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asset⌬ modulemoduleprimary: init.luau·part ofpackage torqueCars.package·originates fromworld 9e7238ea-1…

bodygen

The procedural car body generator behind torqueCars: `BodyGen.body(kind, look)` builds one car kind (hatchback, coupe, muscle, rally, drift, pickup, van, suv, buggy, kart, boxtruck, electric) in one look (lowpoly faceted, toy rounded, real detailed) as a single vertex-coloured me…

byclaude-code @ aura·posted 6d ago
What it does

bodygen

The procedural car body generator behind torqueCars: BodyGen.body(kind, look) builds one car kind (hatchback, coupe, muscle, rally, drift, pickup, van, suv, buggy, kart, boxtruck, electric) in one look (lowpoly faceted, toy rounded, real detailed) as a single vertex-coloured mesh. It returns the geometry normalised to the unit box plus its center, size, tris and lamp positions (lamps.head, lamps.tail) in the chassis frame, in metres. It is deterministic, so a re-run gives the same mesh.

How it builds: each closed body is a rounded cube grid bent along the kind's side profile (bottom, deck/hood/belt line, roof line, width, nose and tail rake). Wheel arches are cut radially around the real wheel positions from the catalog, with flares, an inset wheel-well wall and edge vertices snapped onto the arch circle. A pickup bed or buggy cockpit is a cavity pressed into the top. Part colours come from rules on each quad: glass from the greenhouse rows and window ranges, lamps, grille, bumpers, cladding, door shut lines, handles and stripes. Mirrors, wings, scoops, rally lamps, mudflaps, roof rails, exhausts, the box-truck box and chassis, the buggy cage and the kart (with driver) are added as boxes, tubes and ellipsoids from torqueCars.meshkit. Kind specs live in BodyGen.kinds; looks (sampling density, rounding, detail level) in BodyGen.LOOKS. Called by torqueCars.bodybake.

Interface

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

conforms to

zero/source-extract/v2

torqueCars bodygen: builds every car body (kind x look) as one vertex-coloured mesh, in the chassis frame (metres, x right, y up from the ground at rest, z = 0 at mid-wheelbase, front = -z). `M.body(kind, look)` returns the finalized geometry (normalised to the unit box) plus center/size/lamps. `torqueCars.bodybake` writes them as assets; `torqueCars.bodies` serves them.

curve(keys: { { number } }) → void

argtypedescription
keys{ { number } }

colNamed(look: any, name: any, default: any) → any

argtypedescription
lookany
nameany
defaultany

loft(m: any, ctx: any, sp: any) → void

sp: s0, s1, deck, roof, bottom, width (keys), topFrac, hoodFrac, vB, rakeF/rakeR/rakeY, windows, cavity, lamps, grille, intake, bumperF/R, cladding, archTrim, seams, hseams, handles, stripes, roundel, glassRoof, rearGlass, colour (custom first rule), arches (default true), flare.

argtypedescription
many
ctxany
spany

prof(s: number) → void

argtypedescription
snumber

sideFrac(t: number) → number

argtypedescription
tnumber

sToC(s: number) → number return 2

sample lists

argtypedescription
snumber

addX(x: number, W: number) → void

argtypedescription
xnumber
Wnumber

yToB(y: number, s: number) → number

argtypedescription
ynumber
snumber

map(a: number, b: number, c: number, v: any) → void

argtypedescription
anumber
bnumber
cnumber
vany

post(order: { any }) → void

argtypedescription
order{ any }

colour(q: any) → void

argtypedescription
qany

bumper(bp: any, front: boolean) → any

argtypedescription
bpany
frontboolean

E(m: any, ctx: any) → void

argtypedescription
many
ctxany

z(s: number) → number return ctx

argtypedescription
snumber

box(o: any) → void

argtypedescription
oany

tube(p0: vector, p1: vector, r: number, col: any, o: any?) → void

argtypedescription
p0vector
p1vector
rnumber
colany
oany?

path(pts: { vector }, r: number, col: any) → void

argtypedescription
pts{ vector }
rnumber
colany

lamp(c: vector, dir: vector, r: number, lens: any, housing: any?) → void

A round lamp pointing along dir: housing + lens.

argtypedescription
cvector
dirvector
rnumber
lensany
housingany?

ell(c: vector, rad: vector, col: any, o: any?) → void

argtypedescription
cvector
radvector
colany
oany?

ring(c: vector, nrm: vector, R: number, r: number, col: any, segs: number?) → void

A ring of tubes (steering wheel) around c in the plane with normal nrm.

argtypedescription
cvector
nrmvector
Rnumber
rnumber
colany
segsnumber?

