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asset⌬ modulemoduleprimary: init.luau·originates fromworld 47bd3ec3-8…

saintparts

Every rigid piece of the Slag Saint, one function each: the cathedral bell and its clapper, the neck stack, the shuttered furnace-door chest with its two leaves and its latch bar, the slag core behind them, the reliquary rib cage, the pelvis and its skirt of scale plate, the paul…

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

saintparts

Every rigid piece of the Slag Saint, one function each: the cathedral bell and its clapper, the neck stack, the shuttered furnace-door chest with its two leaves and its latch bar, the slag core behind them, the reliquary rib cage, the pelvis and its skirt of scale plate, the pauldrons, the limb frames and the bronze plates over them, the hand, the anvil, the feet, the chain, and the ring bolted into the basin floor.

Each part is built in the local space of its own joint — a limb hangs down from y = 0 — so rotating the node it lives on swings it the way a limb swings. Limbs come in two shells: a skeletal limbFrame and the limbPlate over it, so the saint can shed its armour and the thing underneath is already there.

Interface

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

conforms to

zero/source-extract/v2

art/saint/saintparts — the Slag Saint, cast part by part. Every rigid piece of the saint is one function here. A part is built in the local space of its own JOINT: a limb hangs DOWN from y = 0, so rotating the node it lives on swings it the way a limb swings. The component parents the parts into a rig and poses them; nothing in this file knows about poses. Two shells per limb. `*_frame` is the skeletal casting underneath — thin, dark, ribbed. `*_plate` is the bronze armour over it. Phase 3 and heavy damage hide the plate, and the thing under it is already there. Meshes are built once per session and cached, so a hot reload of the component re-poses the saint without re-casting it.

rivetRing(g: ?, y: number, r: number, count: number, size: number, tilt: number?) → void

Shared detail passes — the things that make a casting read as made A ring of rivets around a tube of radius `r` at height `y`.

argtypedescription
g?
ynumber
rnumber
countnumber
sizenumber
tiltnumber?

band(g: ?, y: number, r: number, thickness: number, height: number, ring: { { number } }?) → void

A raised band around a tube — the reinforcing hoop a big casting needs.

argtypedescription
g?
ynumber
rnumber
thicknessnumber
heightnumber
ring{ { number } }?

bell( ) → any

The head — a cathedral bell The bell itself: crown, waist, soundbow and flared lip, hung from y = 0. 2.75m of bronze. The mouth is 3.1m across; it does not fit a doorway.

bellMouth( ) → any

The dark inside of the mouth, so the bell reads as hollow from below.

bellEyes( ) → any

Two vent slots on the front of the bell. Light gets out of them, and at fifteen metres they are the only thing on the saint that reads as a face.

socket( ) → any

What is left when the saint tears its own head off: a torn socket with the furnace open to the air. Hidden until the moment it happens.

clapper( ) → any

The clapper, hung inside the mouth. It swings when the saint tolls.

neck( ) → any

The yoke the bell hangs in, and the neck stack under it.

chest( ) → any

The chest — a shuttered furnace door The chest casting: a heavy frame around a recessed door opening, with the pectoral plates and the collar ridge that carry the shoulders.

chestDoor(side: number) → any

One furnace door. Built hinged on its outer edge, so the node it hangs on is the hinge: rotating that node swings the door open. `side` is -1 for the saint's left, +1 for its right.

argtypedescription
sidenumber

chestLatch( ) → any

The latch bar across the doors. It shears off when the chest unshutters.

core( ) → any

What is behind the doors: a lumpy mass of half-melted slag, lit from inside. Every vertex carries the seam channel, so the whole thing glows.

torsoPlate( ) → any

The torso — a reliquary cage The rib cage: hoops and straps around a dark inner column. The saint's middle is a container, and it is meant to look like one.

torsoFrame( ) → any

Inside the cage: a scorched column with the furnace channel running up it.

pelvis( ) → any

The pelvis — a cast block hung with a skirt of scale plate

limbFrame(len: number, r0: number, r1: number, seed: number) → any

Limbs A skeletal limb casting: a thin scorched shaft with ribs and the furnace channel running through it. What is under the plate.

argtypedescription
lennumber
r0number
r1number
seednumber

limbPlate(len: number, r0: number, r1: number, seed: number, opts: any?) → any

The bronze shell over a limb: a tapered tube with hoops, a ligature rod down one side and rivets where it was closed around the frame.

argtypedescription
lennumber
r0number
r1number
seednumber
optsany?

pauldron( ) → any

A pauldron: a dome over three lames, with the ring the binding chain took.

hand( ) → any

The left hand: four splayed fingers on a heavy palm. It is a hand that has only ever been used to hold something still.

anvil( ) → any

The right arm ends in an anvil on a chain. Horn, heel, waist, base — the shape a smith would recognise, at four metres.

chain(links: number, pitch: number, r: number) → any

A run of chain, hanging down -Y from the node it is on. `links` long.

argtypedescription
linksnumber
pitchnumber
rnumber

foot( ) → any

The foot: a broad splayed pad. Fifteen metres of bronze needs somewhere to put its weight, and this is where the floor gets cracked.

floorRing( ) → any

The ring bolted into the basin floor that the phase-1 chains run to.

get(key: string, maker: () → void

Build (or return) a named part. `maker` is called only once per session.

argtypedescription
keystring
maker(

cached( ) → number

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# saintgeo The procedural geometry the Slag Saint is cast from. A small set of builders — a lofted prism, a lathe, a torus, a rivet — plus the weathering pass that bakes corrosion, scorch and polish into each vertex from the shape of the form itself. Everything is emitted into a flat-array accumulator and handed to the renderer as a runtime mesh, so the saint ships as the code that makes it rather than as sixty baked mesh folders. The per-vertex colour is a control mask, not a tint: red is verdigris, green is soot, blue is the polish that catches a rim light, and alpha is the seam the furnace bleeds through. `saint_bronze.shader` reads it that way.
▲ 0↑ born
backing path · art/saint/saintparts.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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