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crater

Stands the place and drives it from the film clock.

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

crater

Stands the place and drives it from the film clock.

local crater = require("ashbloom.crater.crater")
crater.build()                  -- idempotent: meshes, materials, entities, anchors
crater.ashCoverage(t)           -- 1 -> 0 as the rain crosses
crater.waterY(t)                -- where the pool's surface is
crater.state(t)                 -- what it is doing now, including the LIVE uniforms

Requiring this module registers the crater stage, so the director poses the place once a frame with everything else.

What build does

Makes the four materials and the seven meshes it is missing, spawns the geometry under a Crater entity, deletes the skeleton's scaffold rings, and moves the A_* shot anchors onto the surface the real geometry built — keeping each one's azimuth, so the compositions the shot list was written against still hold.

It is idempotent and safe after a hot-reload. teardown() takes the geometry down and marks every mesh for re-cutting, which is what the component's rebuild field uses when the generator itself changes.

What it drives

Two numbers, pushed into the crater's materials every frame:

  • ash_coverage — ashCoverage(t), 1 through movement I and stripped to 0 between t 42 and t 60. The ash mantle reads it as how much of itself is still lying; the stone reads it as how much dust is still in its joints.
  • wetness — film.wetness(t), 0 to 0.78. Basalt goes from dry grey to near-black with a grazing sheen, water gathers in the low places, and ash that is still lying holds the water off the stone under it.

What other slices ask it

waterY(t) is where the pool's surface stands — −2.25 in the dry basin, rising to −0.30 just under the kerb as the rain fills it. The refractive pool plane follows it. CHANNEL_ANGLES are the four bearings the stone channels run on; A_Channel stands at the first.

Interface

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

conforms to

zero/source-extract/v2

Ashbloom — the place. The crater bowl, its five terraces and the walls that hold them up, the stone channels, the sunken pool and its steps, the rim, and the ash mantle lying over all of it. `build()` stands the whole thing; the registered stage is what makes it MOVE — the mantle retreating off the stone and the stone coming back black and wet as the rain crosses. require("ashbloom.crater.crater").build() Requiring this module registers the `crater` stage. `build()` is idempotent: it makes the assets it is missing, spawns the entities it is missing, clears the skeleton's scaffold and moves the shot anchors onto the real geometry.

Model

ashCoverage(t: number) → number

How much of the ash mantle is still lying, 1..0. Full through movement I, stripped off by the rain over movement II — the high terraces first, the garden floor last, in patches rather than as an even fade.

argtypedescription
tnumber

waterY(t: number) → number

The world Y of the pool's surface. The basin is a cracked ash floor at -2.25 until the rain fills it; it settles just under the kerb. The `fx` slice's refractive pool plane follows this.

argtypedescription
tnumber

rgba(c: { number }, a: number?) → void

argtypedescription
c{ number }
anumber?

ab_stone_bowl( ) → void

ab_stone_channel( ) → void

ab_stone_rubble( ) → void

ab_ash_mantle( ) → void

tryResolve(name: string, _kind: string) → void

argtypedescription
namestring
_kindstring

ensureMaterial(name: string) → void

argtypedescription
namestring

ensureMesh(name: string, make: () → void

argtypedescription
namestring
make(

part(parent: ?, name: string, mesh: ?, mat: ?) → void

BUILD

argtypedescription
parent?
namestring
mesh?
mat?

build( ) → void

Stand the crater. Idempotent — the assets and entities that already exist are left alone, so it is safe to call again after a hot-reload.

teardown( ) → void

Take the standing geometry down, leaving the assets and the anchors. What `rebuild` uses to re-cut the shape from a changed generator.

clearScaffold( ) → void

Delete the skeleton's stand-in crater. The light slice owns `scaffold_moon` / `scaffold_ambient` and this leaves them standing.

onSurface(r: number, y: number, th: number, lift: number) → void

ANCHORS The shot anchors the camera slice looks up by name. The skeleton put them where the composition wanted them; this moves them onto the surface the real geometry actually built, keeping each one's azimuth so the framings hold.

argtypedescription
rnumber
ynumber
thnumber
liftnumber

placeAnchors( ) → void

guidFor(name: string) → string

Resolved on demand rather than only in `build`. A hot-reload of this file makes a NEW module table whose cache is empty while the stage registry takes the new `apply` immediately — and a stage that pushes nothing because its cache is empty is a slice that silently stops moving.

argtypedescription
namestring

apply(t: number) → void

argtypedescription
tnumber

state(t: number) → void

What the crater is doing at film time `t` — the two numbers the stage pushes, and the water level the pool follows. The read that answers "is this slice moving", and what a sibling slice asks instead of re-deriving it.

argtypedescription
tnumber

invalidate( ) → void

Force the next `apply` to push every uniform again — after a rebuild or a seek, where the cached values no longer describe what the GPU holds.

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# film <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# craterGeo The crater as numbers. Every piece of geometry the place is made of, generated from a profile curve in (radius, height) swept around and pushed out of true by a warp field — the bowl and its five terraces, the retaining wall that holds each one up, the sunken pool and its steps, the natural crater wall and the rim, the ash mantle, the stone channels, and the rubble. Nothing here touches the world. Every function returns flat geometry arrays in the shape `asset.create("mesh", …)` takes, so the whole place can be built, inspected and re-cut without a scene. ```lua local geo = require("ashbloom.crater.craterGeo") local bowl = geo.geometry(geo.bowl()) -- positions/indices/normals/uvs/colors local y = geo.groundY(23.4, -0.35) -- the first terrace local p = geo.surfaceAt(12.6, 2.16) -- a point on the garden floor ``` ## Where the ground is `groundY(r, th)` and `surfaceAt(r, th)` read the same profile and the same warp the meshes were cut from, so anything they place sits ON the stone. The garden's plants, the effects' emitters and any camera set-up that must not end up inside the rock ask here rather than guessing a height — a shot whose camera is inside geometry renders a flat single-colour frame that every read-back reports as correct. ## Vertex colours carry meaning The sweep writes what each surface IS into the mesh's colour channel, and both crater shaders read it back: | channel | means | |---|---| | `r` | ash affinity — 1 where ash can lie, 0 on a vertical face | | `g` | masonry — 1 on built stonework, 0 on natural rock | | `b` | height — 0 at the garden floor, 1 at the crater rim | ## The warp A crater is not a lathe. `warp(r, y, th)` pushes the radius and the height of every ring around by a slowly-turning field whose amplitude grows with the radius: the built terraces stay nearly true, the wall above them is ribbed and gullied, and the crest is ragged enough to read as a silhouette. Both are pure functions of the NOMINAL radius, which is what keeps a retaining wall plumb — its foot and its top course share a radius and are therefore pushed identically. ## The numbers `SEG` 132 · `RIM_RADIUS` 96 · `RIM_HEIGHT` 34 · `POOL_RADIUS` 11 · `POOL_BOTTOM` −2.2 · `FLOOR_RADIUS` 14 · `TERRACES` {14, 2.6} {28.8, 5.8} {43.6, 9.0} {58.4, 12.6} {73.2, 16.6} · `TERRACE_OUTER` 88 · `ASH_DEPTH` 0.34.
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# stages <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · ashbloom/crater/crater.module

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