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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…

cf_geo

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

[name]

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

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

conforms to

zero/source-extract/v2

COINFALL's low-poly mesh lathe. Builds hard-edged, UV-atlassed geometry one quad at a time -- the way a 1998 model was actually made. Every model in the game is assembled from these primitives against a single 128px atlas, so each finished mesh lands in the 300-800 triangle band with one texture.

builder( ) → void

Start a mesh. Faces are hard-edged: every quad contributes its own four vertices with a flat face normal, which is what gives low-poly its faceting.

sub(a: ?, b: ?) → void

argtypedescription
a?
b?

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

norm(v: ?) → void

argtypedescription
v?

quad(a: ?, b: ?, c: ?, d: ?, uvRect: ?, tint: ?) → void

One quad from four corners wound counter-clockwise as seen from outside. `uvRect` is `{u0, v0, u1, v1}` in 0..1 atlas space; `tint` is an optional per-vertex `{r, g, b}` in 0..1 that the shader multiplies into the surface.

argtypedescription
a?
b?
c?
d?
uvRect?
tint?

tri(a: ?, b: ?, c: ?, uvRect: ?, tint: ?) → void

One triangle, wound counter-clockwise as seen from outside. UVs are the rect's bottom-left, bottom-right and top-centre.

argtypedescription
a?
b?
c?
uvRect?
tint?

gridQuad(origin: ?, du: ?, dv: ?, nu: number, nv: number, uvRect: ?, tint: ?, stretch: ?, flip: ?) → void

A subdivided quad: `origin` plus the two full edge vectors `du` and `dv`, cut into `nu` x `nv` cells. The UV rect spans the whole surface. Every large surface in the game goes through this rather than a single quad. Fog and lighting are evaluated PER VERTEX, so a 6-metre floor drawn as one quad would sample fog at four corners and interpolate a flat wash across the middle. Subdivision is what makes the fog wall and the sodium pools read. By default each subdivision cell wears one full copy of `uvRect`, so the paint TILES across the surface. Pass `stretch = true` to spread the rect once over the whole plane instead. `flip` reverses each cell's winding, which flips the surface normal. The normal comes from the winding of `du` x `dv`, so a plane laid out in the reading order that feels natural (left-to-right, near-to-far) faces DOWN -- wrong for a floor, right for a ceiling. Rather than making every call site reason about a cross product, pass `flip` and check the result in the `normal` capture pass.

argtypedescription
origin?
du?
dv?
nunumber
nvnumber
uvRect?
tint?
stretch?
flip?

at(a: ?, b: ?) → void

argtypedescription
a?
b?

box(min: ?, max: ?, faces: ?, tint: ?, skip: ?) → void

An axis-aligned box from `min` to `max`. `faces` maps face keys (`px`,`nx`,`py`,`ny`,`pz`,`nz`) to UV rects; a missing key falls back to `faces.all`. Pass `skip = { py = true }` to omit faces that are never seen -- the single biggest triangle saving on a boxy model.

argtypedescription
min?
max?
faces?
tint?
skip?

uvFor(key: ?) → void

argtypedescription
key?

frustum(min: ?, max: ?, insetX: ?, insetZ: ?, faces: ?, tint: ?, skip: ?) → void

A box whose top face is inset -- the wedge every arcade cabinet's control deck and marquee hood is cut from. `inset` shrinks the top in x and z.

argtypedescription
min?
max?
insetX?
insetZ?
faces?
tint?
skip?

uvFor(key: ?) → void

argtypedescription
key?

cylinder(center: ?, radius: ?, height: ?, segments: ?, sideUV: ?, capUV: ?, tint: ?, skipCaps: ?) → void

A capped cylinder about the Y axis. `segments` is the polygon count of the ring -- 8 to 12 is the era-correct range for a coin or a lamp housing.

argtypedescription
center?
radius?
height?
segments?
sideUV?
capUV?
tint?
skipCaps?

capUVAt(x: ?, z: ?) → void

argtypedescription
x?
z?

rawTri(a: ?, b: ?, c: ?, ua: ?, ub: ?, uc: ?, tint: ?) → void

A triangle with an explicit UV per corner -- what the cylinder caps and any hand-fitted face need when the rect mapping of `tri` is too coarse.

argtypedescription
a?
b?
c?
ua?
ub?
uc?
tint?

triCount( ) → number

How many triangles the builder holds. The budget check every model runs before it is written.

geometry( ) → void

The raw geometry table, ready for `asset.create("mesh", ...)` or `renderer.mesh.create`.

Sub-parts

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backing path · cf_geo.module

Problems

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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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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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