@alpaca-software/40kdc-data
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    Interface HullShape

    A model's 2D collision footprint as an explicit polygon, used in place of a circular/oval base for vehicles and other hull-based models. Points are authored in local inches (y-down); a consumer re-centers the polygon on its area centroid before placement, so the local origin does not affect where the model lands — only its shape matters (mirrors the terrain-template footprint convention). A hull shape is faction-agnostic and reusable: one outline (e.g. a Rhino chassis) is authored once and referenced by hull_shape_id from every model that shares that hull, across factions. This entity stores geometry only — never an image, image URL, or any source-asset metadata.

    This interface was referenced by 0KdcBundledSchemas's JSON-Schema via the definition "hull-shape".

    interface HullShape {
        id: string;
        name: string;
        points: [Vec2, Vec2, Vec2, ...Vec2[]];
        bounds_width_in: number;
        bounds_height_in: number;
        game_version: GameVersionReference;
    }
    Index

    Properties

    id: string
    name: string
    points: [Vec2, Vec2, Vec2, ...Vec2[]]

    Polygon vertices in local inches (y-down), in order around the outline. A hull is always a polygon (never a rectangle/right-triangle), so the points are given directly rather than via the shared footprint oneOf.

    3

    bounds_width_in: number

    Cached axis-aligned bounding-box width in inches (max x − min x). Derived from points; recorded so consumers can size/scale without recomputing.

    bounds_height_in: number

    Cached axis-aligned bounding-box height in inches (max y − min y). Derived from points.

    game_version: GameVersionReference