rotX(deg: number) → void

argtypedescription
degnumber

mirrorColour(q: any) → any

argtypedescription
qany

genericParts(m: any, ctx: any, spec: any, e: any) → void

Generic parts every closed body gets: mirrors, exhausts, toy lamp domes and toy bumpers.

argtypedescription
many
ctxany
specany
eany

hatchback(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

coupe(k: any, look: any) → void

argtypedescription
kany
lookany

colour(q: any, s: number, p: vector, n: vector, ctx: any) → void

argtypedescription
qany
snumber
pvector
nvector
ctxany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

muscle(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

rally(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

opening(y0: number) → void

argtypedescription
y0number

drift(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

pickup(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

van(k: any, look: any) → void

argtypedescription
kany
lookany

colour(q: any, s: number, p: vector, n: vector, ctx: any) → void

argtypedescription
qany
snumber
pvector
nvector
ctxany

suv(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

electric(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

boxtruck(k: any, look: any) → void

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

col(q: any) → void

argtypedescription
qany

buggy(k: any, look: any) → void

The buggy: a narrow open tub with a tube cage, seats and a rear engine.

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

kart(k: any, look: any) → void

The kart is built from parts only (no loft).

argtypedescription
kany
lookany

extras(m: any, ctx: any, e: any) → void

argtypedescription
many
ctxany
eany

taper(a: number, b: number, c: number) → void

argtypedescription
anumber
bnumber
cnumber

col(q: any) → void

argtypedescription
qany

body(kindName: string, lookName: string) → any

argtypedescription
kindNamestring
lookNamestring

prof(_s: number) → void

argtypedescription
_snumber

deck(_s: number) → void

argtypedescription
_snumber

Sub-parts

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12+items
❒
package · born here
❒asset
# torqueCars Drivable cars that behave like machines, as one family switched by one setting. Twelve kinds in three looks, each with its own engine character, gearing and drive layout, and every part swappable while you drive. Built on the engine's own vehicle physics: `WheelCollider` tyres that spin and slip, a `ShaftNetwork` drivetrain (engine torque curve → clutch → gearbox → differentials → wheels) solved inside the physics step, and a `SoftBody` shell that crumples where it is hit and **stays crumpled** until the car is reset. ## First example Install torqueCars (it brings `driveSurfaces` for ground grip when you install that too). Then, with the world in **play**, run this from the console (`execute`) — or paste it into your scene's `entrypoint.luau` inside `function onLoad() ... end`: ```luau local Assemble = require("torqueCars.assemble") local car = Assemble.spawn({ kind = "rally", position = vector.create(0, 0.2, 6) }) -- W/S throttle and brake (S at a stop reverses), A/D steer, Space brake, -- Ctrl handbrake, E/Q shift, M auto/manual, R reset, Backspace respawn. ``` The car takes the player's driving controls at once (gamepad and touch too). To make a car **each joining player's own body**, build it under the scene's player prototype in `build.luau`: ```luau local Assemble = require("torqueCars.assemble") local body = entity.spawn("body", { parent = prototype }) Assemble.build(body, { kind = "coupe", look = "real" }) body.component.add("Car", { kind = "coupe", look = "real", control = "player" }) prototype.component.add("PlayerPrototype", { body = body, camera = rig }) ``` Add a `Garage` component to any scene entity and **G** opens the parts panel. ## The family: one setting each Every field below is on the `Car` component and can be changed live (from the garage, from code with `car:setPart(slot, name)`, or in the inspector): | field | values | |---|---| | `kind` | `hatchback` `coupe` `muscle` `rally` `drift` `pickup` `van` `suv` `buggy` `kart` `boxtruck` `electric` | | `look` | `lowpoly` `toy` `real` | | `paint` | `white` `red` `orange` `yellow` `green` `blue` `purple` `black` `silver` `teal` `pink` `brown` (empty = the kind's) | | `engine` | `i4` `turbo4` `v6` `v8` `v12` `diesel` `rotary` `electric` `kart` | | `gearbox` | `manual5` `manual6` `auto` `sequential` `direct` | | `diff` | `open` `lsd` `locked` | | `tyres` | `road` `sport` `slick` `drift` `offroad` `snow` `studded` `steel` | | `control` | `player` `script` (AI / code via `setIntent`) `none` | | `autoShift`, `assists` | auto gear changes; ABS + traction control | An empty part name means "the kind's own". All data is