# Tool (asset type)
A tool is a single agent-callable function whose schema is its
`typed function` signature. Tools are the workflow surface — composed
Luau operations that bundle multiple engine APIs into one named call,
suitable for agents (and for use from `execute`). Each tool has a
declared input shape, return shape, and a strict result envelope
(`ZmToolResult`).
**Every exported tool function is declared `typed function`.** The
`typed` keyword is what makes the signature real: it compiles to a
runtime dispatch wrapper that checks each argument against its
declared type and raises on a mismatch. A plain `function` — even one
carrying Luau type annotations — is checked by nothing at call time,
so the tool accepts any input and reports success on garbage. See
"The typed signature is the schema" below.
## When to use one
- You're composing several engine APIs into a workflow that's worth
naming and discovering (`tools.list`, `search_tools`).
- You want an agent to be able to call this function by name without
reading source code — the typed signature is the API contract.
- The operation has clear success / failure modes that fit
`{ exitCode, data?, stdout?, message? }`.
If the function is just a Luau utility called from other code, use a
`.module`. If it's stateful background work, use a `.service`. If
it's pure GPU compute, use a compute `.shader`.
## Where it lives
Tools nest under a `.toolbox/` parent — toolboxes are the namespace.
- Source: `/zero/source/.../<Toolbox>.toolbox/<name>.tool/`
- Identity: `<Toolbox>.<name>` (dotted form — the toolbox name is
part of the tool identity).
- Folder shape:
- `init.luau` (or `init.lua`) — exports the function, and carries its
schema in `--!desc` / `--!arg` / `--!return` / `--!example`
annotations above it. The typed signature IS the tool's signature.
**Required.**
- `README.md` — instance documentation. **Required.**
- `.metadata` — tool-level tier and tags. **Required.**
## How to create one
Use the workflow tool that scaffolds the right `.tool/` shape under
an existing toolbox:
```luau
-- The `tools` global authors a tool inside an existing toolbox:
tools.create({
name = "<name>",
toolbox = "<Toolbox>",
description = "What this tool does, agent-facing.",
code = "return shared.ok(true)", -- the function body
})
-- Or scaffold the folder manually:
local box = asset.resolve("<Toolbox>.toolbox")
asset.create("tool", "<name>", { into = box })
```
Always nest under an existing toolbox — if you don't have one yet,
call `tools.createToolbox({ name = "<Name>", description = "..." })`
first.
## How it operates
1. **Registration.** Writing `init.luau` into a `.tool/` folder
registers the tool with the tools registry. It becomes callable
as `tools.use("<toolbox>", "<name>", ...)` from Luau,
`use_tool { toolbox, tool, args }` over MCP, and
`zero <toolbox> <name> [args]` from the engine shell.
2. **Schema validation.** The `typed function` signature declares the
parameter shape. Its runtime dispatch wrapper checks each argument
before the body runs and raises a message naming the argument, the
expected type, and what arrived.
3. **Return envelope.** Tools MUST return `ZmToolResult`:
```
{ exitCode = 0|n, data? = any, stdout? = string, message? = string }
```
`exitCode = 0` means success; non-zero means failure, with
`message` carrying the human-readable reason.
4. **Discovery.** The tool surfaces in `tools.list()`,
`search_tools { query: "..." }`, and `asset.inspect`'s
`exposes:` section (parsed from the typed signature and the
`--!` annotations).
5. **Hot reload.** Editing `init.luau` re-registers the tool.
Subsequent calls see the new behaviour / schema.
## Discovery
- `tools.list()` — every registered tool (any toolbox).
- `search_tools { query: "..." }` — MCP-side tool search.
- `asset.list("tool")` — same set, asset-style listing.
- `asset.inspect("<toolbox>.<name>")` — signature, parameters,
return shape, this type README.
- `ls /zero/source/<Toolbox>.toolbox/<name>.tool` lists the files the folder holds.
## Authoring conventions
- **Implementation lives in `init.luau`.** The tool's full function
body — argument validation, the call into engine APIs, the
return value — goes in `init.luau`. The toolbox's
`shared.module/` is for genuinely cross-tool helpers (`ok` /
`fail` constructors, shared parsers / validators), not per-tool
logic. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Use `shared.module/` in the parent toolbox for `ok` / `fail`
result constructors. Don't hand-roll the envelope per tool. Pull
it in with `local shared = require(".shared")` from any tool
that needs the helpers.
- Annotate every public function with `--!desc` / `--!arg` /
`--!return` / `--!example` directly above the function — the LSP
and toolbox surfaces extract these.
- **Declare every exported function `typed function M.name(arg: T,
opt: U?): R`.** This is not conditional on the signature being
"clear" — a loose argument is the case that needs the checked
contract most. Give the argument the type it actually accepts
(a union, a named table type, a literal enum) instead of dropping
to an unchecked `function`.
- Keep tools focused. One tool, one named workflow. Split rather
than grow.
- Tag tools in the sibling `.metadata` (`{ "tags": [...], "tier":
"core|content|specialized" }`) so `search_tools` can find them by
domain (e.g. `entity`, `scene`, `assets`, `physics`).
## The typed signature is the schema
The `typed` keyword compiles the function into a dispatch wrapper
that validates arguments at call time. Without it there is no check
at all, so the tool runs its body on whatever arrived and returns a
success envelope built from garbage. Type each argument as narrowly
as the operation actually accepts:
```luau
export type Mode = "edit" | "play"
export type SpawnOpts = {
position: { number }?,
parent: EntityRef?,
count: number?,
}
--!desc Spawn a primitive and return the entities it created.
--!arg kind Primitive shape to spawn.
--!arg opts Placement and repetition options.
--!return The spawned entity refs.
--!example "cube", { count = 4 }
typed function M.spawn(kind: ("cube" | "sphere" | "plane"), opts: SpawnOpts?): { EntityRef }
```
- **A fixed set of accepted words is a literal union**, never
`string`. `("cube" | "sphere")` rejects `"Cube"` at the call and
lists the accepted values in the error; `kind: string` accepts
`"banana"` and fails somewhere deeper, or not at all.
- **A structured argument is a named `export type`**, never
`{ [string]: any }`. Naming it puts every field and its type on
the tool's page and checks them on entry.
- **A named type is only as strong as its fields.** `opts: DrawOpts`
where `DrawOpts = { value: any }` passes for a table and checks
nothing inside it — the same hole, one level down. The argument
checker walks nested fields, so type each one; a type name is not
a place to put the work off.
- **A dispatch table keyed by an `op` string is several tools.**
`{ op: string, [string]: any }` is one unchecked entry point
wearing N signatures — split it so each operation carries its own
checked arguments.
- **An entity or asset argument is `EntityRef` / `AssetRef<kind>`**,
never `any` and never a bare name string.
- `any` is correct only for a value the tool genuinely does not
constrain — a passthrough payload, arbitrary user data. It is not
a placeholder for a type not yet written down.
## Common pitfalls
- **A plain `function` export.** The tool registers and dispatches,
so nothing looks wrong — it just never rejects bad input, and
every call reports success. Declare it `typed function`.
- **Annotations without `typed`.** `function M.f(x: string)` reads
as typed and checks nothing at runtime; the annotation only
informs the LSP. The keyword is what enforces it.
- **Wrong return envelope.** Returning a raw value instead of
`{ exitCode = 0, ... }` will be flagged by callers expecting
`ZmToolResult`.
- **Tool identity.** The fully-qualified identity is
`<toolbox>.<name>`, NOT just `<name>`. Toolbox-less tools don't
exist by design.
- **Missing dependency.** Tools requiring another package /
service must declare it; otherwise the call fails at runtime
with a missing-module error.
## Related types
- `.toolbox` — the required parent namespace for tools.
- `.module` — for Luau libraries with no agent-facing schema.
- `.service` — for stateful background work, not callable
request/response operations.
## In the Inspector
Tool: how the tool is called (its signature), what it does, each argument, what it returns, and its examples, with **Open** for its source.
# prefab (nodebox)
Prefabs: the entity records a spawned hierarchy is made of, as record and list values. prefab.empty makes a root, prefab.entity, prefab.parent, prefab.add_component and prefab.link shape the hierarchy (each calls prefab.edit, which holds the record-list edits and the name lookup that prefab.find answers), and prefab.from_geometry, prefab.from_geometries, prefab.from_instances, prefab.from_population and prefab.from_asset make prefabs from what a graph built. The output node shows a prefab and the export node saves it as a bundle.
prefab.record and prefab.find are the parts the others are built from: one entity record, and a lookup of an entity by name.
# field.distance (procNode)
How far each element's position is from a target, as a Float field. It makes the target the wired `b` field or,
when `b` is left unwired, the fixed `point` as a constant field (`value.fallback`, `field.constant`), then
measures with `field.vector_math` in `distance` mode from `a` to that target. The result compiles to the device with
the rest of the field chain.
## Inputs
- `a` (`Field<Vec3> | Vec3`): the positions being measured, one per element.
- `b` (`Field<Vec3> | Vec3`): what each element is measured to, per element, so the target can move with the
element. Wired, it stands in for `point`.
- `point` (`Vec3`, default `{ 0, 0, 0 }`): one fixed position every element is measured to when `b` is unwired. It is
how a radial falloff around a place is built.
## Outputs
- `field`: the distance, a Float field.
# instances (nodebox)
Instances: pack a geometry into a piece (instances.pack), place a piece set on target points (instances.to_points) and take a population or piece set apart (instances.unpack). A piece is one point whose `Mesh` holds a geometry whole; `geometry.merge` with `pack` puts several together into a piece set. The copies `instances.to_points` makes are a population, which the output node draws as instanced draws, one per piece and material, and export saves as a population asset; any other points stand as one entity each.
instances.pack, instances.to_points and instances.unpack are the nodes of that chain, with `points.pose` composing the instance attributes (`P`, `orient`, `scale`, `N`, `v`, `up`, `pscale`, `rot`, `trans`, `pivot`) the copies stand at.
Earlier nodes of the nodebox stand a source on points (instances.on_points), deal one of several sources to each point (instances.pick_random, instances.pick_by_attribute), vary and move the copies (instances.randomize_transform, instances.transform, instances.set_material) and merge them into one geometry (instances.realize). The points they make carry a `Mesh` and stand as entities through the output node.
instances.place, instances.variants, instances.turn and instances.sources are the parts the others are built from: a transform written onto points, a variant index written onto points, the product of two rotations, and the geometries a population stands (the ones given, else the ones its points carry).
# part (nodebox)
part.merge packs several values into one part, each piece keeping what it is; part.unpack gives one piece back by its name.
# math
One node per operator and function of the authoring surface: add, sub, mul, div, mod, pow, neg, abs, min, max, floor, ceil, sqrt, sin, cos, tan, acos, atan, log, sign, deg, rad, clamp, lerp, smoothstep, length, normalize, dot, cross, vec2, vec3, vec4, the comparisons (lt, le, gt, ge, eq, ne, and `compare` over them), `where`, the integer functions (to_int, to_float, bor, bxor, shl, floordiv), and `concat` for text.
Operators and `math.*` over sockets resolve to these nodes. Each calls an operation of `proc.fieldc.operators`: over plain numbers and vectors it answers the plain result, over a Column or a Field it answers a Field (a fieldc template), so a chain of math nodes is one expression that the node consuming it evaluates in a single dispatch (`fieldc.evaluate`).
