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gouramesh

Tawpy's geometry, written as numbers. Every part of the Victoria crowned pigeon is generated here from the four builders in `game.hero.pgmesh` — a lens for the volumes, a lathe for the bill and the eyes, a ribbon for the crest plumes and the tail feathers — and handed back as fla…

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

gouramesh

Tawpy's geometry, written as numbers. Every part of the Victoria crowned pigeon is generated here from the four builders in game.hero.pgmesh — a lens for the volumes, a lathe for the bill and the eyes, a ribbon for the crest plumes and the tail feathers — and handed back as flat-array Geom tables, the shape renderer.mesh.create takes.

Nothing here touches engine state, spawns anything or draws anything. It is arithmetic. game.hero.gouraart uploads what it returns, paints the plumage against these UVs and hangs the parts on an entity.

The bird

She is a heavy ground bird: a deep body on short thick legs, a small head carried close on a short neck, a long fanned tail, and the lace crest standing over all of it. Feet at y = 0, facing her local -Z (the lane runs that way), symmetric about X. She stands 1.00 to the crest tips and measures 1.38 from bill tip to tail tip.

Exports

  • M.goura() -> { [string]: Geom } — every mesh she is made of: body, breast, neck, head, bill, eye, pupil, plume, wingR, wingL, rectrix, shank, foot. Costs a few milliseconds; gouraart calls it once a session.
  • M.ANCHOR — where each pivot hangs in its parent. gouraart builds the entity tree from it, so the geometry and the joints cannot drift apart.
  • M.CROWN_HEIGHT — the height the anchors are written at, so a rig at another size scales by crownHeight / CROWN_HEIGHT.
  • M.CREST (count, spread, rake) with M.plumeAngles(i, count, flare) and M.plumeLength(i, count) — where each crest plume sits in the fan and how long it is. flare opens and closes the whole fan, which is what the boom and the startle drive.
  • M.TAIL (count, spread, droop) with M.tailAngles(i, count, fan) and M.tailLength(i, count) — the same for the rectrices. fan opens the tail.
  • M.bodyHalfZ(y), M.bodyHalfX(y), M.bodyOffsetZ(y) — the body's ellipse at a height, which is how the breast patch finds the surface it sits a hair outside of.

Notes

  • The two wings are separate geometry rather than one mesh used twice: each draws its tip in toward her flank as the body tapers, so a folded wing finishes inside her silhouette instead of standing off it as a flap. Mirroring one mesh with a negative scale would turn its triangles inside out.
  • The lathe's open arc faces +Z, so the breast patch is built there and the rig yaws it half a turn onto her front.
  • The bill is built up its own +Y and stood forward by a quarter turn on the rig, so a positive zoff on a bill ring is the culmen bending DOWN.
  • A swept part is roughened for feather texture, but never on the rows where its cross-section has closed to a point: those vertices sit on top of one another and displacing them turns the triangles between them inside out.

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

clamp01(v: number) → number

argtypedescription
vnumber

smoothstep(a: number, b: number, x: number) → number

Eased 0 to 1 across [a, b]. `b` below `a` is a descending ramp, not a step: the span keeps its sign and only its magnitude is floored.

argtypedescription
anumber
bnumber
xnumber

roughenBody(g: Geom, amp: number, freq: number) → Geom

Roughen a swept part without touching the rows where its cross-section has closed to a point: those vertices sit on top of one another, and displacing them turns the triangles between them inside out.

argtypedescription
gGeom
ampnumber
freqnumber

bodyCentreY(t: number) → number

argtypedescription
tnumber

bodyCentreZ(t: number) → number

argtypedescription
tnumber

bodyWidth(t: number) → number

Round at both ends rather than pointed: the exponent takes the profile to zero like a square root, which is a cap instead of a spike.

argtypedescription
tnumber

bodyT(y: number) → number

argtypedescription
ynumber

bodyHalfZ(y: number) → number

The body's half-extent front-to-back at a body-local height.

argtypedescription
ynumber

bodyHalfX(y: number) → number

The body's half-extent across at a body-local height.

argtypedescription
ynumber

bodyOffsetZ(y: number) → number

Where the body's centre sits front-to-back at a body-local height.

argtypedescription
ynumber

buildBody( ) → Geom

The parts.

centre(t: number) → void

argtypedescription
tnumber

chord(t: number) → void

argtypedescription
tnumber

thick(t: number) → void

argtypedescription
tnumber

buildBreast( ) → Geom

buildNeck( ) → Geom

Short and stout. Both ends are open and buried, in the body and the skull.

centre(t: number) → void

argtypedescription
tnumber

chord(t: number) → void

argtypedescription
tnumber

thick(t: number) → void

argtypedescription
tnumber

headWidth(t: number) → number

argtypedescription
tnumber

buildHead( ) → Geom

centre(t: number) → void

argtypedescription
tnumber

chord(t: number) → void

argtypedescription
tnumber

thick(t: number) → void

argtypedescription
tnumber

buildBill( ) → Geom

ball(r: number, squashZ: number) → Geom

argtypedescription
rnumber
squashZnumber

buildPlume( ) → Geom

One crest plume: a slender shaft that recurves outward and swells into the white spatulate lace tip. Broad across X, thin front to back, so a fan of them reads as lace from behind her and as a comb from the side.

