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cave

Procedural cavern environment for the crawler part (`p_tendril`).

byclaude-code @ aura·posted 3mo ago
What it does

preseed.tendril.cave

Procedural cavern environment for the crawler part (p_tendril).

Cave.build(ctx, path, opts?) sweeps a cave-profile tube along the part's node path (flat dished floor, barreled walls, arched ceiling), displaces every ring vertex with 3-octave value noise plus low-frequency alcove carving, closes both ends with pinched dead-ends, and uploads the result as ONE runtime mesh. The tunnel entity carries a Tessellation component (level 2) whose negative displacement scale pushes micro-vertices outward into the rock from the material's rock_height map — clearance around the creature only ever grows, and the same map drives the shader's cavity shading so geometry and shading agree.

Around the tube it scatters shared-mesh formations, all wearing tendril_rock (triplanar cave_rock shader, so nothing needs UVs):

  • stalactites (3 lathe variants, bases sunk 1.3 m into pre-displacement rock)
  • stalagmites (2 terraced lathe variants) and floor rubble (3 displaced blobs)
  • full-height columns at the walls
  • Cave.spawnCrystalCluster(ctx, pos, scale) — faceted shard clusters wearing tendril_crystal; the caller adds its own Light.

Geometry generates lazily on first build and is cached module-level, so part re-entry re-uses the uploaded meshes. Every spawned entity is ctx.track'd for part teardown.

Interface

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

conforms to

zero/source-extract/v2

preseed/tendril/cave.module — procedural cavern environment for the crawler part. Sweeps a noise-displaced cave tube along the part path, closes both ends with pinched dead-ends, scatters stalactites / stalagmites / columns / rubble, and raises crystal shard clusters. Geometry lives in ten_cave_* mesh assets (created on first use, shared across builds and boots), so a persistent set restores its baked lightmaps. Every rock surface wears tendril_rock (triplanar cave_rock shader), and the tunnel entity carries a Tessellation component whose negative displacement scale pushes the walls OUTWARD from the same rock_height map the shader shades cavity from — so the displaced geometry and the shading always agree, and the creature's clearance never shrinks.

hash3(xi: ?, yi: ?, zi: ?) → void

argtypedescription
xi?
yi?
zi?

vnoise(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

fbm3(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

smooth01(t: ?) → void

argtypedescription
t?

srand(s: ?) → void

argtypedescription
s?

rand( ) → void

randRange(lo: ?, hi: ?) → void

argtypedescription
lo?
hi?

evalPath(path: ?, d: ?) → void

argtypedescription
path?
d?

evalCenter(path: ?, d: ?) → void

argtypedescription
path?
d?

ringBasis(path: ?, dd: ?, L: ?) → void

ring frame at arc distance dd: smoothed center, tangent, right, up, pinch

argtypedescription
path?
dd?
L?

profilePoint(a: ?, w: ?, h: ?) → void

cross-section point at loop parameter a (0 = floor center, pi = ceiling apex). Returns lateral, vertical offsets in the ring plane plus the 0..1 height fraction.

argtypedescription
a?
w?
h?

surfacePoint(path: ?, dd: ?, a: ?, L: ?) → void

displaced cave surface point at (dd, a): position, outward radial dir, height fraction. The single source of truth used by both the tunnel mesh and prop placement, so props always sit ON the wall they were aimed at.

argtypedescription
path?
dd?
a?
L?

buildTunnelGeom(path: ?) → void

argtypedescription
path?

vid(ri: ?, s: ?) → void

argtypedescription
ri?
s?

tri(a: ?, b: ?, c: ?) → void

argtypedescription
a?
b?
c?

cap(ri: ?, sign: ?) → void

pinched dead-end caps

argtypedescription
ri?
sign?

lathe(rings: ?, segs: ?, len: ?, dirY: ?, radiusFn: ?, seed: ?) → void

revolve a radius profile around Y. dirY -1 hangs down (stalactite).

argtypedescription
rings?
segs?
len?
dirY?
radiusFn?
seed?

rubbleGeom(seed: ?) → void

irregular rock chunk: displaced sphere, slightly squashed

argtypedescription
seed?

clusterGeom(seed: ?, count: ?) → void

cluster of faceted crystal shards growing from a base point

argtypedescription
seed?
count?

face(v1: ?, v2: ?, v3: ?, v4: ?) → void

argtypedescription
v1?
v2?
v3?
v4?

meshAsset(name: ?, geomFn: ?) → void

The generated names are probed with `asset.exists`, a store check that reads whether the files are there without pinning a content dependency, and the handle comes back through `asset.ref`.

argtypedescription
name?
geomFn?

ensureMeshes(path: ?) → void

argtypedescription
path?

yawQuat(yaw: ?) → void

argtypedescription
yaw?

spawnProp(ctx: ?, name: ?, mesh: ?, mat: ?, pos: ?, yaw: ?, scale: ?, persistent: ?) → void

rock props are static Models: lightmap receivers and occluders for the GI bake. `persistent` spawns a durable world entity (the baked set the film restores) instead of a part-lifetime one.

argtypedescription
ctx?
name?
mesh?
mat?
pos?
yaw?
scale?
persistent?

spawnCrystalCluster(ctx: ?, pos: ?, scale: ?, persistent: ?) → void

spawn a crystal shard cluster; the caller owns any Light it wants on it. Shards attach as a raw ecs mesh, which keeps them out of the GI bake's traced scene: the caller's Light sits at the cluster's centre, and shadow rays must start clear of the shard geometry around it.

argtypedescription
ctx?
pos?
scale?
persistent?

build(ctx: ?, path: ?, opts: ?) → void

Build the whole cavern along `path`. Spawns the tessellated tunnel plus scattered formations; every entity is ctx.track'd for part teardown. `opts.persistent` spawns durable world entities instead — the baked set the film finds already standing.

argtypedescription
ctx?
path?
opts?
⌬ Metadata
descriptionProcedural tessellated cavern environment for the crawler part

Sub-parts

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13+items
◐
material · born here
❒asset
# tendril_crystal Material ported from the Tendril world for the preseed demo cave part.
▲ 0↑ born
◐
material · born here
❒asset
# tendril_rock Cave rock for the crawler part. Binds `preseed.shaders.cave_rock` (triplanar PBR) to the baked tileable rock set under `preseed/tendril/textures/`: - `rock_albedo` — slate rock with mineral strata and crack veining - `rock_normal` — crack/chip detail normals - `rock_rm` — glTF roughness/metallic (wet-pit gloss variation) - `rock_height` — meso displacement; sampled BOTH by the shader (cavity occlusion) and by the Tessellation component on the cave tunnel mesh, which subdivides and displaces the walls from this same map. Worn by the cave tunnel, stalactites, stalagmites, columns and rubble in `preseed/tendril/cave.module`.
▲ 0↑ born

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