# core
The parts the other procgen nodes are built from: connectivity (edges, boundary, adjacency, islands, owner, corners), normals, weld, select, stitch, curve measure and resample, sampling, neighbours, realize, the raster set (`raster.new`, `raster.read`, `raster.stencil`, `raster.sample`, `raster.add_layer`, `raster.remove_layer`, `raster.reduce`, `raster.column`, `raster.resolve`, `raster.blend`, and `raster.cells` under them), `column`, and `entity.read`, which brings scene entities in (assets come in through `io.import`).
Each is a graph of the four ops, the kernels of `kernels/` and other core nodes. `join` holds the module that places the parts of a join, called by `concat` and `realize`.
A graph calls them as `g.core.<name>`, for instance `g.core.edges`. A node with several outputs answers a record: `local faces = g.core.normals.face(...)` then `faces.geometry`, `faces.scaled`. Every node's README states its inputs and outputs.
# Scatter (node)
A scattering node: its `init.luau` holds the graph that does the work, so the declared inputs are this node's inputs
and the declared output is this node's output. The node is its pipeline, in one self-contained asset.
It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and
scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The
transform is read from the same point cloud the instances sit on, so each copy takes the pose of its own point.
A node is findable by what it does: the `procgen` toolbox's `ops` with the query `scatter` lists it beside
`points.on_surface` and `instances.on_points`. Editing this node's `init.luau` cooks again every graph that calls it.
## Inputs
- `surface` (Geometry): what the copies land on.
- `source` (Geometry): the shape being copied.
- `count` (Int, default 200): how many.
- `seed` (Int, default 1): changes the arrangement.
- `scaleMin` / `scaleMax` (Float, defaults 0.8 and 1.4): per-copy size range.
- `tilt` (Float, default 0.15): radians of random lean.
## Output
- `instances`: a population, the points each carrying the source as its `Mesh`.
## Authoring a node
A node is a graph returned from a `.procNode`'s `init.luau` (`proc.define`). `asset.create("procNode", name)`
scaffolds that shape, and `procNode.assetType/README.md` describes what a node states and how graphs call it.
# field.ramp (procNode)
A ramp read at every element by a value it carries: a particle's colour, size or opacity following its age. It takes
the value each element reads by (the wired `t`, else the element's own `by` attribute, through `value.fallback` and
`field.attribute`), maps it from `range` onto 0..1 (`field.map_range`, the ends read off `range` by `value.get`), and
reads the ramp there with `ramp.sample`, compiled into the element's dispatch. A value past either end of `range` reads
that end of the ramp.
## Inputs
- `ramp` (`Ramp`): the ramp to read.
- `t` (`Field<Float> | Float`): where along the ramp each element reads. Unwired, it is the element's own `by`
attribute.
- `by` (`String`, default `"life"`): the Float attribute each element reads the ramp by when `t` is unwired. A particle
solver's particles carry `life`, 0 at birth to 1 at death.
- `range` (`Vec2`, default `{ 0, 1 }`): the values of `t` that land at 0 and at 1 on the ramp, so a speed from 0 to 20
or a temperature from 300 to 3000 reads the whole ramp.
## Outputs
- `field`: the ramp's value at each element.
# debug (nodebox)
debug.dump summarizes any graph value into a record; debug.validate checks a Geometry's structure and reports every issue it finds.
# geometry.recalculate_normals (procNode)
Every vertex's normal averaged, by area, over the faces meeting it. The node is `geometry.smooth_normals` with a
crease angle of 180 degrees and area weighting, so no vertex splits: a vertex shared by two faces is smooth across
them, and one already split between two copies stays a hard edge.
## Inputs
- `geometry` (`Geometry`): whose surface the normals are read off. Attributes and material carry to the result.
## Outputs
- `geometry`: the geometry with recomputed per-vertex normals.
# material (nodebox)
Materials as records: material.pbrMat is the standard metallic-roughness material made from its PBR maps (base colour, metallic-roughness, normal, occlusion, emissive) and their factors, and material.shader a material of any surface shader, holding every property and slot to what the shader declares. Each answers one element holding the record of the material kind (`records/material.procRecord`), which geometry.set_material, instances.set_material and the other inputs that take a material put on what draws; the output node shows it and the export node saves it as a `.material`.
# instances.cull (procNode)
Keeps the instances a test says to. An instance survives when the value it is judged by is strictly above
`threshold`; `invert` keeps the rest instead. The value is the `mask` field when it is wired, else the named point
`attribute` (`field.attribute`). `elements.keep` on the points carries every attribute onto the instances that stay, so
a culled set realizes as the whole one would have. With nothing to judge by, every instance stays, and inverted, none
does.
## Inputs
- `instances` (`Points`): the set to thin out, points carrying a Mesh.
- `mask` (`Field`): the value each instance is judged by. Wired, it outranks `attribute`.
- `threshold` (`Float`, default 0.5): an instance survives when its value reads strictly above this. Raising it thins
the set, lowering it fills it back in.
- `attribute` (`String`): a point attribute on the set to judge by, read while `mask` is unwired. A name the points do
not carry is refused.
- `invert` (`Bool`, default false): true keeps the complement, every instance the test dropped.
## Outputs
- `instances`: the surviving instances.
# points.box (procNode)
A 3D lattice of points filling a box centred on the origin. Each count is at least 1, and the extent the lattice spans
is the counts times `spacing` (`value.math`). `grid.box` lays out the cells, x fastest, then y, then z, on the device,
and each cell's centre is one point. `attribute.remove` takes the cell layout off the detail so the lattice reads as
Points, and each point carries its own number as `id`.
## Inputs
- `countX` (`Int`, default 3): how many points along X. The lattice holds countX x countY x countZ points and stays
centred on the origin on every axis. Below 1 reads as 1.
- `countY` (`Int`, default 3): how many points along Y, the layers the lattice is stacked in. 1 collapses it to a single
flat sheet at y = 0. Below 1 reads as 1.
- `countZ` (`Int`, default 3): how many points along Z. Below 1 reads as 1.
- `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on all three axes. The lattice spans
(count - 1) x spacing per axis.
## Outputs
- `points`: the lattice, with `id` numbering each point.
# component (nodebox)
component.set gives every element of a class a component with the fields given.
# texture (nodebox)
Textures: images drawn on the device as Texture values, a width, a height and one colour per texel. texture.noise and texture.gradient draw from a formula, texture.from_shader from an author's compute shader and texture.from_raster from the layers of a raster. A material takes a Texture in a slot, and the output node shows one.
texture.cells is the part the first two are built from: one point per texel carrying its column and row.
# geometry
Nodes that move, join, cut, round, thicken and sample meshes. A graph transforms a geometry (`geometry.transform`, `geometry.set_position`, `geometry.merge`), welds and shades it (`geometry.weld`, `geometry.smooth_normals`), models it (`geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`), builds surfaces from outlines (`geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`) and reads it into volumes (`geometry.voxelize`, `geometry.to_sdf`). Each is built from the core nodes and the kernels of the library.
## Nodes
- `geometry.transform`, `geometry.set_position`, `geometry.set_material`, `geometry.merge`, `geometry.triangulate`, `geometry.measure`: the basic edits and the measurement of a geometry.
- `geometry.weld` (with `match = "position+normal"` it keeps hard edges), `geometry.smooth_normals`: merging points and shading normals.
- `geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`: modelling.
- `geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`: surfaces from outlines and paths.
- `geometry.voxelize`, `geometry.to_sdf`: a mesh as cells and as a distance field.
- `geometry.boolean`: union, subtract or intersect of two closed meshes, over the `intersect` kernels.
- `geometry.selected`, `geometry.flip`, `geometry.profile`, `geometry.tangents`, `geometry.sides`, `geometry.shared`, `geometry.bvh`, `geometry.rings`, `geometry.first`: the parts the nodes above are built from, each usable on its own.
- `geometry.unit`, `geometry.perpendicular`, `geometry.rotate`, `geometry.transport`: vector arithmetic over sockets that the nodes which orient points and normals share.
## Conventions
- Each node's folder name is its call name inside the box: `geometry.<folder>`.
- Inputs and outputs carry the names of the op each node replaces.
- A node that answers a Data table from numbers read back off the device holds the Luau for it in a `readings.module` inside its own folder.
- A node with one output answers that output's value; a node with several answers a record by output name.
- A fold's index runs from 1: the first pass is 1, so a pass that works on level, chunk or step `n` reads `index - 1` when it counts from 0 (`geometry.bvh`, `geometry.to_sdf`, `geometry.sweep`, `geometry.loft`).
- A field bound to a kernel takes the length of that dispatch, so a node writes a value out as a column (a gather with an explicit `count`) before it binds one whose length differs from the dispatch's.
# proc
Code-authored, graph-backed procedural generation for the Zero engine.
A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by
family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`,
the returned table is the graph's outputs, and `io.output` is how the graph stands in the world.
`builder.module/README.md` holds every rule of that form.
This module owns the whole procedural model: the graph builder + data model,
the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op
implementations. Authored `.procGraph` graphs are persisted via
`procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in
`procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or
`tools.use("procgen", "preview", args)` from a script. Generated
meshes/materials/textures/bundles are persisted through their own `.assetType`.
An op family can also come from outside this package: a `.procPack` asset
registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones
shipped here (`proc.registerPack(name, ops)` is what it registers through, and
what a test or a tool calls to hold a family for the life of one VM).
`terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/`
and covering a whole landscape; `guides { path =
"systems/terrainSystem/documentation/terrain" }` is its guide.
To find out what the registry holds, use the `procgen` toolbox: `searchNodes`
searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and
`proc.schema(id)` are the same answers in-process, for a graph builder looking
something up while it runs.
# sdf (nodebox)
Signed distance field nodes: shapes, smooth combines, round and shell, space warps (transform, twist, bend, taper, elongate, mirror, repeat), displacement, grids and fields in and out, and sdf.mesh, which contours a shape into a closed mesh.
# points.grid (procNode)
A flat lattice of points in the XZ plane, centred on the origin. Each count is at least 1, and the extent the lattice
spans is the counts times `spacing` (`value.math`). `grid.box`, one cell thick at height `y`, lays out the cells, x
fastest, then z, on the device, and each cell's centre is one point. `attribute.remove` takes the cell layout off the
detail so the lattice reads as Points, and each point carries its own number as `id`.
## Inputs
- `countX` (`Int`, default 4): how many points along X. The grid holds countX x countZ points and stays centred on the
origin, so each one added widens it by `spacing`, half of that to either side. Below 1 reads as 1.
- `countZ` (`Int`, default 4): how many points along Z. A count of 1 leaves a single row running along X. Below 1 reads
as 1.
- `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on both axes. The grid spans
(countX - 1) x spacing by (countZ - 1) x spacing.
- `y` (`Float`, default 0.0): the height the whole lattice sits at. Every point takes this as its y.
## Outputs
- `points`: the lattice, with `id` numbering each point.
# points.filter (procNode)
Keeps the points a test says to. The value each point is tested by is the `mask` field when it is wired, else the named
`attribute`'s values (`attribute.labels`). The test is a comparison (`field.compare`): above `threshold`, or, when
`equals` is given, equal to the index that value or label names. `elements.keep` on the points carries every attribute
and the detail onto the points that stay, counted on the device. Given neither a mask nor an attribute, the points come
back as they are.
