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meshkit

The geometry kit the monks and the Blight are carved with. Robes are solids of revolution with cloth wobble in them, tools are tapered tubes and hand-cut blades, the blight is faceted crystal. Nothing here is imported and nothing is a grey box.

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

meshkit

The geometry kit the monks and the Blight are carved with. Robes are solids of revolution with cloth wobble in them, tools are tapered tubes and hand-cut blades, the blight is faceted crystal. Nothing here is imported and nothing is a grey box.

local Kit = require("game.units.meshkit")

local b = Kit.builder()
b:revolve({
    { r = 0.46, y = 0.00, c = { 0.20, 0.17, 0.12 } },   -- the hem, in the mud
    { r = 0.32, y = 1.30, c = { 0.42, 0.55, 0.28 } },   -- the shoulder
}, 10, { wobble = 0.11, seed = 4, capBottom = true })
b:bakeFill(0, { -0.55, 0.42, -0.72 }, 0.82, 1.62)
someEntity.component.add("Model", { model = b:mesh(), material = mat })

Two ideas do most of the work

Vertex colour. The engine's pbr shader multiplies input.vertex_color into base colour, so wear, dirt at a hem and the warm bounce up a sleeve are baked into the geometry itself instead of costing a material per shade. A whole monk is two materials.

Facets. Every quad emits its own four vertices carrying the face's own normal, so a surface reads as carved planes — the illuminated-manuscript register the game is drawn in. smooth(mark) averages coincident normals where a rounded read is wanted (heads, orbs); crystal and blades never ask for it.

The builder

CallMakes
b:revolve(profile, segs, opts)a solid of revolution — robes, hoods, tanks, censers
b:tube(path, radii, segs, colour, opts)a swept tube — arms, shafts, hoses, chains, pipes
b:box(cx, cy, cz, hx, hy, hz, colour)a box with a distinct colour per face
b:sphere(cx, cy, cz, r, colour, opts)a sphere, squashable — heads, seed pods
b:blade(outline, thick, colour, edge)a flat blade with a bright cut edge
b:shard(cx, cy, cz, r, h, colour, tip, opts)a jagged crystal — the Blight's whole vocabulary
b:quad(a, b, c, d, ...) / b:tri(a, b, c, ...)the primitives underneath

profile is a bottom-to-top list of rings, { r = radius, y = height, c = colour }. revolve's opts carry capTop / capBottom, sx / sz (squash the circle into an ellipse), lean (forward tilt per unit of height), smoothed, inward (flip the winding, for the dark lining inside a hood), skip(ri, si, segs) (leave a quad out — this is how a cowl gets a face opening) and, most usefully, wobble: a deterministic per-segment radius variation, which is what makes cloth read as cloth rather than as a lampshade.

The passes that make it look painted

CallDoes
b:bakeFill(from, dir, lo, hi)a painter's fill light, carried in the vertex colours. The greenhouse's key falls almost straight down, so a robe's sides would otherwise sit in near-black.
b:bakeGroundDirt(from, y0, y1, k)the contact shadow and the mud a hem picks up
b:warp(from, fn)move everything added since a mark through a function of position — a hood pulled forward, a body leaned into a stoop
b:smooth(from)average coincident normals
b:mark()the mark the four above take

Kit.hash / Kit.sn are deterministic noise (same seed, same shape, every boot — a body must not shimmer between rebuilds); Kit.mix, Kit.shade and Kit.grain are the colour helpers, and grain is the one that keeps a flat-shaded surface from reading as plastic.

b:mesh() hands the accumulated geometry to the GPU and returns the MeshHandle a Model component takes straight in its model field. b:tris() is the budget check — a whole monk is 3000–5000 triangles.

Interface

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

conforms to

zero/source-extract/v2

game.units.meshkit — the geometry kit the monks are carved with. Every hero body in Verdigris Cloister is built here: robes are solids of revolution with cloth wobble in them, tools are tapered tubes and hand-cut blades, the blight is faceted crystal. Nothing is imported and nothing is a grey box. Two things make it look made rather than assembled: * VERTEX COLOUR. The engine's pbr shader multiplies `input.vertex_color` into base colour (verified live), so wear, dirt at a hem and the warm bounce up a sleeve are baked into the geometry itself instead of costing a material per shade. * FACETS. Every quad emits its own four vertices with the face's own normal, so a surface reads as carved planes — the illuminated-manuscript register the game is drawn in — unless `smooth` is asked for. Usage: local Kit = require("game.units.meshkit") local b = Kit.builder() b:revolve({ { r = 0.4, y = 0, c = dirt }, { r = 0.3, y = 1.4, c = cloth } }, 10, {}) local handle = b:mesh() -- a MeshHandle for Model.model

