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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

Look

The Facer's materials, geometry and body.

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

Look

The Facer's materials, geometry and body.

Look.ensureAssets() mints every mesh and material the figure is made of that is not registered yet, and is safe to call on every load. Look.rebuildAssets() re-writes the geometry of all of them — the authoring pass, run after changing a profile in this file. Look.build(body) hangs the figure under a body entity and hands back the handles the Facer component poses and lights. Look.pose(rig, t) puts the figure between carrying the plate at the chest (t = 0) and holding it up into the dawn (t = 1).

The figure

A robe that hangs in folds, a mantle over the shoulders, a cowl whose peak leans back, and two jointed arms. Every part is modelled facing the entity's own forward, so a pose is stated as points — the elbow is here, the hand is there — and the rotation comes from aiming at them. Re-proportioning the figure therefore needs no angle re-derived.

The plate

A dished bronze lens with a raised rim, twelve rays alternating long and short, a domed boss, sixteen rivets, an embossed face on the front, and a cross-brace and haft behind. Four grades of bronze carry it: the weathered body, the polished rim and rays the keeper keeps bright, the green patina in the recesses and on the face, and the leather of the haft.

The light

Three surfaces answer the beam: the shaft itself, two halo cards in the plate's own plane so light spills round it whichever side the camera is on, and a pool where the beam lands. All three are additive, so they add light to the hill and never darken it. A point light rides on the plate and is what actually falls on the soil.

FL.PALETTE supplies the colours, so the plate's amber and the game's first light are the same value.

Interface

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

conforms to

zero/source-extract/v2

strict

ModelLight

ensureMaterials( ) → void

part(name: string, make: () → void

argtypedescription
namestring
make(

domeY(r: number) → number

argtypedescription
rnumber

facing(b: S.Builder) → S

argtypedescription
bS.Builder

piece(parent: any, name: string, mesh: string, material: string, shadows: boolean?) → any

argtypedescription
parentany
namestring
meshstring
materialstring
shadowsboolean?

ensureAssets( ) → void

Mint every mesh and material the Facer is made of that is not registered yet. Safe to call every load.

rebuildAssets( ) → void

Re-write the geometry of every mesh, whether or not it is registered — the authoring pass, run from the shell after changing a profile above.

build(body: any) → Rig

Build the Facer under `body` and return the handles the component poses. Any earlier build (and the scene's capsule stand-in) is removed first, so a hot reload replaces the figure rather than stacking a second one.

argtypedescription
bodyany

haloCard(name: string, z: number, scale: number) → any

The halo: two cards in the plate's own plane, one either side, so the light spills around it whichever side the camera is on. `plane` lies in XZ, so a quarter turn stands it up with the plate.

argtypedescription
namestring
znumber
scalenumber

mix(a: { number }, b: { number }, t: number, sx: number) → void

argtypedescription
a{ number }
b{ number }
tnumber
sxnumber

pose(rig: Rig, t: number) → void

Put the figure in the pose `t`, and answer the plate's rig-local position so the caller can hang the beam off it.

argtypedescription
rigRig
tnumber
⌬ Types
Arm = { upper: any, fore: any }Rig = {

Sub-parts

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

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# Shapes A small geometry kit: enough to build a made thing out of profiles and paths. A **builder** collects positions, UVs and triangles. The generators append to one — a surface of revolution, a torus, a tube swept along a path, a box — and `finish` accumulates a normal per vertex from the faces that use it and returns the flat arrays a mesh is created from. A whole prop goes into ONE builder, so the seams between its parts stay hard: the parts share no vertices, so the normal accumulation never crosses from one to the next. ```luau local S = require("game.facer.Shapes") local b = S.builder() S.lathe(b, { { r = 0.4, y = 0 }, { r = 0.3, y = 1.2 } }, { segments = 24 }) S.torus(b, 0.42, 0.03, { 0, 0.05, 0 }) S.mesh("my_thing", b, "game/facer") ``` | call | what it adds | |---|---| | `lathe(b, profile, opts)` | a surface of revolution around Y. A profile row is `{ r, y }` and may carry `dx` / `dz` to push that row alone off the axis. `fold` ripples the radius so cloth hangs in folds rather than reading as a cone; `capTop` / `capBottom` close the ends. | | `torus(b, major, minor, offset, majorSeg, minorSeg, squash)` | a ring in the XZ plane. `squash` scales the tube on Y alone, which turns a round bead into a flat band. | | `tube(b, path, radii, segments)` | a solid tube swept along a path, with a radius per point. | | `box(b, center, half, yaw)` | an axis-aligned box turned about Y — one corner set per face, so every edge stays hard. | | `rotateX(b, angle)` / `scaleAll(b, …)` | turn or scale everything already in the builder. | | `finish(b)` | the geometry: positions, indices, normals, uvs. | | `mesh(name, b, folder, rebuild)` | register the geometry as a mesh, or re-write an existing one's geometry in place. Returns the name. | Triangles are wound so their front face turns counter-clockwise to a viewer, which is the side a material draws.
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# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
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backing path · game/facer/Look.module

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