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Geo

The mesh builders behind the masonry, the bell and the crane. Each returns raw geometry in the shape `renderer.mesh.create` takes — positions, normals, uvs, colors, indices — so a caller can cache it, merge it or upload it.

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

Geo

The mesh builders behind the masonry, the bell and the crane. Each returns raw geometry in the shape renderer.mesh.create takes — positions, normals, uvs, colors, indices — so a caller can cache it, merge it or upload it.

local Geo = require("game.blocks.Geo")

Geo.chamferedPrism(a, b, h, chamfer)  -- a course of the tower
Geo.revolve(profile, segments)        -- the bell, the clapper, the sheave, a shaft
Geo.box(sx, sy, sz, "x"|"y"|"z")      -- a sawn timber, grain along the named axis
Geo.cylinder(radius, height, segs)    -- a rope or a pin
Geo.mergeInto(dst, src, pos, euler)   -- several pieces into one mesh

Two conventions the shaders in this folder read back:

  • uv — for a face of a stone, (signed metres along the face from its own centre, metres up from the bottom of the course) for a cap, (u, v) in the lozenge basis, in metres for a turned or sawn piece, (across the piece 0..1, along it in metres).
  • color — r face kind (0 side, 0.5 chamfered arris, 1 cap), g a per-face random, b the face's own length in metres divided by 8, a 1.

BELL_PROFILE, CLAPPER_PROFILE and SHEAVE_PROFILE are the polylines the revolve turns. A profile walked up the outside, over the crown and back down the inside gives a hollow shell whose normals turn over with it, which is how the bell gets a mouth you can see up into.

Interface

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

conforms to

zero/source-extract/v2

strict

newGeometry( ) → Geometry

frand(i: number) → number

argtypedescription
inumber

chamferedPrism(a: number, b: number, h: number, chamfer: number?) → Geometry

The course: a parallelogram prism with a chamfered arris top and bottom. The chamfer is what makes one course read as a separate stone from the next: a highlight along its upper arris and a shadow line under it.

argtypedescription
anumber
bnumber
hnumber
chamfernumber?

ring(ra: number, rb: number, y: number) → void

The four corners of a ring, given the ring's own edge lengths.

argtypedescription
ranumber
rbnumber
ynumber

capUv(idx: number, ra: number, rb: number) → void

The caps, in lozenge coordinates.

argtypedescription
idxnumber
ranumber
rbnumber

mergeInto(dst: Geometry, src: Geometry, pos: { number }?, rot: { number }?) → Geometry

Assembling one mesh out of several pieces Copy `src` into `dst`, moved to `pos` and turned by `rot` (XYZ euler, in degrees). What lets a whole timber bay — two posts, a tie and a diagonal — be one mesh on one entity instead of four.

argtypedescription
dstGeometry
srcGeometry
pos{ number }?
rot{ number }?

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

argtypedescription
xnumber
ynumber
znumber

empty( ) → Geometry

revolve(profile: { ProfilePoint }, segments: number) → Geometry

`profile` is a polyline in the (radius, height) plane, walked in one direction. A closed walk — up the outside, over the crown and back down the inside — gives a hollow shell whose normals turn over with it, which is how the bell gets a mouth you can see up into.

argtypedescription
profile{ ProfilePoint }
segmentsnumber

px(idx: number) → void

Wind each cell to agree with the normal the profile gave it.

argtypedescription
idxnumber

box(sx: number, sy: number, sz: number, axis: string?) → Geometry

Sawn pieces: a box whose uv runs across the piece and along its length. `axis` is which of the box's own axes the grain runs along: "x", "y" or "z".

argtypedescription
sxnumber
synumber
sznumber
axisstring?

corner(i: number, j: number, k: number) → void

argtypedescription
inumber
jnumber
knumber

cylinder(radius: number, height: number, segments: number?) → Geometry

A round shaft along +Y with its base at y = 0. What a rope, a pin or a pulley pin is made of.

argtypedescription
radiusnumber
heightnumber
segmentsnumber?
⌬ Types
Geometry = {ProfilePoint = { r: number, y: number }
⌬ Metadata
descriptionMesh builders: the chamfered lozenge prism, a surface of revolution, sawn boxes, and a merge.

Sub-parts

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7items
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module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · game/blocks/Geo.module

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