## Inputs
- `points` (`Geometry`): the cloud to thin. Every point attribute and every detail value is carried onto the survivors,
so a colour or an index still belongs to the point it started on.
- `mask` (`Field`): the per-point value tested; a point stays when it is above `threshold`. Wired, it decides, and
`attribute` is read only when this is empty.
- `threshold` (`Float`, default 0.5): a point stays when its value is strictly above this. Raising it keeps fewer
points.
- `attribute` (`String`): a point attribute to test instead of wiring `mask`. A name the points do not carry is refused,
naming the ones they do.
- `equals` (`String | Float`): keeps the points whose `attribute` equals this instead of testing it against
`threshold`. It is a number, or a label: one of the texts a text attribute holds, or one of the names the points'
detail `labels` gives a numeric one (how one solver's particles are split back by the `stream` their source named).
## Outputs
- `points`: the points that stay.
# geometry.delete (procNode)
Deletes the triangles a test selects. A triangle is selected when its value is strictly above `threshold`. The value
each triangle is tested by is the `mask` field when it is wired, else the named primitive `attribute`
(`field.attribute`), else 0. `invert` deletes the triangles the test did not select. `elements.keep` on the primitives
does the removal: every point stays, and the triangles that remain keep their corners and attributes, counted on the
device.
## Inputs
- `geometry` (`Curves | Surface`): whose triangles are thinned. Point and detail attributes carry over as they are;
primitive and vertex attributes stay with the triangles that survive.
- `mask` (`Field`): read once per triangle for whether it goes. Wired, it is what the selection reads, and `attribute`
is read only when this is empty.
- `threshold` (`Float`, default 0.5): a triangle is selected when its value is strictly above this. Raising it deletes
less.
- `attribute` (`String`): a primitive attribute on the geometry to read the selection from, instead of a wired mask. A
name the triangles do not carry is refused.
- `invert` (`Bool`, default false): true deletes every triangle the test did not select, so a mask naming what to keep
cuts away the rest.
## Outputs
- `geometry`: the geometry with the selected triangles removed.
# shader (nodebox)
An author's own compute shaders as nodes. shader.compute runs a .computeShader over the elements of a geometry through the device.kernel op: each buffer binding is a column of the geometry, each param a knob of the node, and what the shader writes comes out as columns.
# procgen.toolbox shared
Cross-tool helpers for the procgen toolbox. Tools return their raw values
(the `tool.assetType` wrapper packages them into the system
`ZmToolResult` envelope) and raise via `error(message)` on failure.
# scene (nodebox)
scene.query finds entity ids by name, component and hierarchy, scene.fetch brings entities in as points carrying their pose and components, scene.input is the entity the graph stands on, and scene.water is the water the scene holds.
# geometry.separate (procNode)
Splits a geometry's triangles in two by a test. The value each triangle is tested by is the `mask` field when it is
wired, else the named primitive `attribute` (`field.attribute`), else 0. Two comparisons against `threshold` follow
(`field.compare`): strictly above, and at or below. `elements.keep` on the primitives runs once for each, so `a` holds
the triangles above and `b` the rest. Both keep every point, and between them they hold every triangle once.
## Inputs
- `geometry` (`Curves | Surface`): whose triangles are divided. Point and detail attributes carry to both halves as they
are; primitive and vertex attributes stay with each half's own triangles.
- `mask` (`Field`): read once per triangle for which half it joins. Wired, it is what the split reads, and `attribute`
is read only when this is empty.
- `threshold` (`Float`, default 0.5): a triangle goes to `a` when its value is strictly above this, and to `b`
otherwise.
- `attribute` (`String`): a primitive attribute on the geometry to read the split from, instead of a wired mask. A name
the triangles do not carry is refused.
## Outputs
- `a`: the triangles whose value is strictly above `threshold`.
- `b`: the rest. A call answers both as a record by output name.
# sim (nodebox)
Simulation nodes: sim.spawn, sim.force, sim.collider, sim.scene_colliders, sim.particles and sim.shader, built on the runtime's g:state and g:step.
# abiBox
A node for the procgenAbi suite: it is called through the builder and written out in a graph.
# mesh
The primitive solids and sheets a graph starts from: `mesh.box`, `mesh.sphere`, `mesh.cylinder`, `mesh.cone`, `mesh.capsule`, `mesh.octahedron`, `mesh.torus`, `mesh.rounded_box`, `mesh.plane` and `mesh.grid`. Each is made on the device from lattices and fans of the `make` kernel, with positions, normals and texture coordinates written as formulas over the lattice, and answers triangles centred on the origin that fill the box its parameters name.
## Conventions
- Each node's folder name is its call name inside the box: `mesh.<folder>`.
- Parameters keep the names and defaults of the op each node replaces.
- `mesh.lattice` makes the lattices and fans the presets share, `mesh.spherical` the point of a sphere and `mesh.cube_faces` the faces of a cube; a preset writes its positions, normals and texture coordinates as formulas over the lattice.
# io
The ways in and out of a graph: `luau` runs a function of a Luau module on the CPU, `output` shows a value in the world and answers a Handle, `export` saves a value as an asset, and `engine` calls the engine bridge the core reading nodes and `export` use. `output` holds `show.module` and `engine` holds `engine.module`, the functions they call.
# entity (nodebox)
entity.transform and entity.bounds read one entity's pose and bounds as values, entity.points reads a set of entities as points, and entity.geometry reads the mesh an entity's Model draws as a Geometry.
# assetType (asset type)
The `assetType` is the **type of types** — the meta-type that every
`<typename>.assetType/` folder is an instance of, including itself. A
`<typename>.assetType/` folder declares a new asset type called
`<typename>`: its on-disk shape, its identity rule, and the structural
contract instances of the type must satisfy.
This type is self-hosting. `assetType.assetType/` conforms to its own
schema — a `type.yaml` plus a `README.md` — so the type system is
defined in terms of itself rather than a hidden engine special-case
(the same way a C compiler is written in C). Every asset in the engine,
including each `.assetType` definition, now resolves to a registered
assetType: a `.material` resolves to `material.assetType`, and
`material.assetType` resolves to `assetType.assetType`, which resolves
to itself.
## Why it exists
Assets used to be mapped to their type *implicitly*, by matching the
folder suffix against a name-keyed registry. That match carried no
stored link: nothing on a `Foo.material` recorded *which*
`material.assetType` it was written against, so two worlds shipping a
same-named type could silently disagree. Making `assetType` a real,
resolvable asset closes that gap — the link from an asset to its type is
now an explicit reference pinned in the asset's `.refs` sidecar
(`via: "asset_type"`), exactly like every other dependency.
## Where it lives
- Source: `/zero/source/.../<typename>.assetType/`
- Identity: `<typename>` (the `.assetType` suffix strips from the
identity; the folder retains the suffix on disk).
- Folder shape:
- `type.yaml` — the structural spec the validator reads. **Required.**
- `README.md` — type-level documentation. **Required.**
- `about.yaml` — three short plain-language texts saying what the type
is for (see "Say what your type is for" below). Every built-in type
ships one.
- `behavior.luau` — optional behavior/scaffolding module.
- `template/` — optional canonical placeholder body the templater
copies into a new asset of the type.
- `<name>.module/` — optional shared code the type ships to **every
instance** of it, conventionally `shared.module/` (see below).
## Shared code its instances reach (`asset.containing` + `.modules`)
A type ships code every instance of it uses by declaring the modules in
its own `behavior.luau`, as a map of tracked `require`s:
```luau
-- inside <typename>.assetType/behavior.luau
M.modules = { shared = require(".shared") } -- the sibling shared.module/
```
An instance reaches it with one location-independent line:
```luau
-- inside any foo.<typename>/init.luau
local api = asset.containing(__FILE__).modules.shared
```
`__FILE__` is the chunk's own VFS path; `asset.containing` resolves the
calling asset, and `.modules.<name>` follows the instance's pinned
`typeRef` (the type's **guid**, recorded in the instance's `.refs` as
`via = "asset_type"`) to the module its type declares. Because
resolution follows that link rather than a category name, the same line
in an instance of a different type resolves to that type's module, and
identically-named modules in two types never collide. `asset.typeRef(target)`
reads that guid for any target; `asset.resolve(asset.typeRef(target))`
gives the full `AssetRef<assetType>`. See `assetTypes/README.md`
§ "Shared code: type-owned modules" for the full mechanism.
## How to create one
Authoring a new asset type is just creating a `<typename>.assetType/`
folder under `/zero/source/`. The engine registers `<typename>` as a
category **the moment the folder is written** — no engine restart, no
Rust change, and it works for built-in (`@builtin/assetTypes/`) and
user-defined types identically. Once `<typename>` is registered,
`<name>.<typename>/` folders are recognised as assets of that type and
resolve their `asset_type` link back to this definition.
Creating a `<name>.<typename>/` folder *before* its
`<typename>.assetType/` exists fails fast: the suffix has no registered
type, so the folder can't be a valid asset. Author the type first.
## Say what your type is for (`about.yaml`)
Every type carries a small `about.yaml` beside its `type.yaml`, and the README
you write for the type documents how to author an asset of it. Both are
required, and both are meant to be written as you make the type, while you know
what it is for. `about.yaml` answers three questions in plain words, one key
each:
```yaml
intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering."
function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text."
usage: "You choose it by name for your UI or your text, and the text appears in that typeface."
```
- **`intent`** is what the type is for in someone's game. Name the whole range
of things it covers, in the words a game maker would use for them.
- **`function`** is how it works today: what an asset of the type is made of and
what the engine does with it.
- **`usage`** is what a person or an agent does with one: how they pick it, place
it, call it, or hand it to something else.
A few habits keep it useful. Write about the type as a whole, so the text holds
for every asset of it, and leave out any one asset's name. Say what the type
does right now. Stay with words a game maker would say, and mention a file name
or a call only where a game maker would know it. The limits are in bytes:
`intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few
sentences usually say it.
Why bother: agents working in a world read these three texts to learn what your
type is for, so they reach for it when it fits and use it the way you meant. People
searching find the type by what they want to make, and the three texts let them
tell at a glance whether it is the one they need.
`asset.create("assetType", name)` scaffolds the file with all three keys, and a
README whose first paragraph is a `[[describe]]` note. Each value starts with
`[[describe]]` followed by a note on what to write; replace the whole value with
your own words. A value or a README line that still starts with `[[describe]]`
counts as not written yet, which the push's check of each asset it carries against
its type reports, naming the file. A type you leave as it was is not asked, so
older types stand.
Many types at once, or one you would rather not write by hand: `services
describe` lists the types that lack these texts and what filling them costs, and
`{ mode = "all" }` writes them into the same files, where you edit them like
anything else you wrote.
Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them
as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the
keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page
ends with an "About this type" section holding them, and the Inspector's Type
section lists them at the top. The guide page is this README plus that section,
so a README that explains the type well and an `about.yaml` that says what it is
for read well together.
## Ask your assets to say what they are
A type can ask each of its assets to carry a description: a file, written by the
author or generated, that says what that asset is and what it is for. The people
and agents who find an asset read it to decide whether it fits, and the author
knows what it is for at the moment of making it.
