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monkbody

The four gardener-monks, carved. Silhouette first, then the pass that makes them made things.

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

monkbody

The four gardener-monks, carved. Silhouette first, then the pass that makes them made things.

From the tactical camera you should be able to name each of them with the labels off:

Reads asCarries
Brother Anselmone long vertical line — stooped, and the billhook doubles his heighta hooked billhook on an ash shaft with a brass ferrule and a leather grip
Sister Meridiaa wide low triangle — a broad straw brim that is a disc from directly abovea sling, a seed-apron with pockets sewn on it, a bandolier of vials
Brother Cassiana hunched block with a brass pressure tank standing higher than his own heada pipe wrench, a hose coiled at his hip, goggles pushed up on a leather cap
Sister Vesperaa thin taper under a tall pointed hooda lit censer swinging out on a chain — the only light a monk carries

Layered habits with dirt baked into the hems, a gold-thread hem on every cape (the one mark of the order, and the brightest thing on a body at distance), and tools with their own material story: ash, brass, verdigris, steel, leather.

Using it

local MonkBody = require("game.units.monkbody")

local body = MonkBody.build(parentEntity, "vespera", "unit_v1")
body.root.localPosition = Core.cellCenter(4, 2, 0)
body.root.localRotation = MonkBody.quat(0, MonkBody.yawOf("n"), 0)
body.parts.head      -- every named part, ready to be driven
CallReturns
MonkBody.ids(){ "anselm", "meridia", "cassian", "vespera" }
MonkBody.spec(id)the body spec — { height, hipY, torsoY, scale, idle, parts }, built once and cached
MonkBody.build(parent, id, name){ root, parts, spec } — the entity hierarchy, already assembled
MonkBody.quat(rx, ry, rz)a { x, y, z, w } quaternion from XYZ Euler radians
MonkBody.yawOf(facing)the yaw a facing letter means
MonkBody.material(name)the slice's cloth or emissive material, pinned by literal name
MonkBody.flush()forget the cached geometry, so the next spec rebuilds it

The skeleton

Every body is built to the same skeleton, so one animator drives all four:

root ── hips ── skirt              the lower habit
             └─ torso ── chest       the upper habit, cape, belt
                       ├─ head       skull + hood — this LAGS the turn
                       ├─ armL       shoulder joint; the arm hangs from it
                       └─ armR ── tool      the weapon, on the working arm

Vespera inserts a chain between armR and tool so the censer can swing as a pendulum without dragging the arm, and hangs an ember off the tool. Cassian carries a pack; Anselm a kit on the off hip.

Each part is authored in its joint's own local space, with the joint at the origin, so rotating the entity swings the part the way a shoulder swings an arm. A part's authored rot is its REST pose — the animator adds to it rather than replacing it.

Facing

Bodies are authored facing +Z, and yawOf turns them: "n" (up the board, away from the camera, toward the blight) is yaw 0, "e" is 90°, "s" is 180°, "w" is 270°. The engine's own capture { viewpoint = "front" } treats −Z as an entity's front, so a capture labelled front shows a monk's back; ask for back when you want the face.

The two materials

A whole monk is standard_default (everything, coloured per vertex) plus emissive_white (Vespera's ember). MonkBody.material(name) resolves both from literal names — a computed asset.resolve is refused on a component, because it cannot be statically pinned and would break when the world is imported elsewhere.

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.monkbody — the four gardener-monks, carved. SILHOUETTE FIRST. From the tactical camera you must be able to name each of them with the labels off: Anselm one long vertical line — stooped, and the billhook doubles him. Meridia a wide low triangle — the seed-apron and a broad straw brim. Cassian a hunched block with a brass tank standing above his own head. Vespera a thin taper with a lit censer swinging out on a long chain. Then the pass that makes them made things: layered habits, dirt baked into the hems, tools with their own material story, and a joint layout the animator can put anticipation and follow-through through. Every body is built to the same skeleton so one animator drives all four:

LightModel

material(name: string?) → any

--!desc Resolve one of the slice's two materials by keyword. --!arg name "emissive_white" for a lit part, anything else for cloth and metal. --!return The material AssetRef. --!example ent.component.add("Model", { model = m, material = MonkBody.material("emissive_white") })

argtypedescription
namestring?

