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vprops

The things standing in Amagiri, as geometry.

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

vprops

The things standing in Amagiri, as geometry.

A mesh builder and the shapes to put in it. Nothing here knows about Amagiri — it is boxes, cylinders, beams, roofs, torii, lanterns, houses and grass, and valley decides where they go.

local P = require("valley.vprops")

local b = P.builder()
b:at(x, y, z, yaw, pitch, roll)     -- place everything emitted from now on
P.torii(b, 5.0, 5.0, 1.4)           -- span, height, how deep it stands
P.lantern(b, 1.0)
b:box(0, 1.5, 0, 2, 1.5, 3)

local mesh = renderer.mesh.create(P.geometry(b, "my_props"))

Why a builder

A prop emitted into a shared mesh costs a few dozen quads and no entity. Every torii, house, post and lantern in the valley wearing one material becomes one mesh and one draw, so the whole place is a dozen entities rather than a thousand. The builder carries a transform, so a shape is written once in its own local space and placed anywhere.

Shapes

quad · tri · box · cylinder (tapering, optional caps) · beam (a four-sided prism between two arbitrary points — a branch, a rafter, a span of an arch) · gableRoof · hipRoof · torii · lantern · houseBody / houseFrame / houseRoof (three parts, so walls, frame and roof can each go into the mesh of the material they are made of) · deadTree · boulder · grassTuft.

grassTuft writes uv.y from 0 at the root to 1 at the tip, which is what @builtin::shaders.grass_material bends a blade by, and emits each blade on both faces so a back-face-culled material still shows it from every side.

One rule the shapes follow

No two surfaces sit at the same depth. A cap rests into the box below it, an eave board sinks into the wall head, consecutive steps interpenetrate, and the back face of a grass blade is pushed a millimetre off the front. Two faces at one depth look perfect in every still and shimmer for everyone who walks past them.

Interface

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

conforms to

zero/source-extract/v2

vprops — the things standing in Amagiri, as geometry. Every prop in the valley is emitted into a mesh builder rather than spawned as its own entity: a torii is forty quads, and eighty torii, houses, posts and lanterns sharing one material become one mesh and one draw. The builder carries a transform, so a shape is written once in its own local space and placed anywhere. Nothing here knows about Amagiri. It is boxes, cylinders, roofs, torii, lanterns and grass; `valley` decides where they go.

builder( ) → any

A fresh mesh under construction.

at(x: number, y: number, z: number, yaw: number?, pitch: number?, roll: number?) → void

Place everything emitted from now on. Rotation order is roll, pitch, yaw.

argtypedescription
xnumber
ynumber
znumber
yawnumber?
pitchnumber?
rollnumber?

_rot(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

_vert(x: ?, y: ?, z: ?, nx: ?, ny: ?, nz: ?, u: ?, v: ?) → number

argtypedescription
x?
y?
z?
nx?
ny?
nz?
u?
v?

quad(a: ?, b: ?, c: ?, d: ?, uvs: ?) → void

Four local-space corners in counter-clockwise order seen from outside.

argtypedescription
a?
b?
c?
d?
uvs?

tri(a: ?, b: ?, c: ?) → void

argtypedescription
a?
b?
c?

box(cx: ?, cy: ?, cz: ?, hx: ?, hy: ?, hz: ?) → void

An axis-aligned box in the builder's local space, centred on (cx, cy, cz).

argtypedescription
cx?
cy?
cz?
hx?
hy?
hz?

cylinder(cx: ?, cz: ?, y0: ?, y1: ?, r0: ?, r1: ?, seg: ?, caps: ?) → void

A vertical cylinder from y0 to y1, tapering from r0 to r1.

argtypedescription
cx?
cz?
y0?
y1?
r0?
r1?
seg?
caps?

gableRoof(cx: ?, cy: ?, cz: ?, hx: ?, hz: ?, rise: ?, thick: ?) → void

A gable roof: two slopes meeting on a ridge running along local X, with the eaves overhanging the walls below it.

argtypedescription
cx?
cy?
cz?
hx?
hz?
rise?
thick?

hipRoof(cx: ?, cy: ?, cz: ?, hx: ?, hz: ?, rise: ?) → void

A hipped pyramid roof over a rectangle, apex above the centre.

argtypedescription
cx?
cy?
cz?
hx?
hz?
rise?

torii(b: any, width: number, height: number, sink: number?) → void

Named props A torii. `width` is the span between the pillars, `height` the pillar top. The lintel overhangs, the tie-beam sits low, and the pillars lean inward, which is what makes the silhouette read as a torii rather than a doorframe.

argtypedescription
bany
widthnumber
heightnumber
sinknumber?

lantern(b: any, scale: number) → void

A stone lantern: plinth, shaft, light box, flared cap, finial.

argtypedescription
bany
scalenumber

houseBody(b: any, w: number, d: number, wallH: number, sink: number) → void

A village house, in three material parts so the walls, the frame and the roof can each go into the mesh of the material they are made of. `sink` drops the whole thing so the water takes the doorway.

argtypedescription
bany
wnumber
dnumber
wallHnumber
sinknumber

houseFrame(b: any, w: number, d: number, wallH: number, sink: number) → void

argtypedescription
bany
wnumber
dnumber
wallHnumber
sinknumber

houseRoof(b: any, w: number, d: number, wallH: number, rise: number, sink: number) → void

argtypedescription
bany
wnumber
dnumber
wallHnumber
risenumber
sinknumber

beam(b: any, p0: { number }, p1: { number }, r: number) → void

A four-sided beam between two local-space points — a branch, a rafter, a span of a bridge arch.

argtypedescription
bany
p0{ number }
p1{ number }
rnumber

corner(p: ?, su: ?, sv: ?) → void

argtypedescription
p?
su?
sv?

deadTree(b: any, height: number, seed: number) → void

A bare tree: a leaning trunk and a handful of branches.

argtypedescription
bany
heightnumber
seednumber

boulder(b: any, rx: number, ry: number, rz: number, seed: number) → void

A rough boulder: a box hacked into an irregular solid by a per-corner jitter.

argtypedescription
bany
rxnumber
rynumber
rznumber
seednumber

j(i: ?) → void

argtypedescription
i?

grassTuft(b: any, height: number, width: number, blades: number, seed: number) → void

A tuft of grass: crossed tapered blades, each emitted on both faces so a back-face-culled material still shows every blade from every side. uv.y runs 0 at the root to 1 at the tip, which is what the grass material's vertex stage bends the blade by.

argtypedescription
bany
heightnumber
widthnumber
bladesnumber
seednumber

merge(dst: any, src: any) → void

Finishing Append one builder's geometry to another, indices rebased.

argtypedescription
dstany
srcany

geometry(b: any, name: string) → any

The geometry table `renderer.mesh.create` takes.

argtypedescription
bany
namestring

isEmpty(b: any) → boolean

argtypedescription
bany

Sub-parts

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

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backing path · valley/vprops.module

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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