point(t: number) → void

argtypedescription
tnumber

halfWidth(t: number) → void

argtypedescription
tnumber

buildWing(side: number) → Geom

The folded wing: a shallow plate lying along her flank, standing a little proud of it so the pale covert bar reads, and finishing in a point near the rump. `side` is +1 for the wing that hangs at +X. The tip draws back in toward her flank as the body tapers, so the wing finishes inside her silhouette instead of standing off it as a flap — which is what makes the two sides different geometry rather than one mesh used twice.

argtypedescription
sidenumber

centre(t: number) → void

argtypedescription
tnumber

chord(t: number) → void

argtypedescription
tnumber

thick(t: number) → void

argtypedescription
tnumber

buildRectrix( ) → Geom

point(t: number) → void

argtypedescription
tnumber

halfWidth(t: number) → void

argtypedescription
tnumber

tailAngles(i: number, count: number, fan: number) → void

Where rectrix `i` of `count` sits: the yaw that opens the fan and the pitch that lets the outer feathers hang below the middle ones. `fan` opens it.

argtypedescription
inumber
countnumber
fannumber

tailLength(i: number, count: number) → number

The middle of the fan carries the longest feathers.

argtypedescription
inumber
countnumber

goura( ) → void

Every mesh the bird is made of, built once.

plumeAngles(i: number, count: number, flare: number) → void

Where plume `i` of `count` sits in the fan: the roll that spreads it across X and the pitch that rakes it back. `flare` opens and closes the whole fan.

argtypedescription
inumber
countnumber
flarenumber

plumeLength(i: number, count: number) → number

How long plume `i` is next to its neighbours. The middle of the fan carries the longest feathers and the outermost the shortest, and a fixed jitter on top of that keeps the white rim ragged instead of a drawn arc.

argtypedescription
inumber
countnumber
⌬ Types
Geom = PM.Geom
⌬ Metadata
descriptionTawpy's geometry, written as numbers: the Victoria crowned pigeon's body, breast, head, bill, lace crest, wings, rectrices and feet as flat-array Geom tables, with the anchors the rig hangs them from.

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# pgmesh The rockhopper's geometry, written as numbers. Four builders make every part of the bird and hand back flat-array `Geom` tables — the shape `renderer.mesh.create` and `asset.create("mesh", ...)` both take, with smooth normals accumulated from the faces and UVs that run around a part in `u` and along it in `v`. Nothing here touches engine state, spawns anything or draws anything. It is arithmetic. `luteway.penguin.pgart` turns what it returns into live meshes, paints the wear maps against these UVs, and hangs the parts on an entity. ## Exports - `M.builder() -> Builder`, `M.vert`, `M.tri`, `M.quad`, `M.finish(b) -> Geom` — the accumulator every builder is written on. `finish` computes the smooth normals. - `M.lathe(rings, segments) -> Geom` — a profile swept about Y. A ring's `arc` is its HALF angle measured from `+Z` (the direction the bird faces): `math.pi` closes the ring, anything less leaves an open patch, which is how the white bib narrows towards the throat. `zoff`, `rx` and `rz` move and squash a ring. - `M.ribbon(spec) -> Geom` — a tapered blade swept along a curve, with thickness. The crest plumes and the yellow brow. - `M.lens(spec) -> Geom` — an elliptical cross-section swept down a curve. The flippers and the white trailing margin on them. - `M.prism(outline, thickness) -> Geom` — a flat outline in the XZ plane given thickness in Y. The webbed feet and the tail fan. The outline runs clockwise plotted with X right and Z up, so the top face's normal points at `+Y`. - `M.noise2` / `M.noise3` / `M.fbm2` — deterministic value noise. Every intermediate stays inside 2^53, so the same numbers come out on every machine and every boot. - `M.roughen(g, amp, freq)` / `M.renormalize(g)` — displace along the normals, then rebuild them. The hash reads the position, so two vertices standing at the same point (a UV seam) move together and the surface stays welded. - `M.sampleProfile(rings, y)` — a profile's radius at an arbitrary height, which is how the bib finds the body it sits a hair outside of. - `M.penguin() -> { [string]: Geom }` — every mesh the bird is made of: `body`, `belly`, `head`, `beak`, `billrim`, `eye`, `pupil`, `brow`, `plume`, `flipper`, `flipperEdge`, `foot`, `shank`, `tail`, `lute`. - `M.ANCHOR` — where each part hangs. `pgart` builds the entity tree from it, so the geometry and the rig cannot drift apart. ## Usage ```luau local PM = require("luteway.penguin.pgmesh") local parts = PM.penguin() local handle = renderer.mesh.create(parts.body) entity.find("bird").component.add("Model", { model = handle, material = "…" }) ``` ## Notes - Feet at `y = 0`, facing `+Z`, symmetric about X. About 1.05 units to the crown and 0.63 across the shoulders — the size the bird stands at in the game. - The bill is built up its own `+Y` and stood forward by a 90 degree pitch on the rig, so a positive `zoff` on a bill ring is the hook bending DOWN. - Building every part costs about 60 ms once. `pgart` caches the result for the session.
▲ 0↓ import
backing path · game/hero/gouramesh.module

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