hash(n: number) → number

Same seed, same shape, every boot — a body must not shimmer between rebuilds. --!desc A deterministic pseudo-random value in 0..1 from an integer seed. --!arg n The seed. --!return A number in 0..1. --!example local v = Kit.hash(7)

argtypedescription
nnumber

sn(n: number) → number

--!desc A deterministic value in -1..1 from an integer seed. --!arg n The seed. --!return A number in -1..1. --!example local v = Kit.sn(7)

argtypedescription
nnumber

mix(a: { number }, b: { number }, t: number) → void

--!desc Mix two colours. --!arg a First colour, {r, g, b}. --!arg b Second colour, {r, g, b}. --!arg t Blend factor, 0 = a, 1 = b. --!return A new {r, g, b}. --!example local c = Kit.mix(green, brass, 0.3)

argtypedescription
a{ number }
b{ number }
tnumber

shade(a: { number }, k: number) → void

--!desc Scale a colour's brightness. --!arg a The colour, {r, g, b}. --!arg k The multiplier. --!return A new {r, g, b}. --!example local dark = Kit.shade(cloth, 0.6)

argtypedescription
a{ number }
knumber

grain(a: { number }, amt: number, seed: number) → void

--!desc A colour nudged by deterministic noise — the grain that keeps a --! flat-shaded surface from reading as plastic. --!arg a The colour, {r, g, b}. --!arg amt How far it may drift, typically 0.02..0.10. --!arg seed The noise seed. --!return A new {r, g, b}. --!example local c = Kit.grain(cloth, 0.06, i * 3 + 1)

argtypedescription
a{ number }
amtnumber
seednumber

builder( ) → any

--!desc A fresh geometry builder. Everything is appended into one mesh. --!return A builder. --!example local b = Kit.builder()

vert(self: any, p: { number }, nrm: { number }, uv: { number }, c: { number }) → number

--!desc Append one vertex. --!arg p Position {x, y, z}. --!arg nrm Normal {x, y, z}. --!arg uv Texture coordinate {u, v}. --!arg c Colour {r, g, b}. --!return The vertex index (0-based, as the index buffer wants it). --!example local i = b:vert({0,0,0}, {0,1,0}, {0,0}, {1,1,1})

argtypedescription
selfany
p{ number }
nrm{ number }
uv{ number }
c{ number }

sub(a: ?, b: ?) → void

argtypedescription
a?
b?

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

norm(v: ?) → void

argtypedescription
v?

mark(self: any) → number

--!desc How many vertices exist so far — a mark to hand to `smooth` or --! `warp` so the operation only touches what comes after it. --!return The current vertex count. --!example local m = b:mark()

argtypedescription
selfany

warp(self: any, from: number, fn: (number, number, number) → void

--!desc Move every vertex added since a mark through a function of position. --! Normals are left alone, so use it for gentle shaping (a hood pulled --! forward, a robe leaned into a stoop), not for folding a surface over. --!arg from A mark from `mark()`. --!arg fn Called with x, y, z; returns the new x, y, z. --!example b:warp(m, function(x, y, z) return x, y, z + y * 0.1 end)

argtypedescription
selfany
fromnumber
fn(number, number, number

smooth(self: any, from: number) → void

--!desc Average the normals of coincident vertices added since a mark, so a --! faceted surface reads as a rounded one. Heads and orbs want this; --! crystal and blades never do. --!arg from A mark from `mark()`. --!example b:smooth(m)

argtypedescription
selfany
fromnumber

bakeFill(self: any, from: number, dir: { number }, lo: number, hi: number) → void

--!desc Bake a soft fill light into the vertex colours added since a mark. --! The greenhouse's key light falls almost straight DOWN, so a robe's sides --! and a tool's shaft would otherwise sit in near-black. This lifts a --! surface by how much it faces the fill direction — a painter's fill, --! carried in the geometry, so a body reads at gameplay distance whatever --! the room's lighting is doing. --!arg from A mark from `mark()`. --!arg dir The fill direction {x, y, z}; it is normalised for you. --!arg lo The multiplier where a surface faces fully away. --!arg hi The multiplier where it faces the fill head on. --!example b:bakeFill(0, { -0.4, 0.5, -0.8 }, 0.78, 1.30)

argtypedescription
selfany
fromnumber
dir{ number }
lonumber
hinumber

bakeGroundDirt(self: any, from: number, y0: number, y1: number, k: number) → void