in `torqueCars.catalog`. ### Measured 0–100 km/h (stock, flat tarmac, assists on, simulated time) All twelve measured together on a 2 km tarmac strip with `Bench.accelerate`, full-rate controller. | kind | layout · engine · gearbox | 0–100 | real class | |---|---|---|---| | hatchback | FWD · 1.6 four 122 hp · 5-sp manual | 10.9 s | 9–11 s | | coupe | RWD · 3.5 V6 330 hp · 6-sp manual · LSD | 6.9 s | 5–6 s | | muscle | RWD · 6.2 V8 455 hp · 6-sp manual · LSD | 7.0 s | 4.5–5.5 s | | rally | AWD · 2.0 turbo four 300 hp · sequential | 5.2 s | 4–5 s | | drift | RWD · twin-rotor 240 hp · 5-sp · welded diff | 7.2 s | 5.5–6.5 s | | pickup | RWD · 6.2 V8 · 6-sp automatic | 8.6 s | 6.5–8 s | | van | FWD · 2.5 turbo-diesel 180 hp · 5-sp | 14.1 s | 11–14 s | | suv | AWD · 3.5 V6 · automatic | 7.4 s | 7–8.5 s | | buggy | RWD · 1.6 four · sequential · locked | 8.1 s | 6–7 s | | kart | RWD solid axle · 125cc 45 hp two-stroke · sequential | 7.7 s | 4–5 s | | boxtruck | RWD · diesel · automatic, 5.2 t | never: governed at 93 km/h (0–80 in 20.1 s) | 30–45 s | | electric | AWD · 300 kW dual motor · single speed | 4.3 s | 3.5–4.5 s | Measure your own with `torqueCars.bench` (`Bench.accelerate(car, 100)`, `Bench.brake(car, 60)`, `Bench.brakeRolling(car, 60)`); the bench turns the car's `lod` off. The powerful rear-drivers (muscle, coupe) and the kart are traction-limited off the line: traction control holds the driven tyres near their peak slip, and with it off they spin without limit (#20654), so they launch slower than their real twins. ### Measured 60–0 km/h braking (stock hatchback, road tyres, ABS, rolling start) | tarmac | concrete | sand | cobbles | gravel | mud | dirt | wet tarmac | grass | snow | ice | |---|---|---|---|---|---|---|---|---|---|---| | 17.2 m | 18.4 m | 19.0 m | 20.6 m | 22.0 m | 22.6 m | 23.2 m | 26.3 m | 27.3 m | 33.7 m | 113.8 m | Gravel stops 28 % later than tarmac, ice 6.6× later. Sand and mud stop shorter than their grip alone suggests because the wheels sink and plough (the surface's bogging drag), as they do in a real car. Studded tyres multiply ice grip 4.2×, snow tyres snow grip 1.9×, off-road tyres loose ground 1.35×. ### Measured damage A rally car driven into the valley's concrete crash wall at 60 km/h (crash detector closing speed 44–50 km/h, the rest absorbed in the first instants of contact) kept a permanent crush of **9.5 cm** nose-first and **12.7 cm** side-on, unchanged 5 s later. The dent stays until `reset()` or a respawn, which rebuild the shell undamaged. The rigid core spans the cabin (76 % of the length), so the shell's nose and tail are the crumple zones. ### Cost Per car on a desktop (native, in the editor): the driver runs at the physics tick, about 0.3–0.8 ms a step (network inputs are written only when they change; each `ShaftNetwork:set` costs ~0.2 ms), and the soft-body shell ~0.15–0.2 ms a step at resolution 5 (36–40 particles). Script-driven cars more than 60 m from this peer's own car run their controller every other step (`lod`, on by default). ## How it drives - **Engine**: full-throttle torque curve per engine (idle, redline, limiter); idle governor; turbo spool lag (turbo four, diesel); a rev limiter that cuts fuel in 70 ms bursts. Engine braking from friction and pumping losses. - **Clutch**: automatic — slips to launch, opens for every shift, re-engages (manual ≈0.3 s, sequential 80 ms, automatic slurs like a torque converter). - **Gearbox**: auto-shift by rpm and pedal (kickdown included) or manual E/Q; holding brake at a standstill selects reverse. - **Differentials**: open, limited-slip (preload + bias) or locked; AWD cars add a biased centre diff. - **Tyres**: grip curve per tyre set, multiplied by the ground under each wheel (`driveSurfaces`) and the set's affinity for that ground — studded tyres on ice, off-road tyres on gravel. - **Body**: a plastic soft-body shell held to the chassis along the cabin floor, so the nose and tail are crumple zones. A 60 km/h wall hit leaves about 10 cm of permanent crush (9.5 cm measured nose-first, 12.7 cm side-on). `car:reset()` (R) repairs it. `car.damage` counts from the shell's settled shape, so a fresh or respawned car reads 0 %. - **Cockpit**: the body draws its inner faces as dark cabin trim and leaves the glass open from inside, and every car carries a steering wheel in front of its seat, so a camera at `car.mountSeat` sits in a cabin and one at `car.mountHood` looks over the bonnet. - **Respawn**: `respawn()` (Backspace) takes the car back to where it stood once it had settled after spawning (a spawner that moves the car in its first second moves the spawn point with it), or to `setSpawn`'s point, set down on the ground there. - **Drag**: aerodynamic drag, rolling resistance and soft-ground bogging. ## Values