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rack

The lens and the ears of Ashbloom's 25 set-ups.

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

ashbloom.camera.rack

The lens and the ears of Ashbloom's 25 set-ups.

The set-ups themselves are not here. They are data — the pos / look / fov / ease keys on each row of film.SHOTS — because the cutscene Runtime under AshbloomDirector is what poses the camera, and it reads that table directly. This module owns the two things that ride on those set-ups and cannot be expressed as a row in a table.

The lens

sensorHeight is full frame, so every shot's focal length falls out of the field of view it was composed at:

f = 12 / tan(fov / 2)      -- 24° -> 56 mm, 14° -> 98 mm, 68° -> 18 mm

which keeps the lens honest through shot 13's 30° → 40° ramp, where a hand-written focal length would drift away from the framing mid-shot. Focus is racked to the subject: the distance from the shot's eye to the point it is looking at, re-evaluated every frame, so a shot that dollies pulls focus as it travels.

RACK[n] states only what the optics cannot derive — the aperture, where the plane of focus sits along the eye → subject ray, and the blur ceiling:

shotsf-stop
macro2, 9, 12, 15, 20, 23f/1.4 – f/1.8
close6, 8, 13, 16, 18, 24f/2.0 – f/2.8
middle3, 10, 11, 19f/4
wide1, 4, 14, 21, 25f/5.6
very wide5, 7, 17, 22f/8

It drives @builtin::systems.depthOfField.depthOfField directly rather than through a DepthOfField component. The component pushes its fields only when they CHANGE, so the two do not fight; but one authoring surface per system is the rule, and for this system the camera slice is it.

The ears

The scene's single AudioListener is re-posed on every cut, so the soundscape turns with the film.

It does not re-parent to the cutscene camera. That camera is temporary and is despawned when the playback releases its stage, which would take the world's only listener with it.

One departure from riding the camera exactly: two set-ups stand a quarter of a kilometre outside the crater, and a listener out there hears no garden. The ears are pulled along the eye → subject ray until they are within 30 m of what the shot is looking at. Close shots are unaffected; the wides hear the bowl they are framing.

The guards

A camera inside the rock renders a flat single-colour frame and every read-back in the engine reports it as correct, so two checks answer for it:

local rack = require("ashbloom.camera.rack")
rack.probe(110)        -- eye / at / fov / focal length / f-stop at a film time
rack.clearances()      -- how far each of the 25 eyes clears the crater surface

clearances() asks ashbloom.crater.craterGeo.groundY — the same profile and warp the crater mesh was cut from — at thirteen points across every shot. Under 0.40 m is inside the 34 cm ash mantle. The stage repeats the check on each cut and says so in the log, and it warns once per anchor when a shot anchor moves more than 2 m from where the set-ups were composed.

Joining in

rack.install()   -- registers the "camera" stage at order 15; idempotent

AshbloomCamera.component calls it, so a freshly loaded world has the lens and the listener without anyone requiring this module by hand.

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 camera rack. The 25 set-ups themselves live in `film.SHOTS` (pos / look / fov / ease), because that is the table the director hands to the cutscene Runtime and the Runtime is what actually poses the camera. This module owns the two things that ride ON those set-ups and cannot live in a data table: the LENS a real focal length and aperture per shot, racked to the subject the shot is looking at, so a 14 degree macro at 2 m and a 24 degree wide at 260 m defocus the way those two lenses actually do rather than sharing one blur radius; the EARS the scene's single AudioListener, re-posed on every cut so the soundscape turns with the film instead of standing in the middle of the garden for three minutes. Both are driven from the same `t` as everything else, through the stage registry, so the film stays a pure function of one number. local rack = require("ashbloom.camera.rack") rack.install() -- registers the stage (idempotent) rack.probe(t) -- eye / at / fov / lens at a film time

focalLength(fov: number) → number

The focal length in millimetres that a vertical field of view is, on a full-frame sensor. The film composes in degrees and the lens works in millimetres; this is the one conversion between them.

argtypedescription
fovnumberVertical field of view in degrees.

examples

rack.focalLength(24) --> 56.4

resolveEars( ) → string

checkDrift( ) → void

craterGeo( ) → any

clearanceAt(geo: any, eye: { number }) → number

argtypedescription
geoany
eye{ number }

clearances( ) →

The least distance each set-up's eye clears the crater's surface by, sampled across the shot. Anything under 0.40 m is inside the ash mantle and will render as a flat frame. The one call that answers "is any shot buried".

examples

local c, bad = rack.clearances()

probe(t: number) → any

Where the film camera is at film time `t`, and what lens it is wearing. The same evaluation the cutscene Runtime does, so a probe and the frame on screen cannot disagree.

argtypedescription
tnumber

examples

print(rack.probe(110).focusDistance)

apply(t: number) → void

argtypedescription
tnumber

install( ) → void

Register the camera stage. Idempotent — safe on every hot-reload and from every scope that requires this module.

examples

rack.install()
⌬ Types
Lens = { fStop: number, focus: number, blur: number }

Sub-parts

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

12items
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module · born here
❒asset
# 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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module · born here
❒asset
# 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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module · born here
❒asset
# 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.
▲ 0↑ born
backing path · ashbloom/camera/rack.module

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