**1. Declare the file with a `described` check.** This is the whole requirement:
```yaml
files:
required:
- path: "README.md" # any file name works
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
With that in place:
- An asset whose file is missing, empty, or still has a line starting with
`[[describe]]` does not meet the type's requirements. `asset.validate` names it,
`zm status` and `world.publishBlockers()` list it, and a push that carries it is
refused with `message`.
- `services describe` finds it (`mode = "find"` lists it and the price) and can
write the description for it (`mode = "all"`). It writes only this file.
For a YAML file that holds several texts, name the keys and their limits in bytes,
the way this type does for `about.yaml`:
```yaml
content:
- check: "described"
keys:
- { key: "intent", max_bytes: 800 }
- { key: "usage", max_bytes: 1200 }
message: "Write intent and usage."
```
`headings` names sections a Markdown file must have. `assetTypes/README.md` has the
full check.
**2. Optionally, steer what gets generated with a `describe:` block:**
```yaml
describe:
guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI."
examples:
- "<identity of an asset of this type whose description reads well>"
```
`guidance` says what a description of your type covers, and `examples` names assets
whose descriptions show the shape you want. Without the block, generation still
works from the general describing guide and the check's `message`.
An example is an asset of your type in the library whose description is a true,
written one, never a scaffold's placeholder, and never the asset being described.
When the library has none, leave `examples` empty rather than name one that is not.
A type whose assets the model cannot perceive (a sound it cannot hear, a motion it
cannot see) says so in `guidance`: the description comes only from what the asset's
own files state, such as its name and the `.metadata` where a generation service
records the prompt that made it, and when they state nothing the model answers
`cannot` with that reason. `services describe` then fails that one asset with the
reason and leaves its file as it was.
**3. Start the file unwritten in your template.** Put a heading and one line that
starts with `[[describe]]` and a short note on what to write, in
`template/<file>`, so a new asset starts unwritten rather than with text that only
looks written. Do not put example content in it: every new asset carries the
template verbatim, and the same text on many assets makes them impossible to tell
apart in search.
Types whose assets say what they are through their own content (a mesh, a texture,
a sound) leave this out: declare nothing and nothing is asked.
## The `behavior.luau` contract
`behavior.luau` is the type's code. It returns ONE table, and the keys below
are the ones the framework reads off it for EVERY type — the surface you get
by declaring them. Anything else on the table is your own: reachable by name
through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a
system that knows your type (`computeShader` publishes `dispatchKey` that
way), and never called by the framework.
```luau
local M = {}
M.ref = { ... } -- methods on every AssetRef of this type
M.modules = { ... } -- shared code the instances reach
M.global = {} -- reserved key; ship the empty table
function M.onCreate(name, opts) ... end
return M
```
### The tables
| Key | Shape | What the engine does with it |
|-----|-------|------------------------------|
| `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. |
| `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. |
| `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. |
| `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. |
| `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `M.global` | `{}` | Reserved. Ship the empty table. |
### The lifecycle hooks
Each is optional; a type that omits one costs nothing. The engine calls them:
| Hook | Signature | When it fires |
|------|-----------|---------------|
| `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. |
| `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. |
| `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. |
| `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. |
| `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. |
| `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. |
### The two contracted `M.ref` names
Most `M.ref` methods are your type's own surface: name them what you like,
return what you like. Two are read by the engine and mean the same thing for
every type, so their shape is fixed:
- **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance
part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()`
is true exactly when it exists. Its **return is a contract** — see the next
section.
- **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`.
See its section below.
### Names a type cannot shadow
Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref`
entry of the same name is never reached: `canInstantiate`, `getSource` /
`getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`,
`modules`, `typeRef`, and the residency flags `has_backing_asset`,
`has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the
behaviours every asset must expose identically, which is why they win.
### Reloading
A `behavior.luau` edit ripples to existing refs with no restart: dispatch
reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A
type whose folder appears at runtime is picked up on the next dispatch —
negative results are not cached either.
## The names your type's assets hold (`references:`)
An asset that names another asset by a string depends on it: the named asset
travels with it into a pack or a pull, and a name nothing answers to is an
unresolved dependency `worldValidation` reports and the push gate refuses. The
engine reads `require(...)` and the asset lookups on its own; a name your type's
format or API carries anywhere else is one you declare, in `type.yaml`:
```yaml
references:
# A top-level key of this type's own files that holds a name (or a table of them).
keys:
- { key: "shader", type: "shader" }
# A call's argument, counting from 1, wherever the call is written.
args:
- { call: "g:node", position: 2, type: "procNode" }
# A field of the options table a call takes.
fields:
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in, one of `asset.categories()`. An
argument declared once per category, at the same `call` and `position`, takes
the name from whichever category answers. A key or a field holds one category:
declared again with another `type`, it takes the later one. The block is
declared as the type registers, when the library or the world holding it is
laid into the VFS, so every reference table reads it whatever script has or has
not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and
`asset.declareReferenceField` declare the same things from a script, for a
surface that is no type's.
## What search does with your type (`indexing:`)
A type declares what search embeds for its instances. **This is not optional
and there is no useful default**: ZeroMind runs your declaration and adds
nothing of its own, so anything you do not point at is absent from the index —
silently, and for every instance of the type forever. Twenty types once shipped
with no `indexing:` block and every instance of them was unfindable.
A type whose instances are never searchable (a run record, a log) says so with
`indexing: none`; every other type declares a recipe.
A type without an `about.yaml` beside its `type.yaml` refuses every push that
carries it, whether or not the push edited the type. Texts in it that are not
written yet follow the rule every `described` file follows: they refuse the
push that edits, stages or commits the type.
Two words carry the whole thing, and they are the same two the search tool
exposes:
- **`identity`** — what an instance IS. For anything you can look at, that is
the picture (`content:` + `modality: image`, matched directly by a text
query). For everything else it is the authored text that says what it is.
- **`capability`** — what it DOES and how it is made. Code, settings, the
model-written summary of them.
A type with no behaviour has no `capability` entry. A type with nothing to look
at has no image. Leaving a slot empty is a statement; filling it with whatever
happens to be lying around is not.
The one you have to decide when authoring a type is: *for an instance of this,
what is the thing a person would recognise it by, and what is the thing it
does?* A texture answers "the image" and "its compression settings". A module
answers "its README" and "its code". Write those two answers into `indexing:`
and the rest follows.
Three specifics worth knowing before you write one:
- **`derive` is instructed by this type's own `README.md`.** A model reads an
instance's source and writes a description; what it embeds is the
description, not the source. It follows your README to know what it is
looking at, so a type whose README says what its instances are gets good
derivations for free. There is no prompt to name.
- **`derive` loses detail.** It keeps the main technique and drops secondary
ones. If the source is code you want searchable by its own vocabulary,
declare the same files a second time as `capability` with
`extractor: verbatim`. Two entries, same role, different failure modes.
- **Never `source: { field: name }`.** A filename is one or two words with no
usable embedding, and a corpus indexed that way answers "language runtime"
with `say_runtime_2.soundClip`.
`facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys
nobody declared still get indexed) plus computed keys that state a value for
every instance including `false` — the raw file can imply "not rigged" and can
never say it.
The full schema, every extractor and the facet sources are in
[`assetTypes/README.md`](../README.md); the scaffolded block with inline
guidance is in [`template/type.yaml`](template/type.yaml).
## A container whose contents work together (`system: true`)
A type that is a container can say its contents are one working whole by
declaring `system: true` at the top level of its `type.yaml`. `package` declares
it: the components, modules, scenes and tools a package ships are parts of one
system. The declaration is plain data, read from the decoded `type.yaml`
(`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`),
and a type that leaves it out is an ordinary type.
## What your type looks like (`preview:`)
A type declares how its instances are pictured, and the engine makes the
picture when something needs it: staging an instance whose `preview.png` is
missing or pictures content it no longer holds queues a render, a view that
shows the instance asks for one, and `ref:preview()` renders one on demand. An
edit renders nothing on its own. Each `preview.png` records the content it
pictured, which is how a stale one is told from a current one. The preview studio owns the light, the
backdrop, the framing and the camera, and nothing in the world reaches it, so
an instance pictures the same in every world. Declare one of four recipes:
| `kind` | The picture is | Your type provides |
|---|---|---|
| `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` |
| `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order |
| `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` |
| `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
A scene-instantiable type that declares nothing still answers `ref:preview()`
through its `instantiate`, but persists no picture: the declaration is what
makes the engine keep one. List `preview.png` among the type's files so an
instance may hold it.
The picture is findable only when `indexing.content` names it. The two are
separate statements, and neither is derived from the other:
```yaml
indexing:
content:
- role: identity
modality: image
source: { file: "preview.png" }
```
`@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration;
the scaffolded block with inline guidance is in
[`template/type.yaml`](template/type.yaml).
## Typing a result from the instance (`M.refShapes`)
Every method on `M.ref` is checked against the type its `--!return` names,
and every asset of the type gets the same one. That is right for most
methods and wrong for the ones whose result is shaped by the ASSET: a
method answering one entry per child folder, per row of a config, per
binding an input map declares. The widest true annotation for those is
`{ [string]: Thing }`, and an indexer accepts every key — so a caller's
typo reads as valid and nothing reports.
`M.refShapes` lets the type state the result per instance. Each entry is
`function(self) -> (typeExpression, source?)`: a Luau type expression for
THIS asset, and the module whose type vocabulary the expression uses.
Read the asset; never run it — stating a type must not take effect.
```lua
-- inputMap.assetType/behavior.luau — the shipped example.
-- `activate()` hands back one handle per control the map declares.
M.refShapes = {
activate = function(self): (string, string)
local names = {}
for _, control in ipairs(M.ref.controls(self)) do
table.insert(names, control.name .. ": Handle")
end
if #names == 0 then return "", "" end
return "{ " .. table.concat(names, ", ") .. " }",
"@builtin::modules.zinput.scheme"
end,
}
```
With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is
reported with the map's real controls. Without it, both pass silently.
### What the call site has to say
A per-instance type is matched by the asset's IDENTITY, so it applies only
where the reference the method is called on says WHICH asset. Two spellings
do:
```lua
-- a component field, whose declared default names the asset
public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) }
local controls = public.map:activate() -- typed for THAT map
-- an annotation, naming category and identity
local m: AssetRef<"inputMap", "@builtin::inputMaps.default">
```
`asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the
methods the category defines are checked on the result — but not which
asset it found, so a per-instance result keeps the category's declared
return. A reference that names no asset (`asset.resolve(someVariable)`, a
value passed in as a parameter) carries neither, and calls on it are
unchecked. That is the same rule everywhere: the checker states what the
code states, and a name computed at runtime states nothing.
### The result is a value, not a binding
The type belongs to the expression, so it travels the way any inferred type
travels. Indexing the call's result is checked; stashing it in a module
local and indexing it from another function is not, because the local's
declared type is what carries across — and `any` (or no annotation) carries
nothing:
```lua
-- checked: `d.greting` is reported
function awake()
local d = public.dialogue:lines()
d.greeting:say()
end
-- NOT checked: `lines` is a module local typed `any`
local lines: any = nil
function awake() lines = public.dialogue:lines() end
function start() lines.greting:say() end
```
Bind what you need at the call site and the names stay checked in both
places — the asset-derived type at the boundary, ordinary scoping after it:
```lua
local lineGreeting = nil
function awake()
local d = public.dialogue:lines()
lineGreeting = d.greeting -- `d.greting` is reported here
end
function start() lineGreeting:say() end
```
### When nothing is reported and you expected something
From a call site, a type that is correct and a type that was never published
look the same: no diagnostic either way.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it
is. It returns two maps — the category surfaces, and the per-asset results
keyed by identity and then by method:
```lua
local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published()
shapes.categories.dialogue
--> "{ lines: () -> any, lineNames: () -> { string } }"
shapes.returns.Shopkeeper.lines
--> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }"
```
An identity absent from `returns` was never published for, which is a
different thing from published-and-correct — and the reason to look here
rather than at the call site.
