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df_sp_glasssquid

Glass Squid — Teuthowenia pellucida** — trench, 400-860 m, rarity 3, 0.8 m.

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

df_sp_glasssquid

Glass Squid — Teuthowenia pellucida — trench, 400-860 m, rarity 3, 0.8 m.

One of the six deep-water animals of the fauna-lower slice. Returns the species spec documented in game/df_core.module: the facts, the three field notes the journal prints, build, animate and plate.

  • Silhouette. A clear barrel with two eyes slung under it and a bunch of arms below them. The only solid thing in it is a dark cigar hanging inside the barrel.
  • Motion. It turns back and forth on the spot and hardly travels. The barrel breathes; the arms stay bunched.
  • Response to the lamp. Under a bright lamp it rolls until the arms point at the surface, counter-rotating the cigar to keep it upright.
  • At minimum lamp you see: TWO blue lights in lockstep, always the same distance apart, never blinking.

Geometry comes from fauna.lower.df_geom; materials from the df_flesh_*, df_gel_*, df_bone_pale and df_bio_* materials beside it. Built once per sighting by DfCreature, which owns the approach, the hold and the leaving.

Slice owner: fauna-lower.

Interface

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

conforms to

zero/source-extract/v2

Glass Squid — Teuthowenia pellucida. A transparent barrel with two eyes hung under it and one solid organ inside that it keeps upright however it turns. Under each eye sits a photophore, and the pair of them is what you name it by: two steady blue lights, always the same distance apart, that never blink. Built with the mantle UP, along +Y. Slice owner: fauna-lower.

mantleGeom( ) → void

finGeom( ) → void

gutGeom( ) → void

The digestive gland: the one opaque thing in the animal, and the reason a cranchiid can roll without giving away which way is up.

headGeom( ) → void

orbGeom(r: number) → void

argtypedescription
rnumber

armGeom(len: number, r0: number) → void

argtypedescription
lennumber
r0number

build(parent: ?, opts: ?) → void

argtypedescription
parent?
opts?

animate(root: ?, t: ?, ctx: ?) → void

argtypedescription
root?
t?
ctx?

plate(size: number) → void

argtypedescription
sizenumber

Sub-parts

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11items
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module · born here
❒asset
# df_geom The geometry bench the deep-water animals are built from. The engine ships eight primitives — cube, sphere, cylinder, cone, torus, capsule, plane, octahedron — and none of them is an eel. So every body in `fauna/lower` is **lofted**: a profile of rings is swept along an axis or along a path, welded into a closed surface, given area-weighted smooth normals, and uploaded once with `renderer.mesh.create` as a runtime GPU mesh that every sighting of that species reuses. ## Builders | Call | Makes | |---|---| | `Geom.lathe(rows, radial, opts)` | a profile revolved around +Y — bells, mantles, jaws, beads. Rows are `{ y, r }` or `{ y, rx, rz }`. | | `Geom.blade(spine, thickness, radial)` | a flattened lathe — fins, webs, ear-flaps, ctene plates. Spine rows are `{ y, w }`. | | `Geom.tube(stations, radial, opts)` | a profile swept along a 3D path with a parallel-transported frame — eels, arms, tentacles, the elbow of a bigfin squid. Stations are `{ x, y, z, r }`. | | `Geom.chain(parent, prefix, n, len, r0, r1, material, radial, meshKey)` | a run of **parented** links along −X. A few degrees per link compounds into a smooth curve, which is how a body undulates without a skeleton. | | `Geom.profile(y0, y1, steps, f)` / `Geom.spindle(len, r, steps, bias)` | row sugar. | `opts` on `lathe` takes `capTop` / `capBottom`; on `tube` it takes `close`, `closeStart` and `closeEnd` — a head that opens into a mouth leaves its front end open and puts the gape geometry inside it. ## Meshes and parts `Geom.handle(key, fn)` memoises by key: the builder only runs on a miss, so a comb jelly's eighty ciliary plates upload one mesh and then only spawn transforms. `Geom.part(parent, name, key, fn, material, opts)` spawns one piece of an animal — an entity carrying that memoised mesh and a material. `Geom.forgetAll()` drops both caches so a geometry edit is picked up on the next build; it leaves the GPU meshes alone, because a sighting may still be drawing one. ## The rig index A species' `animate(root, t, ctx)` is handed nothing but the root, so `Geom.rig(root)` walks the hierarchy ONCE per sighting and returns a `name -> entity` map, cached by root id and swept when the table grows. Reach for `P.sd_esca` rather than iterating children every frame. ## Conventions in this slice - Fish are built **head toward +X**, dorsal +Y, flanks ±Z. The camera is a side-on station, so the flank is what the player reads. - Jellies, octopuses and squid are built **mouth or mantle UP**, along +Y. - A `blade` points along +Y with its width in X; `localEulerAngles = {0,0,90}` lays it back along −X, `{±90,0,0}` swings it out along ±Z. Consumed by every `df_sp_*` module in `fauna/lower`. Slice owner: fauna-lower.
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module · born here
❒asset
# df_core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · fauna/lower/df_sp_glasssquid.module

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