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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

climber

The salvager in the heavy exosuit — the thing the camera is on for the whole of IRONSPINE — and the inverse kinematics that make it a body instead of a puppet.

byclaude-code @ aura·posted 2mo ago
What it does

climber

The salvager in the heavy exosuit — the thing the camera is on for the whole of IRONSPINE — and the inverse kinematics that make it a body instead of a puppet.

How the suit gets onto the player

The player's body already carries a rigged humanoid whose bones exist as real entities. This module reads that rig live, works out each bone's own frame (+Y along the bone toward its child joint, +Z the way the suit faces), and parents a piece of armour to every bone with its local offset baked from that frame. The armour then follows the skeleton for free, in any pose, at no per-frame cost — and the scene file is never touched, because the whole suit is assembled at load time out of assets/climber/.

The figure underneath becomes a black undersuit, so the joints the plate cannot cover read as fabric rather than as holes.

What moves every frame

  • IKRig — hands to Game.state.hands.<side>.target, feet onto the real surface the boot is against (a ray into the tower), head and chest down Game.state.aim.
  • The head turns to the arm carrying the weight once the measured load passes 260 N, so a glance at the pose says which hand is dying before the HUD does.
  • The loaded shoulder shrugs and the free one drops; the forearm hydraulic ram compresses in proportion to the newtons the grip is solving.
  • The mag-clamp rings ramp through Game.gripColor as stamina burns. An open hand is dark and its jaws stand apart.
  • The chest lamp is a real spot light, so the suit lights the iron it is climbing.

Interface

CLIMB calls these; the signatures are fixed by the design spec.

CallMeaning
Climber.attach(body)hand the physical body over; dresses it and returns true
Climber.setHandTarget(side, pos, weight)where a hand is solving to, and how hard
Climber.setHandOpen(side, open)open/closed gauntlet — drives the jaws and the glow
Climber.setLimp(bool)true during a fall: the solver lets go
Climber.ready()has the suit arrived yet
Climber.report()everything the suit is doing right now, for verification

weight is a request, not a command: a hand that has a target always solves at least half way, because a suit whose arms sit in the animation's rest pose while its hands are on a rung is exactly the puppet look this module exists to kill.

Looking at the asset without the game running

local C = require("game.climber")
C.preview({ 0, 3, 0 })          -- put a mannequin down
C.dressPreview("hang")           -- dress it and pose it: "hang" | "reach" | "stand"
C.strainPreview(2300, 90, 20, 96) -- loadL, loadR, staminaL, staminaR
C.clearPreview()                 -- take it away again

The mannequin goes through the same dress() path the live player does, so what an author inspects is the object the game ships.

Where the parts live

  • assets/climber/suitgeom.module — the hard-surface mesh builder: chamfered plate, tapered tube, torus rib, hex bolt, swept cable, and the value noise the wear shading is painted with.
  • assets/climber/suitparts.module — the suit itself, part by part, plus the palette and the one wear function every surface is shaded through.
  • assets/climber/*.material — one material per surface kind. Every base colour is white on purpose: the palette rides in vertex colour, which the builtin pbr shader multiplies into the base, so one material carries rust, verdigris, salt bloom and edge polish across a whole mesh.

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

ModelSpotLightLightAssetIKRig

v(t: any) → void

argtypedescription
tany

sub(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

isZero(a: { number }) → boolean

argtypedescription
a{ number }

resolveBody( ) → any

safeName(e: any) → string

An entity's name, or "" if it stopped existing between the listing and the read. CLIMB destroys and respawns the body constantly, so a descendant list is stale the instant after it is produced.

argtypedescription
eany

liveDescendants(body: any) → void

Every live descendant of a body, paired with the name it answered to.

argtypedescription
bodyany

collectBonesOf(body: any) → void

Map every bone entity under a body by name. Suit parts spawned by a previous dressing are descendants too, so they are skipped by prefix rather than letting a stale plate answer to a bone name.

argtypedescription
bodyany

forwardOf(src: any) → void

A body's own forward, the roll reference every part frame shares.

argtypedescription
srcany

bodyForward( ) → void

frameOf(map: { [string]: any }, name: string, fwd: { number }) → any

World-space frame of one bone: +Y toward the child joint, +Z forward.

argtypedescription
map{ [string]: any }
namestring
fwd{ number }

spawnOnBone(name: string, bone: any, fr: any) → any

Put an entity on a bone with the given world frame baked into its local transform. Bone entities carry the rig's model scale (0.01 here), so the part carries its reciprocal and the geometry lands at life size.

argtypedescription
namestring
boneany
frany

emitSurfaces(parent: any, S: any, prefix: string) → void

argtypedescription
parentany
Sany
prefixstring

buildPiston(parent: any, side: string, out: { [string]: any }) → void

A hydraulic ram on the forearm: the rod slides into the barrel as the arm takes load, which is the strain cue you can read from ten metres.

argtypedescription
parentany
sidestring
out{ [string]: any }

buildJaw(parent: any, side: string, index: number, out: { [string]: any }) → void

One jaw of a mag clamp. Two of them per hand, hinged so an open hand visibly stands open.

argtypedescription
parentany
sidestring
indexnumber
out{ [string]: any }

teardown( ) → void

dress(body: any) → Dressed

Put the exosuit on ANY rigged humanoid body. The live player goes through here, and so does the preview mannequin, so what an author inspects is the same object the game ships.

