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chapel

The ragstone mortuary chapel and its 34 m broach spire — the exterior only; the waiting mortuary's interior belongs to the `vigil` slice.

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

chapel

The ragstone mortuary chapel and its 34 m broach spire — the exterior only; the waiting mortuary's interior belongs to the vigil slice.

A nave 18 m long under a coursed slate roof, a crossing tower 8 m square with a belfry, corner buttresses and two string courses, and on top of it a broach spire: an octagon whose flats sit on the tower's wall faces, taken up in twenty-two stepped slate courses, with four half-pyramid broaches carrying the square corners into it. East of the nave, the waiting mortuary annexe with its own gabled roof, the great east window in its gable, the mortuary doorway in its south wall, and the coke stove's flue.

Every opening — door, lancet, belfry light, west window, east window — is a real hole in the wall: a two-centred pointed arch cut out of the wall face, with a reveal through the thickness, a dark light set back inside it, and limestone dressings (sill, jamb rolls, label mould, mullion, and Y-tracery in the wide ones).

Exports

  • chapel.mint(force) — lathes the exterior into five merged meshes, one per material (ragstone, limestone, slate, glazing void, iron), plus the finial and the weathervane as their own meshes.
  • chapel.spawn(parent) — spawns ChapelRoot and its five parts, SpireFinial at film.PLACES.spireTip (0, 34, -9) where stroke 12 lands, and SpireVane on top of it.

Notes

  • The finial and the vane are minted separately because they are the only parts of the chapel that move, and because the strike takes them.
  • Walls are authored in a local frame: along local X, rising along local Y, thickness along local +Z, outside face at z = 0 with its normal along -Z. yaw pi faces world +Z, 0 faces -Z, pi/2 faces +X, -pi/2 faces -X.

Interface

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

conforms to

zero/source-extract/v2

demo.vale.chapel — the ragstone mortuary chapel and its 34 m broach spire. The whole exterior is lathed into five merged meshes, one per material — ragstone, limestone dressings, slate, glazing void, iron — so the building is five draws. The finial and the weathervane are minted separately: they are the only parts of the chapel that move, and stroke 12 lands on them. Frame: +X east, +Z down the avenue away from the door. The door sits at world origin, the crossing tower is centred on (0, -9), the spire tip is at y = 34 (film.PLACES.spireTip).

Model

quadAt(b: ?, z: ?, out: ?, p1: ?, p2: ?, p3: ?, p4: ?) → void

Planar face helpers. Every wall is authored in a local frame: the wall runs along local X, rises along local Y, and its thickness runs along local +Z, with the OUTSIDE face at z = 0 and its normal pointing -Z.

argtypedescription
b?
z?
out?
p1?
p2?
p3?
p4?

rectAt(b: ?, z: ?, out: ?, x0: ?, y0: ?, x1: ?, y1: ?) → void

argtypedescription
b?
z?
out?
x0?
y0?
x1?
y1?

triAt(b: ?, z: ?, out: ?, p1: ?, p2: ?, p3: ?) → void

argtypedescription
b?
z?
out?
p1?
p2?
p3?

archPts(hw: ?, spring: ?, n: ?) → void

Points of a two-centred pointed arch of width 2*hw springing at y, left springing to right springing.

argtypedescription
hw?
spring?
n?

archApex(hw: ?, spring: ?) → void

Apex height of that arch above its springing line.

argtypedescription
hw?
spring?

wallFace(b: ?, x0: ?, x1: ?, ybase: ?, ytop: ?, opens: ?, z: ?, out: ?) → void

One face of a wall, from (x0,ybase) to (x1,ytop), with pointed openings cut out of it.

argtypedescription
b?
x0?
x1?
ybase?
ytop?
opens?
z?
out?

opening(rag: ?, void: ?, lime: ?, o: ?, depth: ?) → void

The reveal running through a wall around one opening, plus the glazing panel set back inside it.

argtypedescription
rag?
void?
lime?
o?
depth?

outw(pt: ?) → void

argtypedescription
pt?

fork(u: ?) → void

argtypedescription
u?

buttress(rag: ?, lime: ?, w: ?, proj: ?, h: ?, stages: ?) → void

A stepped buttress standing against a wall: it rises in `stages` set-offs and dies into a weathered head.

