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rig

The Old Crow's anatomy: which mesh, on which joint, where.

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

game.crow.rig

The Old Crow's anatomy: which mesh, on which joint, where.

local Rig = require("game.crow.rig")
local built = Rig.build(someEntity, "crow_visual")
built.joints.neck.localRotation = { 0, 0, 40 }
  • Rig.geometry() — every mesh the bird is made of, built once per session and cached, because the meshes never change; only the joints between them move.
  • Rig.build(parent, name) — spawns the hierarchy under parent and returns { root, joints, rest, eyes, stats }. joints is by name, so a pose is a table of angles rather than a list of entities; rest is each joint's rest rotation.
  • Rig.LINKS / Rig.ANGLES — the leg and spine as link offsets and rest angles. build places the joints FROM these and poses.solveFootY walks them, so retuning a limb here moves the hang's grip with it.
  • Rig.restHeight() — claw to crown, walked down that same anatomy and taken from the head's own highest vertex. CrowVisual scales the whole bird by CF.RULES.crowHeight over this, so nothing is a measured constant.

The joints, and what each is for: pelvis (the trunk — a breath, a crouch), spine (the hunch), neck (the S a neck is), head, jaw (the bill opens), wing_l/r (the shoulder), hand_l/r (the wrist, carrying the primaries), tail, and hip / shank / foot / toes per side — the crowfeet, which are the whole game.

The bird faces +X and stands on +Y. The right side is the left one mirrored in the merge rather than by a negative entity scale, so the far wing draws from its own outside like the near one.

Owned by the crow slice. See /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

rig — the Old Crow's anatomy, built from `shapes` and hung on joints. Two halves. `Rig.geometry()` builds every mesh the bird is made of, once per session and cached, because the meshes never change — only the joints between them move. `Rig.build(parent, name)` spawns the hierarchy and returns the joints by name, so a pose is a table of euler angles rather than a list of entities. The bird faces +X, stands on +Y, and measures CF.RULES.crowHeight from claw to crown once `CrowVisual` has normalised it — that is the reach the climb slice grabs a ledge lip with. The cliff face is z = 0 and the crow stands in front of it, so the camera looks at its left flank; everything that has to read from there (the eye, the crow's-feet, the beak, the toes on a lip) is placed to. Feather size is PHYSICAL, not per-mesh: every builder passes a `density` in pattern cells per world unit and `shapes` writes the UVs in those units, so one material draws the same size of vane on a head and on a tail feather. JOINTS, and what each one is for: pelvis the whole trunk — the bob of a breath, the crouch of a hop spine the hunch; an old crow is folded forward over its own chest neck the S a neck actually is, straightened when it looks up head the last of the look; a peck comes from here and from the neck jaw the lower mandible, so the beak opens wing_l/r the shoulder: folded at rest, out when hanging or flying hand_l/r the wrist, carrying the primaries tail the rectrices — a counterweight, and it spreads on a landing hip / shank / foot / toes (l and r) the crowfeet, which are the whole game Owned by the `crow` slice. See /zero/source/design/spec.md.

Model

buildBody( ) → S

profile(t: ?) → void

argtypedescription
t?

sag(t: ?) → void

argtypedescription
t?

buildRuff( ) → S

buildNeck( ) → S

buildHead( ) → S

profile(t: ?) → void

argtypedescription
t?

buildUpperBeak( ) → S

buildLowerBeak( ) → S

buildEye( ) → S

buildPupil( ) → S

buildCrowsFeet(side: number) → S

The crow's-feet: the pale creases at the outer corner of the eye. Age, and the reason the bird is on foot rather than in the air. Four splayed lines plus the pale rim of the lid, merged per side and sitting just proud of the skull so they read at gameplay distance.

argtypedescription
sidenumber

buildWing( ) → S

profile(t: ?) → void

argtypedescription
t?

buildPrimaries( ) → S

buildTail( ) → S

buildThigh( ) → S

buildShank( ) → S

profile(t: ?) → void

argtypedescription
t?

buildFootPad( ) → S

buildToes( ) → void

One foot's toes: three forward, one back, each two segments ending in a claw. This is the part the whole game is named for, so it gets real digits.

geometry( ) → void

Build (or fetch) every mesh. Cached: two peers' crows share one set.

restHeight( ) → number

Claw to crown, in the crow's own units, walked down the anatomy. `CrowVisual` scales the whole bird by CF.RULES.crowHeight over this, so retuning a link or an angle above moves the scale with it and nothing goes stale.

step(link: { number }, turn: number) → void

argtypedescription
link{ number }
turnnumber

joint(name: string, parent: any, pos: { number }, rot: { number }?) → any

argtypedescription
namestring
parentany
pos{ number }
rot{ number }?

part(name: string, parent: any, mesh: any, material: any, pos: { number }?, rot: { number }?) → any

argtypedescription
namestring
parentany
meshany
materialany
pos{ number }?
rot{ number }?

build(parent: any, rootName: string) → Built

Spawn the whole bird under `parent` and hand back its joints.

argtypedescription
parentany
rootNamestring

J(name: string, p: any, pos: { number }, rot: { number }) → void

argtypedescription
namestring
pany
pos{ number }
rot{ number }
⌬ Types
Built = {

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# game.crow.shapes The geometry the Old Crow is built out of. Arrays in, arrays out — nothing here touches the scene, and everything is deterministic from a seed, so the same bird is built on every peer and in the browser. One builder does all of it. Every part of a bird is a cross-section swept along a curve — the barrel of the body, the ball of the head, the hooked cone of a beak, the tapered blade of a primary, a toe, a claw — so `sweep` takes a list of STATIONS (a point on the curve plus the two radii of the section standing there) and returns closed geometry with normals and UVs. A flat section is a feather; a round one is a limb. ```lua local S = require("game.crow.shapes") local head = S.lobe { length = 0.245, height = 0.205, width = 0.19, ruffle = 0.035, density = 33 } local claw = S.horn { length = 0.046, radius = 0.010, curve = 0.024, taper = 0.82 } local vane = S.feather { length = 0.30, width = 0.135, camber = 0.02, notch = 0.02 } local foot = S.merge { { geom = claw, pos = { 0.01, 0, 0 }, rot = { 0, -32, -10 } }, { geom = claw, pos = { 0.01, 0, 0 }, rot = { 0, 34, -10 } }, } entity.component.add("Model", { model = S.toMesh(foot), material = someMaterial }) ``` - **`sweep(stations, opts)`** — the primitive. A station with both radii at zero closes the shape, which is how a shape gets its ends with no cap seam. - **`lobe` / `feather` / `horn`** — named shapes over `sweep`. - **`merge(parts)`** — welds several geometries into one with a transform each, so a wing's six primaries or a foot's four toes cost one draw. A part scaled negatively on one axis is a MIRROR, and merge reverses its winding to match. - **`toMesh(geom)`** — uploads it and hands back the mesh handle a `Model` takes. - **`maxProjectedY(geom, degrees)`** — the highest a part reaches once rotated, which is how a height derived from the anatomy replaces a measured constant. **UVs are in world units, not 0..1.** Every builder takes a `density` in pattern cells per world unit and writes the UVs in those units, so one material draws the same physical size of feather on a head and on a tail feather, and a part that is resized does not change how big its feathers look. Owned by the `crow` slice. See `/zero/source/design/spec.md`.
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backing path · game/crow/rig.module

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