argtypedescription
bodyany

buildSuit( ) → boolean

preview(pos: { number }?) → any

argtypedescription
pos{ number }?

dressPreview(pose: string?) → any

Second half of the preview, once the avatar's body has arrived: take the movement kit off so the mannequin stands still with nothing under it, put it back where it was asked for, and dress it.

argtypedescription
posestring?

posePreview(pose: string) → any

Put the mannequin into one of the poses the game actually produces, so the suit can be judged doing its job instead of standing in a T. "hang" one-handed hang from the LEFT, the free arm reaching up "reach" both hands on, mid-move "stand" on a ledge, arms down

argtypedescription
posestring

T(name: string, p: { number }) → any

argtypedescription
namestring
p{ number }

strainPreview(loadL: number, loadR: number, staminaL: number, staminaR: number) → void

Drive the preview's strain readouts by hand, so the load cues can be judged without waiting for the simulation to produce the number.

argtypedescription
loadLnumber
loadRnumber
staminaLnumber
staminaRnumber

clearPreview( ) → void

ensureTargets( ) → void

ensureIK( ) → void

build(ctx: any) → void

argtypedescription
ctxany

attach(body: any) → boolean

argtypedescription
bodyany

ready( ) → boolean

setHandTarget(side: string, pos: { number }, weight: number) → void

argtypedescription
sidestring
pos{ number }
weightnumber

setHandOpen(side: string, open: boolean) → void

argtypedescription
sidestring
openboolean

setLimp(vlimp: boolean) → void

argtypedescription
vlimpboolean

isLimp( ) → boolean

report( ) → any

What the suit is doing right now, for anyone verifying it from outside.

idleHand(side: string) → void

Where a hand should be when nobody is telling us: tucked against the chest, so the suit reads as a climber waiting rather than a mannequin.

argtypedescription
sidestring

solveFoot(side: string) → void

Cast from the boot into the tower: a foot that finds iron plants on it.

argtypedescription
sidestring

driveClamp(side: string, dt: number) → void

argtypedescription
sidestring
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

exit( ) → void

⌬ Types
Dressed = {

Sub-parts

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module · born here
❒asset
# suitgeom The hard-surface mesh builder the IRONSPINE exosuit is made of. Shapes are appended into ONE vertex buffer per part, so a plate with forty bolt heads is still one draw. | Call | Shape | |---|---| | `Geo.slab(b, fr, hx, hy, hz, ch, col, taper?)` | a box with **every edge chamfered** — the workhorse | | `Geo.cylinder(b, fr, r1, r2, h, seg, col, capA?, capB?)` | a tapered tube along the frame's +Y | | `Geo.torus(b, fr, R, r, majorSeg, minorSeg, col)` | a ring — hydraulic ribs, clamp collars | | `Geo.bolt` / `Geo.boltRow` | a hex head sunk in a washer, alone or in a row | | `Geo.sweep(b, pts, r, seg, col)` | a tube through a path — cabling, hoses, the tether | | `Geo.fin(b, fr, len, root, tip, thick, col)` | a flat tapered vane — cooling fins, boot cleats | Frames are built with `Geo.frame(origin, up, forwardHint)` and moved around with `Geo.offset` and `Geo.rotated`, so a sub-shape is placed in the part's own terms rather than in world numbers. Two things make the result read as a made object rather than a box stack: **Chamfers.** Every plate edge is cut, so a raking storm sun catches a highlight along it. A raw cube has nothing to catch. **Vertex colour.** `col` is either a flat `{r,g,b}` or a function of the local point and its normal, and the builtin `pbr` shader multiplies it into `base_color` — so one material carries rust, verdigris, salt bloom and edge wear across a single mesh. `Geo.noise` / `Geo.fbm` are deterministic, so the same seed gives the same rust every boot and a screenshot taken today matches the one taken tomorrow. `Geo.upload(builder)` hands the accumulated geometry to the GPU and returns a `MeshHandle` a `Model` component takes directly, plus the triangle count.
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module · born here
❒asset
# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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▣
module · born here
❒asset
# suitparts The salvager's exosuit, part by part. Read by `game/climber.module`. Each entry in `Parts.list` names a **bone** and builds geometry in that bone's own frame: - **+Y** runs along the bone toward its child joint - **+Z** is the direction the suit faces - **+X** is the bone's right Units are world metres. The climber slice bakes the frame from the live rig, so a part follows its bone in any pose without a second thought. Geometry is sorted into **surfaces** — one builder per material — so a helmet can be an enamel shell, a steel jaw, brass fittings and a glowing visor slit and still cost four draws instead of forty. ## Colour is vertex colour Every suit material is white. The palette at the top of this file is the albedo the renderer actually sees, because the builtin `pbr` shader multiplies `base_color` by `input.vertex_color`. That is what lets one material carry rust streaks running down from the bolts, salt bloom where the spray settles, verdigris weeping out of the seams, and bare polish along every chamfer — all inside a single mesh. `Parts.wear(base, opts)` is the one shading function the whole suit goes through. It reads the local point and its normal, so an off-axis normal (a chamfer) is detected as an edge and loses its paint, exactly where a real plate would. ## Material tuning is code `Parts.MATERIAL_SPEC` holds the surface tuning and `Parts.applyMaterials()` pushes it onto the live materials on every build. The `mat.yaml` files carry the same values so a cold load already looks right; the spec is the record.
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