The answers are recomputed when an instance is written, so a control added
to a map reaches the checker with no restart. Only types that declare
`refShapes` are read per instance, and at most 64 assets of one type are —
past that the type keeps its declared return and the engine log names what
was dropped.
## The instantiate hook (`M.ref.instantiate`) — a contracted return
A type opts into becoming part of the scene by defining `instantiate` on its
`ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly
when the hook exists, so consumers offer a scene path — an `Asset.source`
field, a viewport drop, a tool argument — by CAPABILITY rather than by a list
of type names.
Unlike `inspect`, this hook's **return is a contract**. A caller writes one
piece of code against every instantiable type, so what comes back cannot vary
by type:
```lua
-- behavior.luau
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
local M = {}
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts) -- IN: the base opts
-- ... compose whatever this type is, under `root`, NOW ...
return Instantiable.result(self, root, idMap) -- OUT: the contract
end,
}
return M
```
**IN.** `target` is an owning entity ref: the instance lands under (or, for a
hierarchy type, onto) that owner. With no target the type spawns a fresh root.
`position`, `rotation`, `scale`, `name` and `temporary` mean the same for every
type — `Instantiable.root` applies them to a root you mint, `Instantiable.place`
to one you adopt, so you never re-read the spec. Honour more opts of your own if
your type needs them, and document them in the hook's `--!arg` docs.
**OUT.** Return `(root, idMap)` through `Instantiable.result`:
- **`root`** — the composed root, as an `EntityRef`. Composition is
**synchronous**: everything your type builds is live when you return, so the
caller can parent to it and read its components in the same statement. Do not
defer the work to a component's `awake` and return an empty shell — a root
that is not live is refused.
- **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or
nil for a type with no addressable children (`result` normalises it to `{}`).
**A caller never receives nil.** A component that re-composes your asset on
every load keeps this map and passes it back in, which is how a cross-entity
reference into the composition survives a reload.
`AssetRef` runs every `instantiate` through `result` on the way out whether or
not your type called it, so returning something else fails at your own call
rather than handing a caller a nil root. Calling it yourself is still how you
say what you return, and running it twice changes nothing.
`@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves.
## The inspect hook (`M.ref.inspect`)
`asset.inspect(ref)` resolves `ref`, builds a common envelope shared by
every asset (`identity`, `name`, `guid`, `source`, `typeName`,
`typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then
calls the resolved type's own inspect hook — `M.ref.inspect(self)` on
`behavior.luau` — for the type-specific `detail`. The hook returns
*only* `detail`; the framework fills in everything else:
```lua
-- behavior.luau
local M = {}
M.ref = {
inspect = function(self)
-- self.path is the asset's own folder. Parse the asset's OWN
-- files — source text, a native payload header, its `.metadata`
-- — never runtime state (a live component instance, a GPU
-- upload, a compiled schema): inspect must work on an asset that
-- hasn't been compiled, uploaded, or registered yet.
return {
-- type-specific fields, whatever this type wants to surface
}
end,
}
return M
```
A type that omits `M.ref.inspect` yields the generic record: the
envelope alone, `detail = nil`. That's a valid, working state — not an
error — but it means agents calling `asset.inspect` /
`tools.use("assets","describe", ...)` on an instance of the type see
only identity and scope, none of what makes an instance of it
meaningful. Declaring the hook is what makes a type's instances
inspectable for what they actually are.
A hook that raises leaves `detail = nil` and sets `record.warning` to
the error text — `asset.inspect` itself never raises for a resolved
ref.
## Discovery
- `asset.list("assetType")` — every registered asset type.
- `asset.inspect("<typename>")` — the type's identity, source path, and
this README, plus its `about.yaml` texts as `detail.about`.
- `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType`
asset itself (used by the validator to find the type's `type.yaml`).
## Related
- `assetTypes/README.md` — the full `type.yaml` schema and validator
rules.
- `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared
implementation, both halves.
- Every other `*.assetType/` here — the concrete types built on this
meta-type.
## The Inspector a type ships
Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`.
## In the Inspector
Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
# Nodebox (asset type)
A nodebox is a namespace folder that groups related `.procNode/` children, the way a toolbox groups
`.tool/` children. A node's name is its folder name inside its box: `points.nodebox/disc.procNode` is
called `points.disc`, and nothing inside the node states that name. Moving or renaming a node is a VFS
move that keeps its guid.
## Where it lives
- Source: `<anywhere>/<family>.nodebox/`, usually inside a `.package`, an effect or a world's content.
- Identity: `<family>` (the `.nodebox` suffix strips).
- Folder shape (open child set):
- `README.md`: what the family is for. Required.
- `.metadata`: description and tags. Required.
- `<node>.procNode/`: any number of nodes.
## How a graph reaches a node
`g.<family>.<node>(args)` resolves the node by its asset identity: the box and the folder name together
(`g.points.disc`), a path (`g["/zero/source/fx/ring.procNode"]`), `~` (the nearest enclosing package,
effect or world root: `g["~/ring"]`) or a short name the asset system resolves (`g.disc`). A name that
matches two nodes is an error naming both; a name that matches none is an error naming the closest nodes.
Each call is recorded in the graph's reference table by the node's guid.
## How to create one
```luau
asset.create("nodebox", "points", { folder = "fx" })
local box = asset.resolve("points.nodebox")
asset.create("procNode", "disc", { into = box })
```
## Discovery
- `asset.list("nodebox")`: every box.
- `asset.inspect("points")`: the nodes in it and what each does.
- `asset.list("procNode")`: every node, in or out of a box.
## In the Inspector
Nodes: how many nodes the box holds, each node's full name and what it does, and a link to each.
# grid.box (procNode)
The cell centres are `min + (coords + 0.5) * cellSize`, computed on the device from each element's index. The
layout (`cells`, `min`, `max`) is stored on the detail as `grid`, which is what makes the value a Grid.
Built from: `core.points`, `field.index`, `math.*`, `vector.*`.
```luau
local air = g.grid.box({ size = vector.create(4, 3, 4), cells = vector.create(32, 24, 32) })
```
# grid.cell_index (procNode)
`floor((p - min) / cellSize)` per axis, flattened `x + nx * (y + ny * z)`; any axis outside `[0, n)` gives -1.
Built from: `field.position`, `math.*`, `vector.floor`, `g.where`, `g.compare`.
# grid.neighbor_index (procNode)
Each cell's coordinates plus the rounded `offset`, clamped to `[0, n - 1]` per axis and flattened. Gathering a
channel through the result is a shift of the channel by one cell.
Built from: `field.index`, `math.*`, `vector.*`.
# grid.sample (procNode)
The `grid` kernel in sample mode (trilinear) reads the channel at each position: `u = clamp((p - min) / cell - 0.5,
0, n - 1)` and a blend of the eight cells around it, over the grid as one tile with no apron.
Built from: `op.device.kernel` (grid), `core.points`.
# points.axis_basis (procNode)
Outputs `axis`, `u` and `w`. `points.cone` and `points.cylinder` build their directions in this basis, and
`curve.branch` turns a growing direction about an axis perpendicular to it.
Built from: `vector.*` and `g.where` over sockets.
# points.box (procNode)
The centres of a `grid.box` whose cells are `spacing` apart, as Points numbered by `id`.
Built from: `grid.box`, `points.from_grid`, `math.*`.
# points.cone (procNode)
The direction is drawn evenly over the spherical cap the angle bounds: `ct = 1 - draw0 * (1 - cos(angle))`,
then an angle around the axis from draw 1, and the distance from the apex is `length * draw2 ^ (1/3)`.
Built from: `rand.unit`, `points.axis_basis`, `core.points`, `math.*`.
# points.count_neighbors (procNode)
The coordinates are rounded to cells and laid in as positions of a fresh point set; every cell's neighbours at
lattice distance 1 (the 6 faces) or up to the cube's corner at 1.732 (the 26 cells) fall inside a search radius
of 1.01 or 1.74, so `core.neighbours` counts them. The tally is written to the original points.
Built from: `core.points`, `core.neighbours`, `vector.floor`, `math.*`.
# points.cylinder (procNode)
Draws on channels 0 to 2 of the `emit` scope: the angle around the axis, the radial share, and the height.
Built from: `rand.unit`, `points.axis_basis`, `points.shell_radius`, `core.points`, `math.*`.
# points.disc (procNode)
Draws on channels 0 to 3 of the `points` scope: radius, angle, dome height and jitter.
Built from: `rand.unit`, `core.points`, `math.*`.
```luau
local pile = g.points.disc({ count = 200, radius = 3, height = 1.2 })
```
# points.filter (procNode)
The value each point is tested by is the `mask` field or the named attribute's values; the test is `> threshold`
or, with `equals`, `== equals` (a label read through its index). `core.select` keeps the elements and renumbers
the linkage. Asked for no test the points are returned as they are.
Built from: `attribute.labels`, `g.compare`, `core.select`.
# points.from_grid (procNode)
`points.box` and `points.grid` end here: the cell layout leaves the detail so the value reads as Points, and
the element index is written as `id`.
Built from: member writes on the detail and point domains, `g.element.id`.
# points.from_vertices (procNode)
Reads the point column `P` (and `N` when the geometry's point names list it) and makes Points of that count in
the same order.
Built from: `core.points`.
# points.grid (procNode)
The centres of a `grid.box` one cell thick at height `y`, as Points numbered by `id`.
Built from: `grid.box`, `points.from_grid`, `math.*`.
# points.neighbors (procNode)
`core.neighbours` in measure mode, which finds each point's neighbours through a spatial hash and writes
`neighbors`, `nearest`, `centroid` and, when `mean` names an attribute, `neighbor_<name>`.
Built from: `core.neighbours`.
# points.on_curve (procNode)
Per curve the count is `count`, or at a spacing `floor(length / spacing + 0.5)` plus one for an open curve, at
least 1, held to `maxPoints` in all. `curve.lay_points` gives each laid point its curve and its index along it; the
arc-length fraction is `index / count` around a closed curve (wrapping with `offset`) and `index / (count - 1)`
along an open one (clamped). `core.sample_curve` finds the position and tangent there and `core.interpolate`
carries the curve's attributes.
A point that falls exactly on a vertex takes the direction of either segment that meets there. The point number
`id` is an Int.
Built from: `core.arclength`, `curve.lay_points`, `field.gather`, `core.sample_curve`, `core.interpolate`,
`core.points`, `math.*`.
# points.on_mesh (procNode)
`points.surface_samples` on the `emit` scope: a face is picked by its share of the total area and a place inside
it from draws 0, 1 and 2, and every attribute of the mesh is carried onto the sample.
Built from: `points.surface_samples`.
# points.on_surface (procNode)
`points.surface_samples` on the `points` scope, reduced to `P` and the unit normal under each point as `normal`.
Built from: `points.surface_samples`, `core.points`.
