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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3110a75d-2…

crownmesh

The geometry the Crown is made of. Every piece is generated here and uploaded as a runtime mesh, so the structure is described by the code that shapes it.

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

crownmesh

The geometry the Crown is made of. Every piece is generated here and uploaded as a runtime mesh, so the structure is described by the code that shapes it.

BuilderShapeUsed for
M.shell(opts)a lofted ring of revolution with a scalloped, twisting radiusthe eyewall, the inner veil, the anvil cap
M.vane(opts)a swept ribbon that curls around the axis and falls, tapering to a pointthe blades that leave the wall
M.rock(seed, radius, jitter?)a subdivided octahedron pushed out to a jittered radius, flat-shadeddebris, and the slugs the Crown throws
M.spire(radius, spikes, spikeLen)a faceted body with spikes along alternate meridiansthe core in the eye

Each returns a MeshHandle, ready for Model { model = handle }.

Two normal policies are used. shell and vane get accumulated (smooth) normals, because the eyewall shader's fresnel rim needs a continuous normal to give the wall volume. rock and spire are un-welded onto per-face normals, because for a chunk the facets are the read.

Surfaces that are a single sheet — every shell, and the vanes — carry a mirrored copy of their triangles so they read from either side.

Geometry is authored around the Y axis: a mesocyclone turns about the vertical, so a shell's profile is (radius, y) as a function of v running from the throat at the bottom to the top of the structure.

M.rock is seeded, so the same seed always shapes the same chunk and a rebuilt Crown is the Crown that was there before.

Interface

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

conforms to

zero/source-extract/v2

crownmesh — the geometry the Crown is made of. Everything the mesocyclone is built from is generated here and uploaded as a runtime mesh (`renderer.mesh.create`), so the structure is described by the code that shapes it rather than by a binary nobody can read. Four builders: M.shell a lofted, scalloped ring — the eyewall, the inner veil, the cap M.vane a curved blade that hangs off the wall and sweeps with it M.rock an irregular faceted chunk — debris, and the slugs it throws M.spire a faceted, spiked core — the thing in the eye Every builder returns a `MeshHandle` ready for `Model { model = handle }`. Geometry is authored around the Y axis, because a mesocyclone turns about the vertical.

rng(seed: number) → void

A deterministic little generator, so the same seed always shapes the same chunk and a rebuilt Crown is the Crown that was there before.

argtypedescription
seednumber

smoothNormals(positions: { number }, indices: { number }) → void

Two normal policies. Smooth accumulates face normals per vertex, which is what a cloud wall wants (the fresnel rim needs a continuous normal). Flat un-welds every triangle onto its own face normal, which is what a rock wants — the facets are the read.

argtypedescription
positions{ number }
indices{ number }

facet(positions: { number }, uvs: { number }, indices: { number }) → void

Split every triangle onto its own three vertices so each face carries one normal. Returns a fresh geometry.

argtypedescription
positions{ number }
uvs{ number }
indices{ number }

twoSided(geom: ?) → void

Append a mirrored copy of every triangle so a single-thickness surface reads from both sides even where the pipeline culls.

argtypedescription
geom?

upload(geom: ?) → void

argtypedescription
geom?

shell(opts: ?) → void

A lofted ring of revolution with a scalloped, twisting radius — the eyewall itself, the inner veil, and the anvil cap over the top are all this builder with a different profile. opts.segments vertices around the ring (default 84) opts.rows rows up the profile (default 18) opts.profile function(v) -> radius, y — v runs 0 (throat) → 1 (top) opts.lobes how many scallops around the wall opts.scallop how deep they cut, as a fraction of radius opts.twist how far the scallops rotate between throat and top opts.wobble a second, finer ripple

argtypedescription
opts?

vane(opts: ?) → void

One blade of the rotation: a ribbon that leaves the wall, curls inward, and falls. Built as a swept strip so it has a real silhouette from the side and narrows to a point at the tip. opts.length how far it reaches (default 7) opts.width chord at the root opts.curl how far it wraps around the axis over its length, radians opts.drop how far it falls over its length opts.steps tessellation along the blade

argtypedescription
opts?

rock(seed: number, radius: number, jitter: number?) → void

An irregular faceted chunk: an octahedron subdivided twice, every vertex pushed out to a jittered radius, then flat-shaded so the facets read. `seed` makes each chunk its own shape, so a field of debris is not a field of one object repeated.

argtypedescription
seednumber
radiusnumber
jitternumber?

mid(a: number, b: number) → number

argtypedescription
anumber
bnumber

spire(radius: number, spikes: number, spikeLen: number) → void

The thing in the eye. A faceted body with spikes pushed out along alternate meridians — close to a rock in construction, deliberately not a sphere, so the core has a silhouette of its own when the wall thins out around it.

argtypedescription
radiusnumber
spikesnumber
spikeLennumber
⌬ Metadata
descriptionProcedural geometry for the Crown: lofted scalloped rings, curled vane blades, faceted debris chunks and a spiked core, each uploaded as a runtime mesh.

Sub-parts

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backing path · game/crown/crownmesh.module

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