any domain's elements on the device, or hold runs there, are merged there: in every domain each part's live elements after the live elements before it, the whole counted on the device, the indices into another domain moved past that domain's elements before them, a point's `slot` moved past the capacities of the parts before it, and an attribute indexing the labels a part's detail names moved past the labels before it. carries no column named so hold: `proc.translate.absentValue` gives every element the rest its components stand at.

argtypedescription
parts{ any }The geometries, in order.
absent((stringThe value, one number per lane, the elements of a part that

examples

local both = proc.substrate.Geometry.merge({ a, b })

countOnDevice(device: any, d: any) → any

A domain's live count, or its count held on the device.

argtypedescription
deviceany
dany

copyToPoints(sources: { any }, points: any, opts: { variant: string?, skip: { [string]: boolean }? }?) → any

A copy of a source stamped at every point, all in one geometry, on the device. Each point's copy is its source scaled by the point's `scale`, turned by its `orient` (a quaternion x, y, z, w) and moved to its `P`; a point without one stands at no scale or turn. With several sources each point's `variant` attribute names the one it takes (0 is the first); a point naming none of them takes no copy. The copies lie in point order, in every domain: their corners name their own copy's points, their faces their own copy's corners, and their normals turn with them. A source point's own `orient` is turned by its copy's and its Vec3 `scale` multiplied by it, so instances copied onto points keep their own turn and size inside the copy's. Every other point attribute stands on each point of its copy, over a source's own attribute of that name; one carried as values (text, records) is carried as its indices into the values it holds (`Column.intern`). The copies' ids and slots are their own places. The whole runs where the points are: nothing is read back, the points' live count bounds every pass, and how many copies there are in all is a count on the device, so a population a solver moves copies on every frame without a pause. A geometry whose counts the CPU cannot know — several sources, or points counted on the device — carries its live counts there. attribute that names each point's source, and point attributes the copies take nothing from.

argtypedescription
sources{ any }The geometries to copy, in the order `variant` names them.
pointsanyA geometry whose points the copies stand at.
opts{ variant: string?, skip: { [string]: boolean }? }?`{ variant = name?, skip = { [name] = true }? }`: the point

examples

local rocks = proc.substrate.Geometry.copyToPoints({ rock }, scattered)

temp(col: any) → any

argtypedescription
colany

perPoint(name: string, t: string, value: { number }) → any

A point's placement, one per point, on the device.

argtypedescription
namestring
tstring
value{ number }

onDevice(self: ?) → boolean

Whether any column the geometry draws from is held on the device: its positions, its corners, its faces or its live counts. A geometry that is becomes a mesh with `toDeviceMesh`, which leaves it there.

argtypedescription
self?Geometry.

examples

if g:onDevice() then local m = g:toDeviceMesh("rock") end

toDeviceMesh(self: ?, name: string?, opts: { measure: boolean? }?) → any

The geometry as the renderer takes it, built on the device: a vertex buffer and an index buffer the renderer draws from where they are, the way `toMeshArgs` lays them out — one GPU vertex per point when no corner carries a normal or uv of its own, one per corner otherwise, and every face fanned from its first corner. Normals come from the corners, else the points, else the faces. Two numbers come back to size the draw and frame it: how many triangles there are, and the positions' extent, both asked for before either is waited on. With `measure = false` neither is waited on and the mesh is ready the moment this returns: the draw covers every index the index run holds, those past the last face being empty triangles that draw nothing. The extent is still asked for, and comes back as `extent`, two runs whose reads are on their way: the caller states it on the mesh (`renderer.mesh.update` with `aabbMin` / `aabbMax`) once they arrive, since the extent is what the mesh is culled against and framed by. count and the extent. runs the mesh draws from, which the caller releases after the mesh, and — not measured — `extent = { least, most }`, the positions' least and greatest lanes on their way back, which the caller releases once read. nil when the geometry has no triangles; one not measured has as many triangles as its corners allow.