# points.poisson (procNode)
All the candidates of all `maxTries` rounds are thrown at once, about `(radius / minDist)^2` for each round, round
after round, uniformly over the disc. Each round of a fold lets the candidates of that round stand where no point
already standing and no other candidate of the round lies within `minDist`. Every point carries a tag, 1 when it
stands and 1000 when it is a candidate of the round, and `core.neighbours` averages the tags of the points around
each one, so a single query answers both counts. The points that stand are kept at the end by `core.select`, in
round order. Later rounds fill the gaps earlier ones left, because a candidate near a standing point is dropped.
Invariants (the parity test checks these, not the old op's exact points): no two points closer than `minDist`,
every point inside the disc at height `y`, and the disc covered: a probe anywhere in it finds a point within
twice `minDist`.
Built from: `rand.unit`, `core.points`, `core.neighbours`, `core.select`, `g:fold`.
# points.relax (procNode)
Each pass asks `core.neighbours` (mode `repel`) for every point's push: the mean over the points within `radius`
of the unit vector away from each, weighted `(radius - d) / radius`. The point then steps `strength * radius`
along it. `g:fold` repeats the pass `iterations` times.
Built from: `core.reduce`, `core.neighbours`, `g:fold`, `math.*`.
# points.shell_radius (procNode)
`radius = (lo + (1 - lo) * draw) ^ (1 / dims)` with `lo = (1 - clamp(shell, 0, 1)) ^ dims`. Used by
`points.sphere` (dims 3) and `points.cylinder` (dims 2).
Built from: `math.*` over fields.
# points.sphere (procNode)
Draws on channels 0 to 2 of the `emit` scope: `u` is the height on the unit sphere, then the angle around it,
then the radial share `points.shell_radius` turns into a radius.
Built from: `rand.unit`, `points.shell_radius`, `core.points`, `math.*`.
```luau
local burst = g.points.sphere({ count = 500, radius = 0.2, shell = 0 })
```
# points.surface_samples (procNode)
`core.sample_surface` picks a face by its share of the total area and a place inside it from the draws of the
named scope; `core.interpolate` carries each attribute of the mesh onto the samples; the normal is made a unit
vector and the sampler's face and corner columns are dropped. `points.on_mesh` and `points.on_surface` end here.
Built from: `core.sample_surface`, `core.interpolate`, `vector.normalize`.
# procNode: one reusable step of procedural generation
A `.procNode` is a node authored as content: a folder whose `init.luau` is the node. It
returns `proc.define(function(g) ... end)`, the same function-of-`g` form a `.procGraph` is
written in, so a node is a small graph that other graphs call. Its `g:describe` text says
what it makes and when to use it, its `g:input` declarations are what a call passes, and
what it returns (or declares with `g:output`) is what the call gives back.
```
MyNode.procNode/
init.luau -- the node
README.md -- what it produces, its inputs, its outputs
.metadata -- description and tags
```
## What a node states
- **`g:describe(text)`**: what the node produces and when to use it. It is the text search,
the node catalogue and the Inspector show.
- **`g:input(name, default, opts)`**: one input of the node. The default types it (`Float`,
`String`, `Bool`, `Vec3`, `Color`, `List<T>`, `Record`); `opts` adds `type` (for a default
that does not state one, or none), `description`, `options`, `min`, `max` and `optional`. A
call names inputs in a table, or passes them in declaration order.
- **Outputs**: the returned table names them (`return { geometry = geometry }`), and
`g:output(name, value)` declares one as the node builds. A node with one output answers
that value to its caller; a node with several answers a record by output name; a node with
none answers nothing.
- **Written as literals.** What a node takes and gives is read from its source without running
it, the way search and description read it here and the way ZeroMind reads it, so each
declaration states its values as written: `g:describe` and each `g:input` once, at the top
level of the function, with a literal name, default and options (a file constant holding a
literal, or `asset.resolve("<identity>", "<type>")`, reads as one); outputs named by the table
the function returns, or by `g:output`, the same names on every branch of a condition and never
inside a loop. `asset.interface(node)` answers what the source declares, with each part it
cannot read as a problem, and a push refuses a node with such a problem
(`interface.unreadable`).
- **The body** is the node's work: calls to other nodes, arithmetic over sockets, `for`, folds,
steps and state, as the builder README (`proc.module/builder.module/README.md`) describes.
A node that uses another node is recorded in the graph that calls it, so a node can be built
from nodes.
## How a graph calls a node
A node inside a `<family>.nodebox` is called by its box and folder name:
`points.nodebox/disc.procNode` is `g.points.disc({ ... })`, and nothing inside the node states
that name. A node is also reached by:
- its path (`g["/zero/source/fx/ring.procNode"]`),
- `~`, the nearest enclosing package, effect or world root (`g["~/ring"]`),
- its guid,
- a short name only one node answers to (`g.disc`).
A name that matches two nodes and a name that matches none are errors that name the
candidates. Each call is recorded in the calling graph by the node's guid, so the node travels
with every graph that uses it, and a rename or a move keeps the reference. A `.procGraph` is
called the same way and answers what it returns.
## Nodeboxes
A nodebox is the family a node lives in: a namespace folder grouping related nodes (`points`,
`mesh`, `field`, `terrain`). `nodebox.assetType` describes it. A node placed in a box takes the
box's name as its prefix; a node outside any box is reached by path, `~` or guid.
`asset.create("nodebox", family)` makes a box and `asset.create("procNode", name, { into = box })`
makes a node in it.
## Finding nodes
`asset.list("procNode")` lists every node. The `procgen` toolbox's `searchNodes` finds them by
keyword and by meaning and lists them grouped by family, and its `describeNode` answers one
node's inputs, their types and defaults, and its outputs. Both read what each node's source
declares and run no node. The type's `indexing` recipe embeds a node's README and its source,
so a search by meaning finds it by its description and by its inputs.
## Registration
Every node the asset index lists is known to the procgen registry by what its source declares,
read when it is asked for and read again when the source changes; nothing runs a node to list
it. Its code loads the first time a build runs it. After that, the lifecycle hooks keep it
current: `onChange` loads it again and hot-reloads on an edit, `onDelete` removes it. Editing
`init.luau` cooks again every graph that reaches the node, and only the nodes downstream of the
change do work. `init.luau` is compiled from its current source on each load, so a module it
pulls in uses an absolute require
(`require("@builtin::systems.procgen.proc")`). A graph that references a node which is not
registered errors at load, naming the missing guid. A graph that reaches itself, directly or
through other nodes, errors at cook.
## Content requirements
`README.md` carries real text: what the node produces, its inputs and its outputs. `.metadata`
carries a `description` (what the node computes and the value type it answers) and `tags` (the
family, so search finds it).
## In the Inspector
Operation: the node's id and what it does, its cost and caching when it declares them, and its
inputs and outputs, from the procgen registry's schema for it. A node that did not register says
so.
# topology.adjacency
Answer a neighbour relation over a geometry: the faces, points or edges around a point, the faces across an edge, the faces across a face. A neighbour table (offsets into values, 0-based starts) plus a per-element neighbour count written as an attribute. A `group` limits the answer to the faces it selects: the table and the geometry then describe the geometry of those faces, whose faces and edges are numbered from 0 in their order and whose points keep their numbers.
## Inputs
- `geometry`: The geometry whose neighbours are listed.
- `query` (one of: edge_faces, edge_points, face_edges, face_faces, face_points, point_edges, point_faces, point_points): The neighbour relation to answer, named `<source>_<target>`: "point_points" is the points an edge joins a point to, "point_faces" the faces using a point, "face_faces" the faces sharing an edge with a face. The source half also decides what the table and the count attribute are indexed by.
- `element`: One source element id to report the neighbour list of directly, in `adjacency.neighbours`; negative, only the whole table comes back. An id outside the source class's element count is an error.
- `attribute`: Name of the per-source-element neighbour count written onto the geometry.
- `group`: Names a 0/1 attribute on `class` restricting which faces take part in the answer; empty, the whole mesh takes part.
- `class` (one of: edge, point, primitive, vertex): The component class `group` lives on.
- `promote` (one of: all, any): How a group on a class other than "primitive" becomes a face set.
# topology.borders
For every edge of the geometry's edge table, how many of the faces that take part border it: 1 is an open edge of the participating faces, 2 a shared one. The faces taking part are all of them when no group is named. What `topology.edges` and `topology.boundary` read their open edges from.
## Inputs
- `geometry`: The geometry whose edges are measured.
- `group`: Names a 0/1 attribute on `class` restricting which faces take part; empty, the whole mesh takes part.
- `class` (one of: edge, point, primitive, vertex): The component class `group` lives on.
- `promote` (one of: all, any): How a group on a class other than "primitive" becomes a face set.
## Outputs
- `borders`: Per edge of the `core.edges` table, the number of participating faces that border it.
# topology.boundary
Find the open boundary of a surface: the edges exactly one face borders, as a 0/1 group on the edge and point classes, plus the ordered boundary loops.
## Inputs
- `geometry`: The geometry whose open edges are traced.
- `group`: Names a 0/1 attribute on `class` restricting which faces take part; empty, the whole mesh takes part.
- `class` (one of: edge, point, primitive, vertex): The component class `group` lives on.
- `promote` (one of: all, any): How a group on a class other than "primitive" becomes a face set.
- `output`: Name the boundary is written under: a 0/1 group on the edge class for the open edges, the same name on the point class for their endpoints, and a detail attribute `<output>EdgeCount`.
# topology.convert
Convert a component group between classes: points to the faces that use them, faces to their points, edges to their points, and back. `mode` = "any" selects a target element when any of its incident source elements is in the group, "all" when every one is; an element with no incident source element is selected under neither.
## Inputs
- `geometry`: The geometry carrying the group converted.
- `group`: The 0/1 attribute on `from` to convert.
- `from` (one of: edge, point, primitive, vertex): The class the group is read from.
- `to` (one of: edge, point, primitive, vertex): The class the converted group is written to.
- `mode` (one of: all, any): How a target element reads the source elements incident to it: "any" selects it when at least one of them is in the group; "all" only when every one is.
- `output`: Name the converted group is written under on `to`. Left empty it is `group`.
# topology.edges
Derive a geometry's unique edge set with face adjacency: the `edge` attribute class (points, faces, faceCount, length) plus the edge table. An edge is the unordered point pair it joins; its index is its position in the list sorted by (low point, high point), stable for a mesh.
## Inputs
- `geometry`: The geometry whose edges are listed.
- `group`: Names a 0/1 attribute on `class` restricting which faces take part in the answer. Restricting it changes what is measured: an edge between a participating face and a left-out one is bordered by one face here.
- `class` (one of: edge, point, primitive, vertex): The component class `group` lives on.
- `promote` (one of: all, any): How a group on a class other than "primitive" becomes a face set.
- `output`: Name of the 0/1 edge group written for the edges the participating faces border. Written only when `group` names a selection.
# topology.islands
Label a geometry's connected components: a per-primitive island id, and for each point the lowest island id among the faces using it. `connectivity` joins faces across a shared edge or a shared point. Ids run from 0 in order of the first face that carries them. Faces a `group` leaves out carry -1.
## Inputs
- `geometry`: The geometry whose connected pieces are labelled.
- `group`: Names a 0/1 attribute on `class` restricting which faces take part; empty, the whole mesh takes part.
