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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

debris

What is left of people.

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

debris

What is left of people.

Nothing in the debris field is wreckage. It is crockery, a shoe, a light fitting: the ordinary contents of a ship, spread out on the bottom by the current that sorted them and half-buried by a century of silt.

local D = require("deadlight.wreck.debris")
D.build(M)                        -- the whole field
D.cup(M, at, tilt, scale)         -- a White Star cup, handle and all
D.shoeSole(M, at, yaw)            -- the one object that says a person
D.handwheel(M, at, axis)
D.chandelierArm(M, at, yaw)
D.CUP                             -- where shot 13 looks, and where the arm reaches

D.CUP is a contract with the sub slice. The manipulator arm articulates down over that exact point at 76-84 s, hesitates, and withdraws.

The four hero objects are strung along the line shot 12 creeps down — the camera runs from (6.5, 249) to (2.0, 256) looking at (0, 262) — so the lens passes within two or three metres of each in the order the beat wants. A seventy-degree lens turns a teacup at eight metres into three pixels, so what carries the beat between them is a corridor dressed at plate-and-basin size, with the crockery, bottles, brass port rims and bunker coal that a liner actually spills.

Everything else is scattered in drift LINES across the current, and every object has silt banked on its up-current side.

Interface

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conforms to

zero/source-extract/v2

deadlight.wreck.debris — what is left of people. Nothing here is wreckage. It is crockery, a shoe, a light fitting: the ordinary contents of a ship, spread out on the bottom by the current that sorted them and half-buried by a century of silt. Shot 12 creeps through it at thirty centimetres and shot 13 descends onto ONE cup, so the hero objects are placed by hand and everything else is scattered around them along the drift. The cup is at `Debris.CUP`, which is where shot 13 looks and where the manipulator arm reaches. That number is a contract with the sub slice.

rng(seed: number) → void

argtypedescription
seednumber

cup(M: any, at: { number }, tilt: number, scale: number?) → void

A White Star third-class cup: straight-sided, thick, a small loop handle. It is 9 cm across, which is why shot 13 is on a 38-degree lens at 2.5 m.

argtypedescription
Many
at{ number }
tiltnumber
scalenumber?

shoeSole(M: any, at: { number }, yaw: number) → void

A leather sole, curled at the toe, the upper long gone. It is the one object in the field that says a person rather than a ship.

argtypedescription
Many
at{ number }
yawnumber

P(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

handwheel(M: any, at: { number }, axis: { number }) → void

A brass valve handwheel, the kind that is on every bulkhead of a ship.

argtypedescription
Many
at{ number }
axis{ number }

chandelierArm(M: any, at: { number }, yaw: number) → void

One arm off a saloon chandelier: a curved brass tube ending in a socket.

argtypedescription
Many
at{ number }
yawnumber

build(M: any) → void

argtypedescription
Many
⌬ Metadata
descriptionThe debris field aft of the break: crockery, a shoe sole, a brass fitting and a chandelier arm, sorted by the current.

Sub-parts

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

7items
▣
module · born here
❒asset
# geom A triangle-soup builder. Every piece of the wreck — plating, rivet steps, porthole rings, chain links, rusticles, a porcelain cup — is appended into one growing vertex/index buffer and uploaded once with `renderer.mesh.create`, so a ship of a hundred thousand triangles is a handful of draw calls. ```luau local G = require("deadlight.wreck.geom") local m = G.new() G.box(m, { 0, 0, 0 }, { 2, 1, 4 }) G.tube(m, { 0, 0, 0 }, { 0, 1, 0 }, 3.0, 0.4, 0.25, 12, true) local handle = G.upload(m) ``` **Shapes.** `box` / `boxIn` (axis-aligned, or in a frame), `tube` (a swept cone with optional caps), `sphere` (with a `squashY` for a dome or a lens), `torus`, `quad` (four world points, normal from the winding) and `quadNV` (four points each carrying its own normal — what keeps a lofted hull smooth across a station while its strake seams stay hard). **Frames.** `axisFrame(origin, forward, scale)` builds an orthonormal basis around a direction and `at(frame, a, b, c)` is a point in it, which is how a fitting is placed against a hull surface whose normal is not an axis. **UVs are in PLATE UNITS, not 0..1.** One unit of `u` is one strake and one unit of `v` is one plate length, so the seam grooves and rivet rows in `deadlight.wreck.surfaces`' plate texture land on the real seams of the real plating. `box`'s `uvScale` converts metres to those units for a fitting. Positions are world-space metres in the wreck's own frame; the slice offsets them by parenting the result under an anchor entity placed at the position `Film.ANCHORS` names.
▲ 0↑ born
backing path · deadlight/wreck/debris.module

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