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geo

The mesh builder the Helsinki diorama is modelled with. Accumulates triangles with a colour per vertex into one buffer and returns a runtime mesh, so a whole district draws as a single object.

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

geo

The mesh builder the Helsinki diorama is modelled with. Accumulates triangles with a colour per vertex into one buffer and returns a runtime mesh, so a whole district draws as a single object.

local Geo = require("game.board.geo")
local b = Geo.new()
b:box(0, 0.5, 0, 2, 1, 2, "#f4efe4", "#d8cbb8")
local handle = b:build()

Primitives: vertex / tri (raw), face, quad, slab, plate, box, prism, disc, tube, ring, ribbon. Colours are CSS hex strings, converted to linear light on the way in; hex, mix, shade and shadeHex work with them. ellipse makes an outline, rng a seeded generator.

Every face helper takes an outward direction and reverses the triangle when the winding disagrees with it, so a face is stated by where it looks.

Consumed by game.board.terrain, game.board.path, game.board.city and game.board.Board.

Interface

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

conforms to

zero/source-extract/v2

geo — the mesh builder the Helsinki diorama is modelled with. Every part of the board is generated geometry: the peninsula, the water, the streets, the tile slabs, the trees and the little city blocks. This module accumulates triangles with a colour per vertex into ONE buffer and hands back a runtime mesh, so a whole district draws as a single object instead of a hundred entities. local Geo = require("game.board.geo") local b = Geo.new() b:box(0, 0.5, 0, 2, 1, 2, "#f4efe4", "#d8cbb8") local handle = b:build() Colours are CSS hex strings. The mesh carries them as vertex colours and the pbr shader multiplies them into the material's base colour, so one white material paints the whole board. Winding: a triangle's front face is the one whose vertices turn counter-clockwise to the viewer. Every face helper here takes an OUTWARD direction and reverses the triangle when the winding disagrees with it, so a face is stated by where it looks rather than by the order its corners happen to be in.

toLinear(v: number) → number

A vertex colour reaches the shader as a straight multiplier on the material's base colour, which is lit in linear light. A hex colour is written in sRGB, so it is converted here — hand the shader the sRGB number directly and a cream wall arrives at nearly white and blows out.

argtypedescription
vnumber

hex(hex: string) → void

"#f4efe4" -> its linear-light r, g, b

argtypedescription
hexstring

mix(a: string, b: string, t: number) → void

Blend two hex colours, t = 0 gives a, t = 1 gives b.

argtypedescription
astring
bstring
tnumber

shade(hex: string, k: number) → void

Lighten (k > 0) or darken (k < 0) a colour, for edges and shading.

argtypedescription
hexstring
knumber

shadeHex(hex: string, k: number) → string

Lighten or darken a colour and hand back a HEX STRING. `shade` works in linear light because that is where a vertex colour is used; this one works in sRGB, so its result can be passed anywhere a hex is taken without being converted to linear a second time.

argtypedescription
hexstring
knumber

new( ) → void

vertex(self: ?, x: number, y: number, z: number, nx: number, ny: number, nz: number, r: number, g: number, b: number, u: number?, v: number?) → number

One vertex. Returns its ZERO-BASED index, which is what `indices` counts in.

argtypedescription
self?
xnumber
ynumber
znumber
nxnumber
nynumber
nznumber
rnumber
gnumber
bnumber
unumber?
vnumber?

tri(self: ?, a: number, b: number, c: number) → void

argtypedescription
self?
anumber
bnumber
cnumber

face(self: ?, pts: { { number } }, hex: string, ox: number, oy: number, oz: number) → void

A flat polygon, given as an array of {x, y, z} points in order around its rim, painted `hex`, looking the way (ox, oy, oz) points. Fan-triangulated from the first point, so the outline must be convex or near it.

argtypedescription
self?
pts{ { number } }
hexstring
oxnumber
oynumber
oznumber

quad(self: ?, a: { number }, b: { number }, c: { number }, d: { number }, hex: string, ox: number, oy: number, oz: number) → void