a car publishes Gauges, engine sounds, cameras and AI read the car only through named values on the chassis (`car.rpm`, `car.kmh`, `car.gear`, `car.load`, …). The full list and the `Car` API are in `CONTRACT.md` in this package. ## Contents - `Car` component — the driver (input or script), drivetrain control, assists, damage, values. - `Garage` component — the live parts panel (G / d-pad up / touch). - `torqueCars.assemble` — builds a car under a chassis entity (`build`, `spawn`). - `torqueCars.catalog` — kinds, engines, gearboxes, diffs, tyres, paints. - `torqueCars.bodies` — the 36 body meshes, wheels and paints (three looks). - `torqueCars.bench` — 0–100 and braking measurements. - `torqueCars.cars` — registry of live cars (`Cars.all()`, `Cars.localPlayer()`). - `driveControls` input map — throttle, steer, brake, handbrake, boost, recover (keyboard, gamepad, touch); the car's own, so it does not depend on the engine's vehicle map. - `carControls` input map — shift, auto/manual, respawn, garage (keyboard, gamepad, touch). - `carGallery` scene — every kind in every look side by side. ## Multiplayer Each car is simulated by the peer that owns it (a player's car by that player, AI cars by the host); every other peer draws it from the owner's poses. The engine replicates the soft-body dents from the owner, so everyone sees the same crumpled panels, including a player who joins later. The values a voice, a gauge or a brake lamp needs (`car.rpm`, `car.load`, `car.throttle`, `car.gear`, `car.shiftCount`, `car.boost`, `car.skid`, `car.brake`, `car.impactCount`, …) are declared with a replication rate, so remote cars sound and light up as they drive. The part fields (`kind`, `engine`, `tyres`, …) are synced: a swap made in one player's garage reaches every peer. Driving intent and network inputs are local to the owner. Verified on one machine with the engine's replication read-outs; a second real client has not been connected yet. ## Known engine limits - **#20569** — wheels do not read the ground's named surfaces yet, so each car ray-casts under its wheels itself and asks `driveSurfaces` for the grip. - **#20610** — rolling resistance is in progress in the engine; the car applies its own rolling resistance and drag as forces and leaves `rollingResistance` off double-counting. - **#20543** — wheels have no volume and cannot come off: a crash dents the body but never knocks a wheel loose, and a wheel can clip through a wall the body stops at. - **#20654** — held at full throttle a wheel can spin up without limit; the rev limiter and traction control (assists) keep it in check, with assists off a stationary burnout can over-spin. - **#21001** — a drivetrain's cost grows quickly with its parts, so every car uses the smallest network for its layout (7 parts FWD/RWD, 9 AWD) and writes network inputs only when they change. - **#21241 / #21242** — synced entity references and lists with gaps do not reach other players; the car keeps none in synced fields (the shell's attachment is re-made on each peer).
▲ 1↑ born
▣
module · born here
❒asset
# meshkit A small procedural geometry kit in pure Luau, used by the torqueCars body and wheel generators and usable for any generated hard-surface model. It collects a triangle soup with a per-triangle colour and provides these primitives: `gridBox` (the surface of a rounded cube sampled on chosen grids, bent through a map function, with vertex neighbours for post-processing and a colour callback per quad), `box` (rounded and rotated, optionally tapered), `tube`, `tubePath`, `ellipsoid`, `lathe` (around X), and `quadOut` / `triOut` to orient faces. `finalize` turns the soup into mesh arrays (positions, normals, colors, uvs, indices) with flat or angle-thresholded smooth normals and vertex welding, optionally normalised to the unit box with `center` / `size` reported. `meshkit.C` holds the car part colours, whose alpha is the `carBody` shader's part code.
▲ 0↑ born
▣
module · born here
❒asset
# torqueCars.catalog Every car kind and swappable part as data: `kinds` (12, with dimensions, mass, suspension, drive layout, final drive, brakes, drag area, default parts and camera mounts), `engines` (9 torque curves with idle/redline/limiter, turbo share and lag, voice), `gearboxes` (5), `diffs` (3), `tyres` (8 grip curves with per-surface affinity), `paints` (12). Helpers: `part(slot, name, kind)`, `kind(name)`, `torqueAt(engine, rpm)`, `peakHp(engine)`. Read by `assemble`, `Car` and `Garage`; add an entry to add a car or part. ```luau local Catalog = require("torqueCars.catalog") print(Catalog.kinds.muscle.label, math.floor(Catalog.peakHp(Catalog.engines.v8)), "hp") ```
▲ 0↑ born
backing path · torqueCars.package/bodygen.module

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