- `class` (one of: edge, point, primitive, vertex): The component class `group` lives on.
- `promote` (one of: all, any): How a group on a class other than "primitive" becomes a face set.
- `connectivity` (one of: edge, point): What joins two faces into one island: a shared edge, or a shared point.
- `attribute`: Name the island id is written under, per primitive and per point, plus a detail attribute `<attribute>Count` holding how many islands there were.
# topology.participation
The faces a group selects, as a 0/1 column over the primitives: all of them when no group is named. A group on another class selects the faces every one of whose elements is in it (`promote` = "all") or at least one is ("any"). The selection every topology node restricts its answer by.
## Inputs
- `geometry`: The geometry carrying the group.
- `group`: Names a 0/1 attribute on `class` restricting which faces take part; empty, the whole mesh takes part.
- `class` (one of: edge, point, primitive, vertex): The component class `group` lives on.
- `promote` (one of: all, any): How a group on a class other than "primitive" becomes a face set: the faces every one of whose elements of that class is in the group, or the faces at least one is.
# value.compare
Two values compared, answering 1 when the comparison holds and 0 when it does not. Numbers compare by any op; text and true/false compare by `equal` and `not_equal` and must be the same kind. In a graph, `g.compare(a, op, b)` is the same comparison; this node is for an op picked by a parameter.
# value.expr
A number that follows one Luau expression over the graph's clock: `t` (seconds), `frame`, `fps`, `duration`, the math functions by bare name, `clamp`, `lerp`, `smoothstep`, `noise(x)` and the names `variables` gives. The expression is run once with those names bound to sockets, so it becomes arithmetic in the graph: it follows the clock on every present and re-cooks nothing.
# value.fallback
The value wired into `value`, or `fallback` when nothing is: how a graph used as a node takes an input its caller may leave unwired. `fallback` is built only when it is the one taken. A device value passes through as it stands.
# value.get
One field of a record value, by a dotted path: `vertexCount`, `bounds.max.y`, `centroid.x`. Each name is a member read; a name the value does not have is an error naming where the walk stopped.
# value.math
`a <op> b` for two numbers, the op chosen by name. Either side can be an animated value or a live input, and the result follows it. In a graph written with operators, `a * b` is the same node: this one is for an operation picked by a parameter.
# value.present
Whether anything is wired into `value`, as a Bool: what a graph used as a node asks of an input its caller may leave unwired, to decide what it does. The answer is known when the graph is planned.
# value.switch
`ifTrue` when `when` is true, `ifFalse` otherwise. Only the branch taken cooks, so a branch that would refuse its inputs is never asked.
# math.abs (procNode)
The magnitude of a value, element by element.
The `abs` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.acos (procNode)
The angle whose cosine is the value, in radians, from 0 to pi, element by element. A value past -1 or 1 reads as the nearest of the two.
The `acos` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.add (procNode)
The sum of two values, element by element.
The `add` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.atan (procNode)
The angle of the point (`x`, `y`) from the x axis, in radians, element by element: arctangent of `y` over `x`, quadrant aware.
The `atan` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.bor (procNode)
The bitwise or of two whole numbers.
The `bor` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.bxor (procNode)
The bitwise exclusive or of two whole numbers.
The `bxor` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.ceil (procNode)
The least whole number not below the value, element by element.
The `ceil` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.clamp (procNode)
The value held between a lower and an upper bound, element by element.
The `clamp` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.compare (procNode)
Compare two values with a named operator: 1 where the comparison holds, 0 where it does not, element by element.
Built from `math.lt`, `math.le`, `math.gt`, `math.ge`, `math.eq` and `math.ne`, one of which cooks, chosen by `op`. The operator is written as a name (`lt`, `le`, `gt`, `ge`, `eq`, `ne`, also `neq`) or as a symbol (`<`, `<=`, `>`, `>=`, `==`, `~=`, `!=`). `g.compare(a, op, b)` of the authoring surface resolves here.
# math.concat (procNode)
Two texts joined end to end; the `..` operator over text values.
Built from the Luau node (`io.luau`) calling `concat` of the counts module. The texts are plan values (attribute names, labels), not per-element data.
# math.cos (procNode)
The cosine of an angle in radians, element by element.
The `cos` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.cross (procNode)
The cross product of two Vec3 values: the vector perpendicular to both, per element.
The `cross` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.deg (procNode)
Radians as degrees.
The `deg` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.div (procNode)
The quotient of two values: `a` divided by `b`, element by element.
The `div` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.dot (procNode)
The dot product of two vectors: a number per element.
The `dot` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.eq (procNode)
Whether `a` equals `b`: 1 where it does, 0 where it does not.
The `eq` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.floor (procNode)
The greatest whole number not above the value, element by element.
The `floor` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.floordiv (procNode)
The quotient of two values rounded down: the `//` operator.
Built from `math.div` and `math.floor`.
# math.ge (procNode)
Whether `a` is greater than or equal to `b`: 1 where it is, 0 where it is not.
The `ge` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.gt (procNode)
Whether `a` is greater than `b`: 1 where it is, 0 where it is not.
The `gt` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.le (procNode)
Whether `a` is less than or equal to `b`: 1 where it is, 0 where it is not.
The `le` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.length (procNode)
The length of a vector: a number per element, from the vector's components.
The `length` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.lerp (procNode)
The blend from `a` to `b` by `t`: `a` at 0, `b` at 1, element by element.
The `lerp` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.log (procNode)
The natural logarithm of a value, element by element. A value at or below 0 answers 0.
The `log` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.lt (procNode)
Whether `a` is less than `b`: 1 where it is, 0 where it is not, element by element.
The `lt` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.max (procNode)
The greater of two values, element by element.
The `max` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.min (procNode)
The lesser of two values, element by element.
The `min` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.mod (procNode)
The remainder of `a` divided by `b` that keeps the sign of `b`, so a repeating pattern wraps the same way on both sides of zero.
The `mod` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.mul (procNode)
The product of two values, element by element; a vector scaled by a number scales every component.
The `mul` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.ne (procNode)
Whether `a` differs from `b`: 1 where it does, 0 where it does not.
The `ne` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.neg (procNode)
The value with its sign flipped.
The `neg` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.normalize (procNode)
A vector scaled to length 1; the zero vector stays zero.
The `normalize` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.pow (procNode)
`a` raised to the power `b`, element by element.
The `pow` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.rad (procNode)
Degrees as radians.
The `rad` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.shl (procNode)
A whole number shifted left by a count of bits.
The `shl` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.sign (procNode)
The sign of a value: -1, 0 or 1, element by element.
The `sign` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.sin (procNode)
The sine of an angle in radians, element by element.
The `sin` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.smoothstep (procNode)
A smooth blend from 0 to 1 as `x` goes from `edge0` to `edge1`, flat outside, element by element.
The `smoothstep` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.sqrt (procNode)
The square root of a value, element by element.
The `sqrt` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.sub (procNode)
The difference of two values: `a` minus `b`, element by element.
The `sub` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.tan (procNode)
The tangent of an angle in radians, element by element.
The `tan` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.to_float (procNode)
A whole number held as a decimal.
The `to_float` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.to_int (procNode)
A value truncated to a whole number held as an integer.
The `to_int` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.vec2 (procNode)
A vector of two components from its parts: numbers, or vectors and runs whose components fill it in order. A part left out reads 0, so `vec2(x)` is (x, 0).
The `vec2` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.vec3 (procNode)
A vector of three components from its parts: numbers, or vectors and runs whose components fill it in order. A part left out reads 0, so `vec3(x, y)` is (x, y, 0).
The `vec3` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.vec4 (procNode)
A vector of four components from its parts: numbers, or vectors and runs whose components fill it in order.
The `vec4` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# math.where (procNode)
Choose between two values by a condition: `a` where `cond` is not 0, `b` where it is.
The `where` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
# core.adjacency (procNode)
Answer a neighbour relation over a geometry as a table of offsets and items: the points around a point, the primitives that use a point, the primitives across an edge, the edges and points of a primitive, and the rest of eight relations.
Relations (`<owner>_<listed>`): `point_points`, `point_faces`, `point_edges`, `face_points`, `face_edges`, `face_faces`, `edge_points`, `edge_faces`. Built from `core.owner`, `core.edges`, the `expand` kernel (a side or an end per edge; the two faces of each edge that has two are laid out over the live total of those pairs, which one read-back states), `sort` of the owner keys, `scatter` for each owner's count, `scan` for the offsets and `gather`. Outputs: `offsets` (where each owner's list starts in `items`), `counts` (the length of each list) and `items`. The relation's owners are numbered as its first word says: points, primitives or edges.
## Inputs
- `geometry` (Geometry). The geometry whose neighbours are listed.
- `relation` (one of point_points, point_faces, point_edges, face_points, face_edges, face_faces, edge_points, edge_faces). Default `"point_points"`. Which relation: the owner's kind, then the listed kind. "point_faces" lists, for each point, the primitives that use it.
## Outputs
- `offsets`: where each owner's list starts in `items`.
- `counts`: the length of each owner's list.
- `items`: the listed elements, owner after owner.
# core.arclength (procNode)
The length along every curve: each point's distance from the start of its curve as `s`, and each curve's total as `length`.
Built from `core.owner`, `attribute.promote` (positions to vertices), `gather` of each vertex's next position, `math.length`, a segmented `scan` for the distance so far and a segmented `reduce` for the total. A closed curve counts its closing segment in `length`; an open curve has none. Written as `s` on the point class and `length` on the primitive class.
## Inputs
- `curve` (Curves). The curves measured.
## Outputs
- `curve`: the curves with `s` (distance along the curve) on the point class and `length` (the curve total) on the primitive class.
# core.boundary (procNode)
The open edges of a geometry and the rings (or chains) they form, each ordered along its walk.
Built from `core.edges`, `compact` of the open edges, the `loops` kernel (the edge that follows each one), `jump` rounds (the smallest edge in reach, then the distance to the end of each list; the rounds are `ceil(log2(edges))`), `loops_cut` and `loops_place`, and `scan` of the ring lengths (`segments = 0`).
## Inputs
- `geometry` (Geometry). The geometry whose boundary is walked.
## Outputs
- `edges`: Record `a`, `b`, `from`, `to`, `source`, `count` of the open edges.
- `rings`: Record `ring`, `position`, `order`, `starts`, `count` of the rings.
# core.column (procNode)
Make a column from a list of numbers, one element each: the values a graph computed one by one gathered into a run the device can read, such as the births of each source before a scan.
Built from `op.transfer.upload`.
## Inputs
- `values` (List<Number>). The numbers, in order.
- `type` (one of Int, Float). Default `"Int"`. Whether the elements are whole numbers or floats.
## Outputs
- `column`: the Column of the numbers.
# core.concat (procNode)
Join several geometries into one: points, vertices and primitives end to end, links renumbered, every column any geometry holds.
Built from the `concat` kernel, one run per column any geometry holds in each class (the `concat` module lists them, the structure columns and stored numbers such as `id`, `N` and `uv` included). `core.join` answers where each part starts. The `concat` module in this node's folder decides every column of a class in one call: the type it takes (the type the first part with elements holds it as; a part that holds it at another width is refused by name, one that holds it as another type of the same width is cast by value), the part that decides it, its description words, and whether the parts bind as they stand. A column every part holds as that type, with elements, in a run of its own, costs two dispatches whatever the number of parts: the typed destination and the join. Any other column first casts each part by value to the joined type, and the elements of a part that holds no such column stand at zero for it. The link columns shift by what comes before: `vertex.pt` by the points of earlier parts, `primitive.vstart` by their vertices. A column of a type the device cannot hold (text, a record) is laid end to end by the `concat` module in this node's folder, as a column of values; a part that holds no such column leaves its elements without a value.