argtypedescription
self?Geometry.
namestring?Debug name carried on the resulting mesh.
opts{ measure: boolean? }?`{ measure: boolean? }` — false skips the wait for the triangle

examples

local built = g:toDeviceMesh("rock"); local mesh = renderer.mesh.create(built.args)
local card = g:toDeviceMesh("card", { measure = false })

temp(col: any) → any

argtypedescription
colany

releaseTemps( ) → void

toMeshArgs(self: ?, name: string?) →

The geometry as the renderer takes it: one GPU vertex per VERTEX, and triangles over them. A GPU vertex carries one position, one normal and one UV, so a point read by two primitives that disagree about any of those is two GPU vertices. That is what the vertex domain is: the split lives there, and this is where it is spent. A point every primitive agrees about still costs one vertex each, which is the price of a format that carries no sharing. `normal` and `uv` are read from the vertex domain first, then the point domain, so a mesh that splits its normals says so per vertex and one that does not says so once per point. With neither, the normals are computed from the faces. A primitive of more than three vertices is fanned.

argtypedescription
self?
namestring?Debug name carried on the resulting mesh.

examples

renderer.mesh.create(g:toMeshArgs("rock"))

channel(vertexName: string, pointName: string, lanes: number) → void

A per-vertex channel is read as it stands; a per-point one is spread onto the vertices that read those points.

argtypedescription
vertexNamestring
pointNamestring
lanesnumber

recalcNormals(self: ?) → any

Recompute the per-point normal column `N` from the primitives: each face's unnormalized cross product, which carries twice its area, is added to every point it touches and the sum is normalized — so a large face weighs on a shared point in proportion to how much of it there is. A point no primitive gives a direction gets (0, 1, 0).

argtypedescription
self?

bounds(self: ?) → void

Axis-aligned bounds over the live points, as `{ min = {x,y,z}, max = {x,y,z} }`: the least and greatest of every lane, folded on the device and read back as those six numbers. A geometry with no live point is bounded by the origin.

argtypedescription
self?

viewRun(self: ?, domain: string, name: string) → void

`positions`, `indices`, `normals` and `uvs` name the same geometry the domains hold, read as the flat arrays a mesh algorithm walks. They are DERIVED: the columns are the storage and these are a view of it, drained on the first read after the geometry changes and held until it changes again. `positions` is the POINT run, so `indices` addresses points — an algorithm that welds, subdivides or cuts reads the sharing the point domain records rather than the split a GPU vertex buffer imposes. `toMeshArgs` is the other view, where a vertex is a GPU vertex, and that is the one the renderer takes. A column's run, for a view that cannot wait for one. A column the device still holds raises here, naming the one call that brings it back — because a readback takes frames, waiting for one yields, and a metamethod that yields ends the script with a message about a C-call boundary rather than about the geometry it was reading.

argtypedescription
self?
domainstring
namestring

leading(col: any, n: number) → any

The first `n` elements of a column, on the CPU.

argtypedescription
colany
nnumber

prefetch(self: ?) → boolean

Ask for everything `drain` reads to come back to the CPU without waiting for it, and answer whether it all has — after which `drain` answers without waiting. What a frame's tick polls before it drains a geometry.

argtypedescription
self?

examples

if g:prefetch() then g = g:drain() end

drain(self: ?) → any

Bring every column the device holds back to the CPU, so the flat arrays derived from them can be read. This is what a mesh algorithm written over `positions` and `indices` pays to run on the CPU, paid ONCE and where it can be seen, rather than per column inside a read that cannot wait. A domain whose live elements are counted on the device (`Domain.liveCount`) is read as exactly those: its count comes back with its runs, and what is answered is a copy holding that many elements, since a CPU reader walks `count()` of them.

argtypedescription
self?

examples

g = g:drain()

stand(col: any, state: { touched: boolean }) → any

A stand-in for a Column on the device that answers its structure and records the first ask for its numbers.

argtypedescription
colany
state{ touched: boolean }

__index(_t: any, key: any) → void

argtypedescription
_tany
keyany

structureOfGeometry(g: any, state: { touched: boolean }) → any

A geometry whose columns on the device are stand-ins (see `stand`).

argtypedescription
gany
state{ touched: boolean }

counted( ) → any

structureOf(value: any) →

What `value` looks like to a reader that asks only for structure: every geometry it holds with its columns on the device standing in as columns that answer their type, width, length and run and nothing else. Asking for the numbers of one, or for the count of a class counted on the device, sets `state.touched`; the reader is then handed `drainAll` instead. A part, or a stand-in left in what the reader answers, has no such view.