--!desc Darken the vertex colours added since a mark toward a floor height — --! the contact shadow and ground dirt a hem picks up, baked in. --!arg from A mark from `mark()`. --!arg y0 The height at which the darkening is strongest. --!arg y1 The height at which it has faded out. --!arg k How dark it goes at `y0` (0.5 is halfway to black). --!example b:bakeGroundDirt(0, 0.0, 0.45, 0.55)

argtypedescription
selfany
fromnumber
y0number
y1number
knumber

revolve(self: any, profile: { any }, segs: number, opts: any?) → void

--!desc A solid of revolution — the robe, the hood, the censer, the pipe. --! `profile` is a bottom-to-top list of rings: `{ r = radius, y = height, --! c = colour }`. `opts` may carry `segs` (default 10), `capTop`, --! `capBottom`, `sx`/`sz` (squash the circle into an ellipse), `wobble` --! (per-segment radius variation — this is what makes cloth read as cloth), --! `seed`, `lean` (metres of forward tilt per unit of height), `smoothed`, --! `inward` (flip the winding, for the dark lining inside a hood) and --! `skip(ri, si, segs)` (leave a quad out — this is how a cowl gets a face --! opening rather than being a closed cone). --!arg profile The rings, bottom to top. --!arg segs How many radial segments; 8-12 keeps the carved look. --!arg opts The options table above. --!example b:revolve({ { r = .4, y = 0, c = hem }, { r = .3, y = 1.3, c = cloth } }, 10, { wobble = .05 })

argtypedescription
selfany
profile{ any }
segsnumber
optsany?

pt(ri: ?, si: ?) → void

argtypedescription
ri?
si?

tube(self: any, path: { any }, radii: any, segs: number, c: any, opts: any?) → void

--!desc A swept tube along a path — arms, shafts, hoses, chains, pipes. --!arg path A list of {x, y, z} points, at least two. --!arg radii Either one number, or one radius per path point. --!arg segs Radial segments; 6 reads as hand-turned, 10 as machined. --!arg c The base colour, or a list of one colour per path point. --!arg opts `capEnds`, `seed`, `smoothed`. --!example b:tube({ {0,0,0}, {0,1.5,0} }, 0.05, 6, brass, { capEnds = true })

argtypedescription
selfany
path{ any }
radiiany
segsnumber
cany
optsany?

radiusAt(i: ?) → void

argtypedescription
i?

colourAt(i: ?) → void

argtypedescription
i?

frame(i: ?) → void

a stable frame along the path

argtypedescription
i?

ring(i: ?, si: ?) → void

argtypedescription
i?
si?

p(ri: ?, si: ?) → void

argtypedescription
ri?
si?

blade(self: any, outline: { any }, thick: number, c: { number }, edge: { number }) → void

--!desc A flat blade with a spine — a billhook, a knife, a leaf. Built in the --! XY plane and given thickness on Z, so a caller places it with the part's --! own transform. --!arg outline A list of {x, y} points running around one face, anticlockwise. --!arg thick Half-thickness on Z. --!arg c The colour of the flat. --!arg edge The colour along the cut edge — a bright line here is what makes --! a blade read as sharp. --!example b:blade({ {0,0}, {0.34,0.5}, {0.1,1.0}, {-0.06,0.5} }, 0.02, steel, hot)

argtypedescription
selfany
outline{ any }
thicknumber
c{ number }
edge{ number }

ring(k: ?, rad: ?, y: ?) → void

argtypedescription
k?
rad?
y?

mesh(self: any) → any

--!desc Hand the accumulated geometry to the GPU and return the MeshHandle a --! Model component takes straight in its `model` field. --!return A MeshHandle. --!example ent.component.add("Model", { model = b:mesh(), material = mat })

argtypedescription
selfany

tris(self: any) → number

--!desc How many triangles the builder holds — the budget check. --!return The triangle count. --!example log.info(b:tris())

argtypedescription
selfany

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backing path · game/units/meshkit.module

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