quat(rx: number, ry: number, rz: number) → void

--!desc A rotation quaternion from XYZ Euler angles in radians. --!arg rx Pitch, radians. --!arg ry Yaw, radians. --!arg rz Roll, radians. --!return A {x, y, z, w} quaternion for `localRotation`. --!example ent.localRotation = MonkBody.quat(0, math.rad(90), 0)

argtypedescription
rxnumber
rynumber
rznumber

yawOf(facing: string?) → number

--!desc The yaw in radians a facing letter means. "n" is +Z, up the board. --!arg facing One of "n", "e", "s", "w". --!return The yaw in radians. --!example ent.localRotation = MonkBody.quat(0, MonkBody.yawOf("e"), 0)

argtypedescription
facingstring?

habitOf(tint: { number }) → void

The habits are painted at MANUSCRIPT value, not photographic value. The greenhouse's key light falls almost straight down through a dirty glass roof, so a body's vertical surfaces receive very little of it — a habit mixed at its "true" colour reads as a black blob from the tactical camera. These are pitched two stops up so the four read as four colours on the board.

argtypedescription
tint{ number }

finish(b: any, from: number, hemY: number?) → void

argtypedescription
bany
fromnumber
hemYnumber?

hoodedHead(b: any, h: any, opts: any) → void

A hooded head. The cowl is a closed cone with a face opening CUT OUT of it — three segments left undrawn on the forward side — and a dark lining behind the hole, so the cowl reads as cloth with a shadow inside rather than as a shell you can see through. The skull sits deep enough in it that only the lower face catches light. Bodies face +Z. Segment 0 of a revolve is at +X, so the forward segments are the ones a quarter of the way round.

argtypedescription
bany
hany
optsany

faceHole(ri: number, si: number, n: number) → boolean

the face opening: the lower three rings, on the forward quarter

argtypedescription
rinumber
sinumber
nnumber

arm(b: any, h: any, opts: any) → void

An arm: a tapered tube from the shoulder at the origin down to a hand, with a sleeve cuff and a fist. Built in local space so the joint IS the origin.

argtypedescription
bany
hany
optsany

belt(b: any, y: number, r: number, seed: number) → void

A rope belt with a knot and a hanging tail.

argtypedescription
bany
ynumber
rnumber
seednumber

anselm( ) → void

Brother Anselm — the Pruner. Tall, stooped, one long vertical line.

meridia( ) → void

Sister Meridia — the Sower. Compact, wide, a broad brim and a heavy apron.

cassian( ) → void

Brother Cassian — the Waterwright. Hunched under a brass pressure pack.

vespera( ) → void

Sister Vespera — the Lanternkeeper. Slight, deeply hooded, a lit censer out on a long chain. The only light source any monk carries.

spec(id: string) → any

--!desc The part list and joint heights for one monk, built once and cached. --!arg id A monk id — "anselm", "meridia", "cassian" or "vespera". --!return A body spec: `{ height, hipY, torsoY, idle, parts }`. --!example local spec = MonkBody.spec("vespera")

argtypedescription
idstring

flush( ) → void

--!desc Forget the cached geometry so the next `spec` rebuilds it — what a --! hot reload of this module wants after the shapes change. --!example MonkBody.flush()

ids( ) → void

--!desc Every monk id this module can build. --!return An array of ids. --!example for _, id in ipairs(MonkBody.ids()) do ... end

build(parent: any, id: string, name: string) → any

--!desc Build one monk's entity hierarchy under a parent and return its --! named parts, ready for the animator to drive. --!arg parent The entity the body's root is parented to. --!arg id The monk id. --!arg name The root entity's name. --!return `{ root, parts = { [name] = entity }, spec }`, or nil for an --! unknown id. --!example local body = MonkBody.build(host, "anselm", "unit_anselm")

argtypedescription
parentany
idstring
namestring

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▣
module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# 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. ```luau 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 | Call | Makes | |---|---| | `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 | Call | Does | |---|---| | `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.
▲ 0↑ born
backing path · game/units/monkbody.module

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