## Ids
The point `id` of each part moves past the ids of the parts before it, so every id of the result is unique. A part spans the larger of its next id and its point count. A part without an `id` column is numbered in order after them.
A column carries no statement of what its values mean, so the join keeps a list of the point columns that hold the `id` of another point, in the `concat` module of this node: `parent`. Where some part holds ids, each part's `parent` values move by the amount its ids move, a negative value (no parent) stays, and a part without a `parent` column parents nothing (-1). Where no part holds ids, `parent` values refer to nothing the join renumbers and join as they are. A hierarchy built in two parts, each numbered from 0, keeps its parenting through the join.
## Inputs
- `geometries` (List<Geometry>). The geometries joined, in order.
## Outputs
- `geometry`: the joined geometry.
# core.corners (procNode)
For every vertex, the vertex after it and the vertex before it in its primitive (a cycle), and the primitive it belongs to.
Built from `core.owner` and the `gather` kernel. A primitive's run of `vcount` vertices starting at `vstart` is read as a cycle: the vertex after the last is the first. Outputs `owner`, `next` and `previous`, vertex indices.
## Inputs
- `geometry` (Geometry). The geometry whose vertices are read.
## Outputs
- `owner`: the primitive of each vertex.
- `next`: the vertex after it in its primitive.
- `previous`: the vertex before it.
# core.edges (procNode)
The edge table of a geometry: every distinct side of its primitives as a point pair (a < b), the primitives along each side, whether the side is open (one primitive) or manifold (at most two), and the edge each vertex slot's side belongs to.
Built from the `edges` kernel (the sides of every primitive), two stable `sort` passes (by the higher point, then the lower), `gather`, the `edges_runs` kernel (run heads, then the table), `compact` of the heads, an inclusive `scan` of the heads (the edge of each sorted place) and `scatter` through the slot order to give `sideEdge`, the edge id of every vertex slot.
## Inputs
- `geometry` (Geometry). The geometry whose sides are listed.
- `faces` (Bool). Default `true`. True for a geometry of faces, whose primitives wrap from their last vertex to their first; false for curves, which wrap only where their `closed` attribute says.
## Outputs
- `edges`: Record `a`, `b`, `faceStart`, `faceCount`, `faces`, `open`, `manifold`, `reversed`, `sideEdge` (the edge each vertex slot's side belongs to, -1 for a slot with no side) and `count`.
# core.entity.read (procNode)
Read live entities as columns, one element per entity, with the number read as `count`.
Built from `io.engine` with `readEntities`, then `op.transfer.upload` of the columns it answers. The result is one Record: a column for each field read, and `count`; `core.points` makes points of it. The query names the entities by `ids` (a list of entity ids), `name` (a Name or glob), `component`, or `colliders` (with `sensors`); `fields` is `{ pose = true, space = "world" }` for `P`, `orient` and `scale`, or a list of `position`, `rotation`, `scale`, `id`, `shapeType`, `params` and `Component.field` names.
## Inputs
- `query` (Record). Which entities: `ids` (entity ids), `name` (a Name or a glob), `component`, or `colliders = true` with `sensors`.
- `fields` (Record, optional). What to read: `{ pose = true, space = "world" | "local" }`, or a list of `position`, `rotation`, `scale`, `id`, `shapeType`, `params`, or `Component.field`.
- `space` (one of world, local). Default `"world"`. The space the pose fields of a list are read in.
## Outputs
- `read`: Record of one column per field read, and `count`.
# core.interpolate (procNode)
Carry a geometry's attributes to sample points: point and vertex values blended by the barycentric weights, primitive values taken from the sample's primitive, values that cannot blend taken from the nearest corner.
Built from `gather` at the sample's corners and `math` operators for the blend, over the names `geometry.names[class]` lists for each class. A column of floats blends by `bary`; a column of integers takes the corner with the largest weight.
## Inputs
- `geometry` (Geometry). The geometry sampled.
- `samples` (Points). The samples: points with `prim`, `ia`, `ib`, `ic` (corner vertices) and `bary` (their weights), as `core.sample.surface` and `core.sample_curve` make them.
## Outputs
- `points`: the samples with the geometry's attributes.
# core.islands (procNode)
Label every primitive with the connected island it belongs to: primitives that share a point are in the same island. Answers the island of each primitive and the number of islands.
Built from `core.edges`, `jump` in label mode folded until no label changes (`g:fold` with `stop = "changed"`), `gather`, `scatter` and `compact`. Every point takes the smallest point number of the points joined to it by an edge; a primitive's island is the label of its first point, renumbered 0 to count - 1 in order of first appearance by label. Outputs `islands` (one number per primitive) and `count`.
## Inputs
- `geometry` (Geometry). The geometry whose primitives are labelled.
## Outputs
- `islands`: the island number of each primitive.
- `count`: how many islands.
# core.join (procNode)
The numbers a join of several geometries needs: where each part starts in every class, the description words the `concat` kernel reads for one attribute, and each class's counts and starts as lists. `core.concat` and `core.realize` call it.
Built from `op.transfer.readback` of each part's counts and the Luau node over `join.module`, which sits in this node's folder.
## Inputs
- `what` (one of layout, words, sources). Default `"layout"`. Which numbers are answered.
- `geometries` (List<Geometry>, optional). For "layout": the geometries joined, in order.
- `layout` (Record, optional). For "words" and "sources": what "layout" answered.
- `class` (one of point, vertex, primitive). Default `"point"`. For "words": the class of the attribute.
- `name` (String). Default `""`. For "words": the attribute's name.
## Outputs
- `value`: for "layout" the Record `starts`, `counts`, `parts` and a total per class; for "words" the List of description words; for "sources" the Record of per-class `counts` and `starts` lists.
# core.make (procNode)
Make geometry on the device from a count for each owner and a shape. Every owner makes its own piece and the pieces sit end to end with their links already offset.
The `make` kernel's `sizes` pass, a prefix sum of the sizes, and the `make` kernel's `fill` pass; the columns are set into an empty geometry. The totals the fill pass is sized by come from the counts when every owner makes `count` (a row of points needs one multiplication, the other shapes one call of the `make` module); a count the graph states is a number already and the cook does not wait on the device for it, and a count left on the device is read back. When `counts` gives each owner its own, the totals are read back from the prefix sum.
## Inputs
- `shape` (one of points, strip, fan, grid, ring). Default `"points"`. What each owner makes: a row of points, a zigzag of triangles, triangles round a centre, a lattice of quads, or one closed primitive round a circle.
- `counts` (Column<Int>). One count for each owner: the points along its main axis. Left out, every owner makes `count`.
- `count` (Number). Default `0`. The points along the main axis of each owner when `counts` is left out.
- `owners` (Number). Default `1`. How many owners make a piece when `counts` is left out.
- `across` (Number). Default `2`. For the grid: how many points it holds along its second axis.
## Outputs
- `geometry`: the geometry with `P` on its points (the unit square or the unit circle), `pt` on its vertices and `vstart` and `vcount` on its primitives; a ring also carries `closed`.
# core.names (procNode)
The names of every column a class of a geometry holds, sorted.
A class holds its structure columns (`P` and `id` on points, `pt` on vertices, `vstart` and `vcount` on primitives, `closed` on curves) and the attributes written on it. `attribute.carry` and `core.concat` move and join a class by walking this list, one column at a time.
## Inputs
- `geometry` (Geometry). The geometry whose columns are listed.
- `class` ("point", "vertex" or "primitive"). The class whose columns are listed.
- `links` (Bool). Default `true`. Whether the columns that tie the classes together (`pt`, `vstart`, `vcount`, `closed`, `curve`) are listed; `false` lists the other columns of the class.
## Outputs
- `names`: the sorted list of column names.
# core.neighbours (procNode)
What stands near each point: how many points lie within a radius (optionally inside a cone), the nearest one, their centroid, the mean of an attribute over them, or the push away from them.
Built from `core.pairs` (the points within the radius of each point), the `hash_nearest` kernel over `core.spatial`, `gather`, `math` operators for the cone and the push, and `scatter` folds back to the points. `mode` "measure" writes `neighbors` (count), `nearest` (distance to the nearest), `centroid`, and `neighbor_<name>` for `mean`; "nearest" writes `nearest_index` (the source point nearest each point, -1 where none lies within `radius` when it is above 0) and `nearest`; "repel" writes `push`, the average direction away from the neighbours within `radius`, each weighted by how close it stands. `direction`, `cone` and `mean` are plain values chosen when the graph is built. Without `sources` a point's neighbours are the other points of `points`.
## Inputs
- `points` (Geometry). The points that look around.
- `sources` (Geometry, optional). The points looked at. Left empty, each point looks at the others of `points`.
- `radius` (Number). Default `1.0`. How far a point looks. 0 looks without limit in "nearest" mode.
- `mode` (one of measure, nearest, repel). Default `"measure"`. What is answered: counts and centroids, the nearest source, or the push away.
- `direction` (String). Default `""`. A Vec3 point attribute each point looks along; given, only neighbours inside the cone count.
- `cone` (Number). Default `360.0`. The full angle in degrees of the cone around `direction`; 360 counts every side.
- `mean` (String). Default `""`. A numeric point attribute whose neighbours' average each point takes as `neighbor_<name>`.
## Outputs
- `points`: the points with the answers as attributes.
# core.normals.corner (procNode)
A normal for every vertex that smooths across the primitives around its point where they meet at less than a crease angle, and keeps an edge hard where they meet at more.
Built from `core.normals.face`, `core.adjacency` (the primitives around each point), `core.owner`, the `expand` kernel (one slot per primitive around the vertex's point), `gather`, `math.dot`, `math.where` and `scatter` with an add fold, then `math.normalize`. A vertex takes the sum of the normals of the primitives around its point whose normal is within `angle` degrees of its own primitive's, each weighted by area or equally. Written as `N` on the vertex class.
## Inputs
- `geometry` (Geometry). The geometry whose vertices get normals.
- `angle` (Number). Default `60`. The crease angle: primitives around a point whose normals differ from a vertex's own by no more than this are smoothed into it.
- `weighting` (one of area, uniform). Default `"area"`. How each primitive counts in the average: by its size or equally.
- `name` (String). Default `"N"`. The attribute the normals are written under on the vertex class.
## Outputs
- `geometry`: the geometry with a normal on every vertex.
# core.normals.face (procNode)
Give every primitive its normal: the direction its vertices wind around, written as `N` on the primitive class. `scaled` is the same direction scaled by twice the primitive's area.
Built from `core.corners`, `attribute.promote` (point to vertex), `gather` of the next corner, `math.cross` and a segmented `reduce` over each primitive's run (`segments = primitive.count`).
## Inputs
- `geometry` (Geometry). The geometry whose primitives get normals.
- `name` (String). Default `"N"`. The attribute the normals are written under on the primitive class.
## Outputs
- `geometry`: the geometry with a normal on every primitive.
- `scaled`: the same direction scaled by twice the primitive's area, a Vec3 column per primitive.