argtypedescription
valueanyAny value an op is about to read.

examples

local view, state = proc.substrate.structureOf(inputs.geometry)

visit(v: any) → any

argtypedescription
vany

holdsStandIn(value: any) → boolean

Whether a value an op answered holds a stand-in for a column on the device (`structureOf`).

argtypedescription
valueanyWhat was answered.

visit(v: any, depth: number) → boolean

argtypedescription
vany
depthnumber

drainAll(value: any) → any

Bring every geometry `value` holds back to the CPU (`Geometry.drain`): a geometry itself, the sources and points of an instance set, and every element of an array. What a CPU reader is handed, so the flat arrays it walks can be read; a value holding nothing on the device costs a walk of its columns and no readback. A geometry counted on the device is answered as the copy `Geometry.drain` makes, and a value holding one as a copy holding that, so what `value` itself holds is left as it stands.

argtypedescription
valueanyAny value an op or a realize step is about to read.

examples

local g = proc.substrate.drainAll(inputs.geometry)

visit(v: any) → any

argtypedescription
vany

fromPointCloud(pc: any) → any

A geometry holding the points of a `PointCloud` value: its positions as the point run, each attribute on the point domain, each detail as a detail value. What a socket declared as anything but `PointCloud` is handed.

argtypedescription
pcanyA PointCloud (`proc.PointCloud.new`, or one read from a graph document).

examples

local g = proc.substrate.fromPointCloud(proc.PointCloud.new({ 0,0,0 }))

toPointCloud(g: any) → any

The `PointCloud` value a geometry's points make: their positions, each point attribute as the column holding it, each detail value. What a socket declared as `PointCloud` is handed. Columns the device holds are brought back first, since the value reads its positions as an array.

argtypedescription
ganyA Geometry.

examples

local pc = proc.substrate.toPointCloud(g)

viewOf(self: ?) → any

A held view is valid while the columns it was derived from are the SAME columns. A column is replaced rather than written in place — an op builds a new one and attaches it — so comparing identities answers exactly, and a geometry keeps no back-pointer to be walked or kept alive by.

argtypedescription
self?

derivePositions(self: ?) → void

The point positions, flat.

argtypedescription
self?

deriveIndices(self: ?) → void

Triangles over POINT indices: every primitive's run, fanned. An algorithm reading this sees the same triangles `toMeshArgs` draws, addressed by point.

argtypedescription
self?

derivePointChannel(name: string) → void

A per-POINT channel, which is what a flat array parallel to `positions` means. A geometry that splits the channel per vertex says so on the vertex domain, and that split is `toMeshArgs`'s to spend.

argtypedescription
namestring

deriveAttrs(self: ?) → any

The attributes by class, as the tables an algorithm walks when it carries them across a topology change: name -> column for the element classes, and name -> value for detail. It is a READ of the columns — writing an attribute is `setAttribute`, which is the one place a column lands on a domain. `edge` is here and always empty: an edge is the unordered point pair a primitive uses rather than a row of its own, so nothing stores a column on it, and a walk over the classes finds it rather than failing on it.

argtypedescription
self?

__index(self: ?, key: any) → void

argtypedescription
self?
keyany
⌬ Types
BufferUsage = { "readback" | "vertex" | "index" }