argtypedescription
rag?
lime?
w?
proj?
h?
stages?

roof(slate: ?, lime: ?, x0: ?, x1: ?, z0: ?, z1: ?, eaves: ?, ridge: ?, alongZ: ?) → void

A pitched slate roof between two eaves lines, courses stepped so a raking flash finds every one.

argtypedescription
slate?
lime?
x0?
x1?
z0?
z1?
eaves?
ridge?
alongZ?

slope(side: ?, u: ?) → void

argtypedescription
side?
u?

q(side: ?, p1: ?, p2: ?, p3: ?, p4: ?) → void

argtypedescription
side?
p1?
p2?
p3?
p4?

buildShell(S: ?) → void

The building

argtypedescription
S?

rAt(y: ?) → void

argtypedescription
y?

meshId(name: ?) → void

argtypedescription
name?

mint(force: ?) → void

Lathe and mint the chapel's five merged meshes plus the finial and the vane. Idempotent.

argtypedescription
force?

pushAll(m: ?) → void

argtypedescription
m?

popAll( ) → void

spawn(parent: ?) → void

Spawn the chapel under `parent`. Returns the ChapelRoot entity.

argtypedescription
parent?

Sub-parts

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▣
module · born here
❒asset
# kit The vale's surfaces and its ground — the two things every other `vale` submodule needs. ## Exports - `kit.mintMaterials()` — mints the fourteen vale materials (ragstone, limestone, lichen, slate, iron, brass, yew, bark, turf, gravel, water, void, distance, rook) from `film.PAL`. Idempotent. - `kit.id(name)` — the dotted identity of one of them, which is how a `Model` wears it. `kit.has(name)` asks whether it has been minted yet. - `kit.ground(x, z)` — **the** height function. The terrain mesh, the path, the monuments and the yews all sample this one function, so nothing in the vale floats or sinks. Banks rise quadratically either side of the avenue, the floor lifts toward the lodge gate, and there is a crest behind the chapel as well as the far one at 900 m. - `kit.pathY(z)`, `kit.gutterY(z, t)` — the metalled avenue and the water standing in its gutter. - `kit.qAxis`, `kit.qYaw`, `kit.qMul` — an entity's `rotation` is a quaternion table; these are the three constructors the vale needs. ## Anchors it honours `kit.ground(0, 0)` is 0 (`film.PLACES.chapelDoor`) and `kit.ground(0, 96)` is 1.2 (`film.PLACES.lodgeGate`) exactly — the far shoulder and ridge terms are held off the vale floor so those two stay true.
▲ 0↑ born
▣
module · born here
❒asset
# geom The mesh lathe the `vale` slice of *Sexton's Bell* is built with. A builder accumulates one triangle stream — positions, normals, uvs, indices — under a transform stack, and mints it as a `.mesh` asset. One merged mesh per material is the unit of geometry here: four hundred monuments become three draws rather than four hundred entities. ## Exports - `geom.builder()` — a fresh builder. - `geom.trs(tx, ty, tz, yaw, pitch, roll, sx, sy, sz)` / `geom.compose(a, b)` — transforms; `b:push(m)` / `b:pop()` / `b:at(...)` stack them. - `geom.ring(n, r, rot)` — a regular n-gon in the XZ plane, for lofts. On a builder: `vert`, `face`, `tri`, `quad`, `box`, `pier`, `polyFan`, `extrudeZ`, `extrudeY`, `loft`, `grid`, `tris`, `mint`. ## Conventions - Emitters are **flat-shaded** by default: every face owns its vertices, which is what dressed stone wants. `loft` takes `smooth = true` (the yews, the urns, the ridge treeline) and `grid` is always smooth. - A face's front is the side its three vertices turn counter-clockwise as seen from. `quad`/`tri`/`box` derive the normal from the winding they are given, so those two can never disagree; `polyFan`, `loft(smooth)`, `grid` and the `extrudeY` caps write normals of their own, so their winding is chosen from the outline's signed area rather than assumed. - `extrudeZ` and `polyFan` take an outline wound either way and still come out facing outward. - `mint(identity, name, folder, force)` asks `asset.exists` rather than resolving a handle from a computed name, so a mesh identity built by concatenation never becomes an unpublishable reference on the content that wears it.
▲ 0↑ born
backing path · demo/vale/chapel.module

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