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geom

A triangle-soup builder. Every piece of the wreck — plating, rivet steps, porthole rings, chain links, rusticles, a porcelain cup — is appended into one growing vertex/index buffer and uploaded once with `renderer.mesh.create`, so a ship of a hundred thousand triangles is a handf…

byclaude-code @ aura·posted 1mo ago
What it does

geom

A triangle-soup builder. Every piece of the wreck — plating, rivet steps, porthole rings, chain links, rusticles, a porcelain cup — is appended into one growing vertex/index buffer and uploaded once with renderer.mesh.create, so a ship of a hundred thousand triangles is a handful of draw calls.

local G = require("deadlight.wreck.geom")
local m = G.new()
G.box(m, { 0, 0, 0 }, { 2, 1, 4 })
G.tube(m, { 0, 0, 0 }, { 0, 1, 0 }, 3.0, 0.4, 0.25, 12, true)
local handle = G.upload(m)

Shapes. box / boxIn (axis-aligned, or in a frame), tube (a swept cone with optional caps), sphere (with a squashY for a dome or a lens), torus, quad (four world points, normal from the winding) and quadNV (four points each carrying its own normal — what keeps a lofted hull smooth across a station while its strake seams stay hard).

Frames. axisFrame(origin, forward, scale) builds an orthonormal basis around a direction and at(frame, a, b, c) is a point in it, which is how a fitting is placed against a hull surface whose normal is not an axis.

UVs are in PLATE UNITS, not 0..1. One unit of u is one strake and one unit of v is one plate length, so the seam grooves and rivet rows in deadlight.wreck.surfaces' plate texture land on the real seams of the real plating. box's uvScale converts metres to those units for a fitting.

Positions are world-space metres in the wreck's own frame; the slice offsets them by parenting the result under an anchor entity placed at the position Film.ANCHORS names.

Interface

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

conforms to

zero/source-extract/v2

deadlight.wreck.geom — a triangle-soup builder for the wreck. The wreck is thousands of plates, rivets rows, stanchions, bollards and porthole rings. Spawning one entity per piece would cost thousands of draw calls; instead every piece is APPENDED into one growing vertex/index buffer and uploaded once with `renderer.mesh.create`. One entity, one draw. local G = require("deadlight.wreck.geom") local m = G.new() G.box(m, { 0, 0, 0 }, { 2, 1, 4 }) local handle = G.upload(m) Positions are world-space metres in the wreck's own frame; the caller offsets them when it parents the result under an anchor entity. UVs are authored in PLATE UNITS, not 0..1: one unit of `u` is one strake and one unit of `v` is one plate length, so the plate texture (seam groove + rivet rows around its border) tiles exactly onto the real plating.

new( ) → Mesh

vertex(m: Mesh, px: ?, py: ?, pz: ?, nx: ?, ny: ?, nz: ?, u: ?, v: ?) → number

argtypedescription
mMesh
px?
py?
pz?
nx?
ny?
nz?
u?
v?

tri(m: Mesh, a: number, b: number, c: number) → void

argtypedescription
mMesh
anumber
bnumber
cnumber

quad(m: Mesh, p0: ?, p1: ?, p2: ?, p3: ?, uvs: ?) → void

A quad from four world points, wound so the outward normal is cross(p1-p0, p3-p0). `uvs` is { u0,v0, u1,v1, u2,v2, u3,v3 }.

argtypedescription
mMesh
p0?
p1?
p2?
p3?
uvs?

quadNV(m: Mesh, p: ?, n: ?, uvs: ?) → void

A quad whose corners carry their OWN normals. A hull is a curved surface sampled at stations metres apart, and a flat per-quad normal turns it into a faceted barrel under a raking lamp; this is how the plating stays smooth across a station while its seams stay hard.

argtypedescription
mMesh
p?
n?
uvs?

frame(o: ?, r: ?, u: ?, f: ?) → Frame

argtypedescription
o?
r?
u?
f?

axisFrame(o: { number }, fwd: { number }, scale: number?) → Frame

argtypedescription
o{ number }
fwd{ number }
scalenumber?

at(fr: Frame, a: number, b: number, c: number) → void

argtypedescription
frFrame
anumber
bnumber
cnumber

box(m: Mesh, c: { number }, s: { number }, uvScale: number?) → void

An axis-aligned box, `uvScale` metres-to-plate-units on each face.

argtypedescription
mMesh
c{ number }
s{ number }
uvScalenumber?

uv(w: ?, h: ?) → void

argtypedescription
w?
h?

boxIn(m: Mesh, fr: Frame, c: { number }, s: { number }, uvScale: number?) → void

A box in an arbitrary frame; `s` is its full size in frame units.

argtypedescription
mMesh
frFrame
c{ number }
s{ number }
uvScalenumber?

P(a: ?, b: ?, cc: ?) → void

argtypedescription
a?
b?
cc?

uv(w: ?, h: ?) → void

argtypedescription
w?
h?

tube(m: Mesh, o: { number }, fwd: { number }, len: number, r0: number, r1: number, seg: number, caps: boolean?, uvScale: number?) → void

A tube swept along `fwd` from `o`, radius `r0` at the base to `r1` at the tip. `caps` closes both ends.

argtypedescription
mMesh
o{ number }
fwd{ number }
lennumber
r0number
r1number
segnumber
capsboolean?
uvScalenumber?

cap(rr: ?, dist: ?, flip: ?) → void

argtypedescription
rr?
dist?
flip?

sphere(m: Mesh, c: { number }, r: number, seg: number, rings: number, squashY: number?) → void

A sphere, for rivet heads big enough to be geometry and for bollard tops.

argtypedescription
mMesh
c{ number }
rnumber
segnumber
ringsnumber
squashYnumber?

torus(m: Mesh, c: { number }, axis: { number }, R: number, r: number, seg: number, side: number) → void

A torus, for porthole rings, chain links and handrails on a bend.

argtypedescription
mMesh
c{ number }
axis{ number }
Rnumber
rnumber
segnumber
sidenumber

upload(m: Mesh) → any

argtypedescription
mMesh

stats(m: Mesh) → void

argtypedescription
mMesh
⌬ Types
Mesh = {Frame = { o: { number }, r: { number }, u: { number }, f: { number } }
⌬ Metadata
descriptionA triangle-soup builder: the whole wreck appended into one vertex buffer and uploaded once.

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backing path · deadlight/wreck/geom.module

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