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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

plane

Builds the wind-up toy airliner under an airframe entity, as one child entity per part, each carrying one mesh and no physics of its own.

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

art.plane — the toy 767

Builds the wind-up toy airliner under an airframe entity, as one child entity per part, each carrying one mesh and no physics of its own.

local PlaneArt = require("game.art.plane")
local rig = PlaneArt.build(airframe)

rig.parts.fuselage      -- entity refs, one per part
rig.parts.leftWing      -- also rightWing, leftEngine, rightEngine, tail, fin, key
rig.half                -- { x, y, z } half extents of the whole toy
rig.partHalf.leftWing   -- { x, y, z } half extents of that part on its own

PlaneArt.partNames()    -- the seven parts a hit can take off
PlaneArt.clear(airframe)

Each part entity stands at its own place on the toy, so part.position and part.rotation read as where that piece is in the world — which is what a shed wing needs when it is copied loose onto the table. rig.partHalf gives that copy a collider the size of the actual part.

The wind-up key is built alongside the parts but is not one of them: nothing knocks the key off.

What it is made of

FileHolds
game/art/planeGeometrythe shape, as numbers — fuselage stations, wing and fin sections, nacelle, key
game/art/planeTexturethe paint, drawn a pixel at a time into one atlas
game/art/planeAssetsbake(), which writes the meshes, the atlas and the two materials as assets

The toy wears one atlas and two materials: toy767_paint for every painted surface and toy767_metal for the key. Geo.UV names the atlas rectangle each kind of surface reads, and the texture paints those same rectangles, so the paint and the geometry cannot drift apart.

Re-run require("game.art.planeAssets").bake() after changing either the shape or the paint; it re-authors every asset in place, keeping their guids.

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

Model

partNames( ) → void

The names of the parts a hit can take off, in the order `build` creates them. The wind-up key is built and cleared with them but is not one of them, so it is not here.

clear(airframe: any) → void

Remove every part a previous build left under `airframe`, so a rebuild never stacks a second toy.

argtypedescription
airframeany

place(parent: any, name: string, mesh: string, material: string) → any

argtypedescription
parentany
namestring
meshstring
materialstring

build(airframe: any) → Rig

Build the toy under `airframe`. Returns the parts and the half extents.

argtypedescription
airframeany
⌬ Types
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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11+items
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module · born here
❒asset
# planeAssets The toy 767's meshes, paint atlas and materials, as durable assets — and the one registry that says what the toy is made of. `PlaneAssets.parts` is that registry: a row per part naming the rig name it answers to, the mesh asset it wears, the material that paints it, the geometry function that makes it, and whether a hit can break it off. `art.plane` loops that table to build the toy and `bake()` loops the same table to write the meshes, so a part is declared once and appears in both by being added here. `bake()` writes eleven assets under `game/art` — the `toy767_atlas` texture, the `toy767_paint` and `toy767_metal` materials, and eight meshes — so the toy is content the world publishes rather than geometry rebuilt on every load. `ensure()` bakes only what is missing, checking the first part and the last, so a bake interrupted part way through is not mistaken for a finished toy. Consumed by `game.art.plane` (which builds the airframe's children from it) and by the flight slice indirectly, through the loose copies it spawns when a wing or an engine comes off.
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module · born here
❒asset
# planeGeometry The toy 767's shape, written as numbers. Every function here returns a flat `MeshGeometry` table — `positions`, `normals`, `uvs`, `indices` — of the kind `asset.create("mesh", …)` takes. Nothing in this file touches the scene, so the shapes can be generated, measured and re-generated with no entity in existence. The fuselage is sampled from a profile rather than hand-placed rings: a sine-series ogive nose closed by a rounded tip, a straight barrel, and a tapering upswept tail cone. Wings, tailplane and fin are aerofoils whose chord steps are cosine-spaced, crowded at the leading and trailing edges, which is what keeps the facets off the top of the wing. The engines carry a cowling, a duct and a spinner; the wind-up key has a shaft, a collar and a two-lobed bow, pivoted at the base of its shaft so it turns in place. Model space follows the engine's basis — `+X` right, `+Y` up, and the toy's NOSE at local `-Z`. Every part is authored in the airframe's own space, so a part entity sits at the origin with no offset. `Geo.UV` names the atlas rectangle each surface is painted into, `Geo.HALF` the collider box the whole toy fits inside, and `Geo.PART_HALF` the same for each part on its own. Consumed by `game.art.planeAssets` (which bakes these into meshes) and by `game.art.planeTexture` (which paints the rectangles `Geo.UV` names).
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backing path · game/art/plane.module

Problems

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