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

51+items
·
assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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module · born here
❒asset
# proc.fields Value wrappers for the procedural-generation type system: `Field<T>`, `PointCloud` and `Population`. Part of `@builtin::systems.procgen.proc`. Typed values backed by plain strided Luau arrays. - **`Field<T>`** — a lazy per-element value. `Field.constant(t, values)`, `Field.fn(t, stride, f)`, `Field.buffer(t, stride, buf)`; `:sample(id)` → the `stride` components, `:materialize(count)` → a flat `count*stride` array. - **`PointCloud`** — the value a `.procNode` input declared `PointCloud` receives (`proc.substrate.toPointCloud`); every other input, and every op, takes points as a `Geometry` (`proc.geometry.new`). `PointCloud.new(positions)` (flat stride-3 array); `:count()`, `:position(id)`, `:setAttribute(name, field)` / `:getAttribute(name)` / `:attributeNames()`. - **`Field.transform(offset, orient, scale)`** — a per-element transform whose three parts are fields of their own, so each compiles to the device; `:transformParts()` hands them back. Every value carries a `__proc_type` tag that `proc.types.typeOf` reads (`"Field<Vec3>"`, `"PointCloud"`, `"Population"`).
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module · born here
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# fieldc A Field is a per-element expression. `fieldc` holds what a Field is made of and how it runs: a chain of templates over a position leaf, an element number, column reads and numbers is written as one WGSL function and runs as ONE dispatch of `kernels/map`, wherever it is consumed. Nothing dispatches per operator. ## Where a Field is evaluated ```luau local column = fieldc.evaluate(field, domain, opts) ``` The one entry point a consumer of a Field calls (a kernel's input, an attribute write, an output): `device.kernel` for a Field bound to a column input, `attribute.write` for a Field value, and every other node that needs a Column. - `field`: a Field, a Column, a `BufferRef` (a device column handed through `cpu.call`), a number or a vector record. - `domain`: a number of elements, or a Geometry (its `opts.class` elements, points by default), whose attributes the leaves reading the evaluation domain bind. - `opts`: `{ class, count, type, clock, where, label }`. `type = "Int"` writes i32 words (a Field tagged Int does so by default). `clock` is `{ time, frame, fps, duration }`: animated values are first sampled there. `where` names the caller in a refusal. - Answers a Column of the domain's count. Raises, naming what refused, when the chain cannot be written as a function. A chain holding an animated value or a live run answers a live column. `fieldc.liveRuns` finds it and `fieldc.tick(runs, clock)` rewrites it each frame: the animated values are sampled at the clock and written into the numbers the dispatch reads, and the dispatch runs again into the same run. An animated input therefore changes the result every frame without a cook. ## Fields the nodes make | Construct | Module | Answers | |---|---|---| | `fieldc.field(v)` | `fieldc` | any socket value as a Field: Field, Column, BufferRef, number, vector, animated value | | `operators.apply(name, ...)` | `fieldc.operators` | `math.*`: the plain result over numbers and vectors, a Field over a run or a Field | | `fieldc.element(name, class?, width?)` | `fieldc` | what `g.element` stands for: `"id"`, `"P"`, or a column of the domain (`g.element.point.N` is `element("N", "point")`) | | `leaves.elementId()` | `fieldc.leaves` | the element number, an Int Field (`g.element.id`) | | `fieldc.position` | `fieldc` | the position leaf `p` (`g.element.P`) | | `leaves.context(class, name, width?)` | `fieldc.leaves` | an attribute of the evaluation domain | | `leaves.rand(seed, scope, id)` | `fieldc.leaves` | the unit draw, equal to `hash.unitFloat` to the bit | | `leaves.call(fn, args)` | `fieldc.leaves` | a function of a prelude shader module of `kernels/` | | `leaves.gather(column, index)` | `fieldc.leaves` | a run read at computed elements | | `leaves.substitute(field, position)` | `fieldc.leaves` | the chain read at another point (`fieldc.withPosition`) | | `leaves.index(domain)` | `fieldc.leaves` | an Int column of 0 to n - 1 | A Field made by these answers `f.x`, `f.y`, `f.z`, `f.w` as the Field of that component. Components are Fields, so the Field of a vector is built from them with `operators.vec2`, `operators.vec3` or `operators.vec4`; Luau's `vector.create` takes numbers. ## How the leaves reach the kernel A chain's leaves are columns. `kernels/map` states every leaf's shape in its `cols` table and reads up to as many leaves as one dispatch has storage buffers for (`compute_abi.directLimit`: 8 per stage on every target, less