A quad, same contract as `face`.

argtypedescription
self?
a{ number }
b{ number }
c{ number }
d{ number }
hexstring
oxnumber
oynumber
oznumber

slab(self: ?, x0: number, z0: number, x1: number, z1: number, y: number, hex: string) → void

A flat, up-facing rectangle in the XZ plane.

argtypedescription
self?
x0number
z0number
x1number
z1number
ynumber
hexstring

plate(self: ?, cx: number, cz: number, sx: number, sz: number, y: number, yaw: number, r: number, g: number, b: number) → void

A flat, up-facing rectangle turned `yaw` degrees about Y and painted with a colour already in linear light — for ground that is tinted from a computed value rather than from a named one.

argtypedescription
self?
cxnumber
cznumber
sxnumber
sznumber
ynumber
yawnumber
rnumber
gnumber
bnumber

box(self: ?, cx: number, cy: number, cz: number, sx: number, sy: number, sz: number, topHex: string, sideHex: string?, yaw: number?) → void

A box centred on (cx, cy, cz), optionally turned `yaw` degrees about Y. The top gets `topHex`, the four walls `sideHex` (defaults to the top).

argtypedescription
self?
cxnumber
cynumber
cznumber
sxnumber
synumber
sznumber
topHexstring
sideHexstring?
yawnumber?

p(dx: number, dy: number, dz: number) → void

argtypedescription
dxnumber
dynumber
dznumber

dir(dx: number, dz: number) → void

argtypedescription
dxnumber
dznumber

prism(self: ?, outline: { { number } }, y0: number, y1: number, topHex: string, sideHex: string?) → void

Extrude a closed outline (an array of {x, z}) from y0 up to y1: a cap on top, a wall down every edge. The outline may run either way round.

argtypedescription
self?
outline{ { number } }
y0number
y1number
topHexstring
sideHexstring?

ellipse(cx: number, cz: number, rx: number, rz: number, seg: number, phase: number?) → void

A regular outline of `seg` points around an ellipse — the input `prism`, `disc` and the tree crowns are all built from.

argtypedescription
cxnumber
cznumber
rxnumber
rznumber
segnumber
phasenumber?

disc(self: ?, cx: number, cz: number, rx: number, rz: number, y: number, seg: number, hex: string) → void

A flat up-facing ellipse at height y.

argtypedescription
self?
cxnumber
cznumber
rxnumber
rznumber
ynumber
segnumber
hexstring

tube(self: ?, cx: number, cz: number, y0: number, y1: number, r0: number, r1: number, seg: number, topHex: string, sideHex: string?) → void

A cylinder / cone / truncated cone standing on the Y axis. r1 = 0 makes a spire; r1 = r0 a plain post.

argtypedescription
self?
cxnumber
cznumber
y0number
y1number
r0number
r1number
segnumber
topHexstring
sideHexstring?

ring(self: ?, cx: number, cy: number, cz: number, radius: number, thick: number, seg: number, rings: number, hex: string) → void

A torus lying flat in the XZ plane — the wedding rings on tile 22.

argtypedescription
self?
cxnumber
cynumber
cznumber
radiusnumber
thicknumber
segnumber
ringsnumber
hexstring

ribbon(self: ?, path: { { number } }, width: number, y: number, hex: string) → void

A flat ribbon of constant width laid along a path of {x, z} points: the streets, the tram route and the quays are all this.

argtypedescription
self?
path{ { number } }
widthnumber
ynumber
hexstring

isEmpty(self: ?) → boolean

argtypedescription
self?

build(self: ?) → void

Upload what has been built and hand back the MeshHandle a Model takes.

argtypedescription
self?

rng(seed: number) → void

A small deterministic generator, so the same board is dressed the same way on every load and on every machine.

argtypedescription
seednumber

Sub-parts

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backing path · game/board/geo.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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