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asset⌬ modulemoduleprimary: init.luau·originates fromworld 7cfd8e17-0…

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 p…

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

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

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.

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

builder( ) → Builder

The builder

vert(b: Builder, x: number, y: number, z: number, u: number, v: number) → number

argtypedescription
bBuilder
xnumber
ynumber
znumber
unumber
vnumber

tri(b: Builder, a: number, c: number, d: number) → void

argtypedescription
bBuilder
anumber
cnumber
dnumber

quad(b: Builder, a: number, c: number, d: number, e: number) → void

A quad wound a→c→d→e; the two triangles keep that winding.

argtypedescription
bBuilder
anumber
cnumber
dnumber
enumber

finish(b: Builder) → Geom

Smooth normals accumulated from the faces that touch each vertex.

argtypedescription
bBuilder

hash3(x: number, y: number, z: number) → number

Deterministic value noise — the same numbers on every machine and boot.

argtypedescription
xnumber
ynumber
znumber

noise3(x: number, y: number, z: number) → number

argtypedescription
xnumber
ynumber
znumber

corner(dx: number, dy: number, dz: number) → number

argtypedescription
dxnumber
dynumber
dznumber

noise2(x: number, y: number) → number

argtypedescription
xnumber
ynumber

fbm2(x: number, y: number, octaves: number) → number

Fractal value noise — two octaves is enough for the surfaces here.

argtypedescription
xnumber
ynumber
octavesnumber

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

Displace every vertex along its own normal by position-hashed noise. Two vertices standing at the same point (a UV seam) move together, so a welded surface stays welded.

argtypedescription
gGeom
ampnumber
freqnumber

renormalize(g: Geom) → Geom

Recompute smooth normals over geometry whose positions moved.

argtypedescription
gGeom

lathe(rings: { Ring }, segments: number) → Geom

argtypedescription
rings{ Ring }
segmentsnumber

sampleProfile(rings: { Ring }, y: number) → number

Sample a profile table { {y, r}, ... } at an arbitrary height.

argtypedescription
rings{ Ring }
ynumber

ribbon(spec: RibbonSpec) → Geom

argtypedescription
specRibbonSpec

lens(spec: LensSpec) → Geom

argtypedescription
specLensSpec

prism(outline: { { number } }, thickness: number) → Geom

Prism — a flat outline in the XZ plane given thickness in Y. The 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.

argtypedescription
outline{ { number } }
thicknessnumber

uvOf(x: number, z: number) → void

argtypedescription
xnumber
znumber

bodyZ(y: number) → number

The belly pushes forward and the shoulders lean back a little.

argtypedescription
ynumber

clamp01(v: number) → number

argtypedescription
vnumber

headZ(y: number) → number

argtypedescription
ynumber

sampleList(list: { number }, t: number) → number

argtypedescription
list{ number }
tnumber

penguin( ) → void

Every mesh the bird is made of, built once.

point(t: number) → void

argtypedescription
tnumber

halfWidth(t: number) → void

argtypedescription
tnumber

point(t: number) → void

argtypedescription
tnumber

halfWidth(t: number) → void

argtypedescription
tnumber

centre(t: number) → void

argtypedescription
tnumber

chord(t: number) → void

argtypedescription
tnumber

thick(t: number) → void

argtypedescription
tnumber

centre(t: number) → void

argtypedescription
tnumber

chord(t: number) → void

argtypedescription
tnumber

thick(t: number) → void

argtypedescription
tnumber

chordOffset(t: number) → void

argtypedescription
tnumber
⌬ Types
Geom = {Builder = {Ring = {RibbonSpec = {LensSpec = {
⌬ Metadata
descriptionThe rockhopper's geometry, written as numbers: a lathe for the volumes, a ribbon for the crest feathers, a lens for the flippers and a prism for the feet and tail, each returning flat-array geometry with smooth normals.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · luteway/penguin/pgmesh.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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