the table, the numbers and the output, so 5 for `map`) straight from the buffer of the leaf's own run, at no cost beyond the binding. A chain of up to 5 leaf columns is the one dispatch of `map` and nothing else. Leaves past those are copied into the table, one copy dispatch each. `fieldc.bindSpec(spec, { direct })` makes the table; `direct` is the list of leaf slots read from their own runs (`compute_abi.directPlan(columns, limit)`), and the variant is made with the same list: `program:variant({ specialize = ..., direct = { cols = direct } })`. Without `direct` every leaf is copied into the table. `fieldc.operators` folds numbers: every operand a number or vector gives a number or vector. A narrower operand widens to the widest (a number applies to every component, a shorter vector reads 0 where it has none). Division and remainder by 0, the square root and the logarithm of a value at or below 0 answer 0. ## The walk step contract (for `kernels/walk`) A walk kernel takes its per-walker function as a Field spec, the way `kernels/map` takes `TEMPLATE`. ```luau local spec = fieldc.walkSpec(step, { width = 2, count = walkers, done = stop }) -- a state of 8 floats: lanes 0 to 3 in `step`, lanes 4 to 7 in `high` local wide = fieldc.walkSpec(low, { width = 8, count = walkers, high = high }) local bound = fieldc.bindSpec(spec) -- specialize = spec.specialize; bind cols = bound.cols:buffer(), u = bound.u ``` - `width`: floats per state, 1 to 8. `step` is the next state's lanes 0 to 3, a Field of `min(width, 4)` components; above 4, `opts.high` is the Field of the `width - 4` components of lanes 4 to 7. - The state is read through `fieldc.walkState(count, first?)`: `count` (1 to 4) lanes from lane `first` (default 0), all inside lanes 0 to 3 or all inside lanes 4 to 7. A state of 8 floats is read as two leaves, `walkState(4, 0)` and `walkState(4, 4)`. The nodes `field.walk_state({ count, first })` and `field.walk_index()` are these leaves in a graph. - `step` and `high` are written over the state leaves, `fieldc.walkIndex()` (the step number k, from 0), `leaves.elementId()` (the walker's number), Column reads (one value per walker, or a gather at a computed index) and numbers. - `opts.done`: an optional Field<Float> over the same leaves; the walker stops before step k when it is not 0. - `spec.specialize` is a table of the specialization values the walk kernel takes, ready to hand to `device.kernel` / `program:variant` as its `specialize` value: `WALK_STEP` (`zero_walk_chain_step(s, s_hi, k, id)`), `WALK_STEP_HI` (`zero_walk_chain_step_hi(s, s_hi, k, id)`, or `s_hi` when `width` is 4 or less), `WALK_DONE` (`zero_walk_chain_done(s, s_hi, k, id)`, or `false` when there is no `done`) and `WALK_PRELUDE`, the module-scope WGSL that defines those functions, preceded by the preludes the chain calls. Lanes 0 to `width - 1` of `s` (lanes 0 to 3) and `s_hi` (lanes 4 to 7) are the state. - The functions read its leaves through a `cols` columns binding (`cols_f32(slot, i, 0u)`, `cols_vec3(slot, i)`, `cols_i32` for Int runs) and its numbers through `u_get(k)`: the kernel declares those two bindings exactly as `kernels/map` does. `fieldc.bindSpec(spec)` answers the table (`cols`) and the numbers buffer (`u`) to bind; `release()` lets both go. - A read past a run's end reads its last element. ## Other entry points `fieldc.mapSpec(chain, count, domain, { position })` writes a chain as one function for `kernels/map` and `fieldc.runMap(spec)` runs it. `fieldc.compile` / `fieldc.column` write the same chain as a kernel of its own; they stay for the consumers that bind buffers directly.
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module · born here
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module · born here
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# proc.types The procgen type system: core type tags + socket assignability for graph validation. Part of `@builtin::systems.procgen.proc`.
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module · born here
❒asset
# compute_abi Module The kernel ABI of a `.computeShader`. A `bindings.yaml` that uses the ABI extensions is lowered to the plain bindings and WGSL the engine compiles; this module parses, lowers, compiles variants, allocates outputs, packs column tables and dispatches. ## Purpose A kernel is one asset that serves many shapes of data. `bindings.yaml` states: ```yaml bindings: - { name: cols, kind: columns, access: read } - { name: src, kind: buffer, access: read, element: T } - { name: dst, kind: buffer, access: read_write, element: T, count: "len(src)" } - { name: hits, kind: buffer, access: read_write, element: vec4<f32>, capacity: "n * 4", append: true } specialize: - { name: T, options: [f32, i32, vec2<f32>, vec3<f32>, vec4<f32>] } - { name: FOLD, options: [add, min, max, mean, set] } - { name: BODY, kind: source } determinism: exact ``` - `columns`: a table of columns in one storage binding (header: the column count, then four words a column: first word, lanes, count, kind). WGSL reads it through `NAME_count(c)`, `NAME_lanes(c)`, `NAME_f32/i32/u32(c, i, lane)`, `NAME_vec2/3/4(c, i)`; `access: read_write` adds `NAME_set_*`. Columns named at specialization are constants `NAME_col_<column>`. - `count` / `capacity`: the size, in elements, of an output the host allocates. The expression uses `n` (the dispatch size), the shader's params, `len(binding)`, `max`, `min`, `ceil`, `floor` and `+ - * / ( )`. - `append: true`: the output carries a live counter, `NAME_count`, bound right after it. `NAME_store(slot, v)`, `NAME_set_count(n)`, `NAME_count_value()`, `NAME_capacity()` are generated. `NAME_append(v)` (unordered, atomic) is generated for `determinism: float_order` only. - `specialize`: compile-time parameters. Type options become `alias NAME = type;`, named options become `const NAME: u32` plus `NAME_<option>`, and `kind: source` parameters replace the identifier with text. - `when` on a binding: a condition over the specialization options, `NAME=option` or `NAME=option|option`. The binding exists in the variants whose option holds and is left out of the others. Terms separated by spaces all hold (`COUNT=device STAGE=table`); alternatives separated by `;` hold when any one does (`COUNT=plain; COUNT=device STAGE=table`). Two bindings may share a name when their conditions never hold together. - `// @when NAME option option` ... `// @end` in the WGSL: the lines between them stay in the variants where the specialization `NAME` takes one of the options and are blanked in the others (the lines keep their numbers). Blocks may nest. Code that reads a binding a variant leaves out sits in such a block. - `bits: true` on a binding states that its words are raw bits (an f32 held in a u32 word, an atomic word): a column of another element type bound to a read binding that states it is bound as it is, where an i32, u32 or f32 read binding takes a column of another element type cast by value. - `determinism`: `exact` or `float_order`. An `exact` shader that calls `NAME_append` is refused. - `workgroup`: the workgroup size the body declares (default 64). Every scalar or vector `buffer` binding gets `NAME_get(i)`, `NAME_len()` and, unless `access: read`, `NAME_set(i, v)`. A `vec3` element is stored as a flat scalar array, matching a column of vec3 that is 12 bytes an element. `zero_n()` is the dispatch size. ## Usage ```luau local abi = require("@builtin::modules.compute_abi") local schema = abi.parse(bindingsYaml) local program = abi.program({ key = "my_kernel", schema = schema, wgsl = body }) local variant = program:variant({ specialize = { T = "vec3<f32>" } }) local run = variant:run({ n = 4, inputs = { src = srcBuffer } }) local values = abi.read(run.outputs.dst.buffer) ``` A computeShader asset reference exposes the same through `ref:program()`. ## API | Function | Does | |---|---| | `abi.parse(text)` | `bindings.yaml` to `{ bindings, params, specialize, determinism, workgroup }`; a text parses to one schema, the same table each time it is read | | `abi.isExtended(schema)` | whether the schema uses an extension | | `abi.lower(schema, wgsl, spec)` | the lowered source, bindings, params and host slots | | `abi.compile(key, lowered, label)` | compile a lowered variant once, answering its dispatch key | | `abi.program(def)` | a program; `program:variant(spec)` lowers and compiles a variant. A program over the schema and source of the one standing under its key is that program, with the variants it has lowered | | `variant:run(env)` | allocate outputs, bind, dispatch; answers the outputs and live counters. `env.outputs[binding]` is a buffer (or `{ buffer, count?, capacity?, counter? }`) the dispatch writes in place of an allocation; an appended output given one keeps the count its `counter` holds. The first run of a variant waits for its program to be built, so a read of an output asked for after the run sees what the dispatch wrote | | `abi.table(columns, opts)` | pack columns into one buffer for a `columns` binding | | `abi.evaluate(text, vars, lengths)` | evaluate a count expression | | `abi.read(buffer, asU32?)` | read a buffer back, waiting for the frames it takes |
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# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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# proc.ops Op-family loader: registers every procedural op against the registry. Part of `@builtin::systems.procgen.proc`.
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars — the bare indicators only. A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · systems/procgen.package/proc.module/substrate.module

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