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meshkit

A small flat-shaded mesh builder - the geometry the **Helsinki Life** pieces are modelled with. Every triangle carries its own face normal, which is what gives the low-poly diorama its crisp shaded facets.

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

meshkit

A small flat-shaded mesh builder - the geometry the Helsinki Life pieces are modelled with. Every triangle carries its own face normal, which is what gives the low-poly diorama its crisp shaded facets.

local kit = require("game.pieces.meshkit")

local b = kit.builder()
b:extrudeX(profile, halfWidth)   -- a closed { z, y } profile swept across X
b:wedge(radius, halfAngle, thickness, segments)
b:ring(inner, outer, thickness, segments)
b:tri(p0, p1, p2, facing)        -- facing states which way the face points
b:quad(a, b, c, d, facing)
b:polygon(points, facing)

local mesh = renderer.mesh.create(b:build(), guid)

A face states the direction it wants to point and the builder orders the triangle to match, so geometry is written by shape rather than by winding; extrudeX takes its profile in either direction and orients every wall outward from the profile's own centroid.

kit.yawQuat(deg) and kit.pitchYawQuat(pitch, yaw) build the {x, y, z, w} rotations the pieces are posed with. builder:triangleCount() is the cheap check that a shape actually produced geometry.

Interface

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

conforms to

zero/source-extract/v2

meshkit - a small flat-shaded mesh builder for the HELSINKI LIFE pieces. Everything the pieces slice models is faceted toy geometry: a tram body extruded from a side profile, a pie wedge of the spinner, an annulus, an arrow. Each triangle carries its own face normal, which is what gives the low-poly diorama its crisp shaded facets. local kit = require("game.pieces.meshkit") local b = kit.builder() b:extrudeX(profile, 0.26) local geom = b:build() -- flat arrays for renderer.mesh.create A face states the direction it wants to point and the builder orders the triangle to match, so geometry is written by shape rather than by winding.

sub(a: ?, b: ?) → void

argtypedescription
a?
b?

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

dot(a: ?, b: ?) → void

argtypedescription
a?
b?

normalize(a: ?) → void

argtypedescription
a?

builder(uvScale: number?) → void

A fresh builder. `uvScale` sets how many world units one UV tile covers.

argtypedescription
uvScalenumber?

planarUv(p: ?, n: ?, scale: ?) → void

Planar UVs taken from whichever axis the face points most strongly along, so a flat-coloured material still gets a sane, continuous parameterisation.

argtypedescription
p?
n?
scale?

vertex(p: ?, n: ?) → void

argtypedescription
p?
n?

tri(p0: ?, p1: ?, p2: ?, want: ?) → void

One triangle. `want` is the direction the face should point; when it is given the vertex order is chosen to match it, so a caller never has to reason about winding. Degenerate triangles are dropped.

argtypedescription
p0?
p1?
p2?
want?

quad(p0: ?, p1: ?, p2: ?, p3: ?, want: ?) → void

A quad as two triangles sharing the p0-p2 diagonal.

argtypedescription
p0?
p1?
p2?
p3?
want?

polygon(points: ?, want: ?) → void

A convex polygon as a fan around its own centroid, facing `want`.

argtypedescription
points?
want?

extrudeX(profile: ?, halfWidth: ?) → void

Extrude a closed 2D profile - a list of { z, y } points - along X, from -halfWidth to +halfWidth, capping both ends. The profile may be listed in either direction; every face is oriented outward from the profile's own centroid, so a slab, a tram body and a rounded plate all come out solid.

argtypedescription
profile?
halfWidth?

wedge(radius: ?, halfAngleDeg: ?, thickness: ?, segments: ?) → void

A pie wedge lying in the XZ plane: apex at the origin, `radius` out, the span centred on -Z (the direction a spinner's pointer looks down), and `thickness` tall from y = 0 up.

argtypedescription
radius?
halfAngleDeg?
thickness?
segments?

ring(inner: ?, outer: ?, thickness: ?, segments: ?) → void

A flat ring in the XZ plane, from `inner` to `outer` radius, `thickness` tall from y = 0.

argtypedescription
inner?
outer?
thickness?
segments?

build( ) → void

The geometry in the flat-array shape renderer.mesh.create reads.

triangleCount( ) → number

How many triangles the builder holds - the cheap sanity check that a shape actually produced geometry.

yawQuat(deg: number) → void

A quaternion { x, y, z, w } for a yaw about +Y, in degrees.

argtypedescription
degnumber

pitchYawQuat(pitchDeg: number, yawDeg: number) → void

A quaternion { x, y, z, w } for pitch about X then yaw about Y, degrees.

argtypedescription
pitchDegnumber
yawDegnumber

Sub-parts

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backing path · game/pieces/meshkit.module

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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