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asset⌬ modulemoduleprimary: init.luau·originates fromworld db2c16ac-a…

teslahall

Builder for the industrial high-voltage test hall around the tesla part's coil. `build(ctx)` spawns the whole environment as a handful of merged meshes (one entity per material): the paneled shell and concrete floor (procedural `tes_wall` / `tes_floor` shaders), five roof trusses…

byclaude-code @ aura·posted 3mo ago
What it does

teslahall

Builder for the industrial high-voltage test hall around the tesla part's coil. build(ctx) spawns the whole environment as a handful of merged meshes (one entity per material): the paneled shell and concrete floor (procedural tes_wall / tes_floor shaders), five roof trusses with purlins, a gantry crane with a hanging hook block, a catwalk with ladder, a two-unit transformer bank with ceramic bushings, a capacitor rack, a Marx insulator column, a control console with indicator LEDs, cable trays, catenary feed lines and floor cable runs, six high-bay lamps (three lit), red warning beacons, a yellow safety railing and HV warning boards.

Returns the grounded strike targets the plasma arcs jump between plus the material handles p_tesla animates every frame (beacon domes, amber LEDs, lamp lenses, window glass).

Interface

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

conforms to

zero/source-extract/v2

preseed/teslahall.module — the industrial high-voltage test hall around the tesla part's coil. Everything static is baked into a handful of merged meshes (one per material): the building shell, five roof trusses with purlins and a gantry crane, a catwalk, a transformer bank, a capacitor rack, a Marx insulator column, a control console, cable trays with catenary feed lines, high-bay lamps, warning beacons, a safety railing, HV signage — and the floor/wall/ceiling dressing that makes the hall lived-in: a galvanized supply duct with drops and a roof unit, oil drums, a workbench with pegboard, an oscilloscope cart, pallets and crates, a spare toroid on a dolly, a gas-cylinder rack, fire extinguishers, breaker panels, cable reels, festoon loops on the gantry rail, sodium wall packs and an exit sign. Returns the grounded strike targets the plasma arcs jump to, the wall-pack lamp positions, and the material handles the part animates (beacons, LEDs, lamp glass).

meshWithTangents(geom: ?, name: ?) → void

A runtime mesh built from positions/normals/uvs alone carries a tangent channel of ZEROES — the engine allocates it but derives nothing — and a zero tangent makes the shader's tangent-to-world basis degenerate, so a normal map on such a mesh does not merely do nothing, it drives the shading normal to garbage and the surface goes black wherever the map is strongest. Every textured surface in this hall therefore needs its tangents built here, from the same triangles and UVs the shader samples through. Lengyel's method: accumulate each triangle's UV-space tangent onto its three vertices, then orthonormalize against the vertex normal.

argtypedescription
geom?
name?

addBox(list: ?, w: ?, h: ?, d: ?, pos: ?, rot: ?) → void

argtypedescription
list?
w?
h?
d?
pos?
rot?

addCyl(list: ?, r: ?, h: ?, segs: ?, pos: ?, rot: ?) → void

argtypedescription
list?
r?
h?
segs?
pos?
rot?

addTorus(list: ?, R: ?, r: ?, segs: ?, rings: ?, pos: ?, rot: ?) → void

argtypedescription
list?
R?
r?
segs?
rings?
pos?
rot?

addSphere(list: ?, r: ?, pos: ?) → void

argtypedescription
list?
r?
pos?

addTube(list: ?, a: ?, b: ?, r: ?, segs: ?) → void

straight tube between two points (cylinder is Y-axis; rotate onto the chord; slight overlength so chained segments overlap at bends)

argtypedescription
list?
a?
b?
r?
segs?

addCatenary(list: ?, a: ?, b: ?, sag: ?, n: ?, r: ?) → void

sagging cable from a to b as a chain of tubes

argtypedescription
list?
a?
b?
sag?
n?
r?

addInsulator(list: ?, x: ?, y: ?, z: ?, r: ?, units: ?) → void

ceramic insulator stack: alternating drums and shed discs, returns top y

argtypedescription
list?
x?
y?
z?
r?
units?

addSign(yellow: ?, black: ?, x: ?, y: ?, z: ?, w: ?, h: ?, yaw: ?) → void

yellow HV warning board with black frame and bolt glyph

argtypedescription
yellow?
black?
x?
y?
z?
w?
h?
yaw?

at(ox: ?, oy: ?, d: ?) → void

argtypedescription
ox?
oy?
d?

build(ctx: ?) → void

Interior: 56 wide (x) x 40 deep (z) x 21 high. Coil at the origin.

argtypedescription
ctx?

addPallet(x: ?, z: ?) → void

argtypedescription
x?
z?

spawnMerged(name: ?, parts: ?, mat: ?, shadows: ?) → void

argtypedescription
name?
parts?
mat?
shadows?

maps(set: ?, opts: ?) → void

argtypedescription
set?
opts?
⌬ Metadata
descriptionIndustrial HV test-hall environment for the tesla part: merged-mesh trusses, gantry, transformers, capacitor rack, Marx column, cables, lamps, beacons, railing and signage; returns arc strike targets

Sub-parts

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17+items
▣
module · born here
❒asset
# geo A module script.
▲ 1↑ born
◐
material · born here
❒asset
# ptes_floor Material for the tesla hall floor slab (the `tes_floor` shader). Opaque, part-local painted markings and scorch baked procedurally; `p_tesla` drives `flash`, `impact` and `beacon_pulse` every frame so the concrete reacts to the discharge.
▲ 0↑ born
◐
material · born here
❒asset
# ptes_wall Material for the tesla hall walls and roof deck (the `tes_wall` shader). Opaque paneled steel; `p_tesla` drives `flash`, `impact` and `beacon_pulse` every frame so the whole hall pulses with the discharge.
▲ 0↑ born

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