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asset⌬ modulemoduleprimary: init.luau·originates fromworld 23ccf201-6…

gliders

Three sailplanes over the salt pan, and the whole 122 seconds of flying they do. KILO is the lead ship the film keeps returning to; BRAVO and CHARLIE are already airborne when the film opens and join KILO for the last pass. They are the demo's only scale reference — a 15-metre wi…

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

gliders

Three sailplanes over the salt pan, and the whole 122 seconds of flying they do. KILO is the lead ship the film keeps returning to; BRAVO and CHARLIE are already airborne when the film opens and join KILO for the last pass. They are the demo's only scale reference — a 15-metre wing against a 4.5-kilometre cloud.

What it provides

local Gliders = require("greensky.gliders")

Gliders.SHIPS                      -- { "KILO", "BRAVO", "CHARLIE" }
Gliders.poseAt(ship, t)            -- -> position {x,y,z}, forward {x,y,z}
Gliders.poseFull(ship, t)          -- + speed, yaw, pitch, bank, rates, load
Gliders.posAt(ship, t)             -- -> x, y, z
Gliders.tipAt(ship, side, t)       -- a wingtip, side = -1 port / +1 starboard

Every one of them is a pure function of film time. They answer for any t in 0 .. Film.DURATION, they read no entity, and they do not care whether the slice has been ticked — which is what lets the camera slice call poseAt from inside its own update to frame and ride a ship.

greensky/camera uses this for shots 3, 9 and 12.

How a ship is animated

One authored key table per ship, evaluated as a monotone cubic Hermite spline. Everything else is a derivative of it, so there is no second animation to keep in sync and no way for the attitude to disagree with the path:

whatfrom
forwardnormalised dp/dt
pitchasin(forward.y)
bankatan(speed * dyaw/dt / g) — a real coordinated turn
aileronsdbank/dt, opposite sides
elevatordpitch/dt
rudderdyaw/dt
wing flexload factor 1/cos(bank)
wingtip vapourload factor, gated by humidity

Rates are read over a 0.75 s window. A cubic spline's second derivative ripples inside every segment, so a turn rate read at velocity resolution makes a steady thermal turn look like a shiver; 0.75 s is also about how long an aircraft takes to change bank, so the smoothing is the physics rather than a cover for it.

On top of the path — never in it — the cell throws the ships about from the gust front to the last of the rain, and the pilots work against it. The route the camera reads stays exactly where it was authored.

Where they are

film timeKILO
0 – 6.4parked at the west end of the strip, nose east, one wingtip a hand off the concrete
6.4 – 12.4the ground roll: 130 m of concrete, wing level by t = 10.4
12.4rotation and lift-off
12.4 – 17.5climb-out, easing right off the centreline
17.5 – 39.2the thermal: a 110 m circle at 30 m/s, 42 degrees of bank, climbing 12 m/s
39.2 – 55east along the gust front, through the 700 m cloud base at exactly t = 55
55 – 76inside the mass, climbing to 1,370 m, then turning north and coming down
76 – 99out into the rain, descending across the pan
99 – 106a hard diving turn, wings coming level pointing due south
106 – 122the low pass: 68 m/s, 90 m off the flood, all three ships in line

BRAVO and CHARLIE fly their own thermals — wider and tighter respectively, at their own altitudes — until KILO leaves the turn at t = 39.2. All three exit on the same heading, and from there the wingmen hold a station on KILO that eases into their slot in the final line.

The airframe

Twelve entities under each ship's root, built nose along +Z, span along ±X, up along +Y. Fuselage, nose, canopy, two wing panels with 3.5 degrees of dihedral, two ailerons, a tailplane, a fin, a rudder, and a wingtip entity each side carrying a TrailRenderer for the vapour.

The root's rotation is yaw(+Y) * pitch(+X) * roll(+Z), composed with Transform.quatFromAxisAngle and Transform.quatMul.

This pass is a greybox: one flat material, no textures, silhouette only.

Interface

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

conforms to

zero/source-extract/v2

greensky/gliders — THE GLIDERS. Owned by the "gliders" slice. Three sailplanes: KILO (the lead ship the camera keeps returning to) and two wingmen, BRAVO and CHARLIE. Their airframes, their flight paths across the whole 122 seconds, their banking and control surfaces, and their wingtip trails. They are the film's only scale reference: a 15-metre wing against a 4.5-kilometre cloud. Their paths are authored against film time, not simulated, so the same run gives the same film. WHAT DRIVES WHAT One function is the whole slice: `posAt(ship, t)` evaluates a monotone cubic Hermite spline through an authored key table. Everything else is derived from it by finite difference, so nothing is hand-animated twice and nothing can drift out of agreement with the path: forward = normalised dp/dt pitch = asin(forward.y) yaw = atan2(forward.x, forward.z) bank = atan(speed * dyaw/dt / g) -- a real coordinated turn ailerons = dbank/dt -- opposite sides elevator = dpitch/dt rudder = dyaw/dt wing flex = load factor 1/cos(bank) vapour = load factor, gated by humidity A ship therefore banks into every turn the path makes, its ailerons lead the roll, and its tips smoke when the wing is loaded — with no separate animation to keep in sync. LOCAL AXES. Every airframe is built nose along +Z, span along ±X, up along +Y. The root's rotation is yaw(+Y) * pitch(+X) * roll(+Z). Read /zero/source/design/spec.md. Do not write any file outside /zero/source/greensky/gliders.module/ and /zero/source/greensky/gliders/.

clamp(v: number, lo: number, hi: number) → number

SMALL MATH

argtypedescription
vnumber
lonumber
hinumber

smoothstep(x: number) → number

argtypedescription
xnumber

wrapPi(a: number) → number

argtypedescription
anumber

tangent(prev: number, cur: number, nxt: number, tPrev: number, tCur: number, tNext: number) → number

THE PATH SPLINE Monotone cubic Hermite. The tangent at a key is the centred difference UNLESS the key is a local extremum on that axis, where it is zero. That kills every overshoot: a parked glider never creeps backwards, and a circling one never bulges outside its own turn radius. The one thing it will not tolerate is a hairpin — a key where every axis reverses at once reads as a dead stop — so no route here doubles back on itself.

argtypedescription
prevnumber
curnumber
nxtnumber
tPrevnumber
tCurnumber
tNextnumber

evalPath(keys: any, t: number) → void

keys are { t, x, y, z }, strictly increasing in t.

argtypedescription
keysany
tnumber

addGuards(keys: any) → void

Guard keys two seconds outside the film, extrapolated from the ends, so the finite differences at t = 0 and t = 122 are as well defined as the ones in the middle.

argtypedescription
keysany

thermal(radius: number, phase: number, rate: number, y0: number, climb: number, t: number) → void

THE FLIGHT PATHS A thermal turn: a right-hand circle about the core, climbing. `phase` is the angle at t = 0 in degrees, `rate` the degrees a second it unwinds.

argtypedescription
radiusnumber
phasenumber
ratenumber
y0number
climbnumber
tnumber

add(t: number, x: number, y: number, z: number) → void

argtypedescription
tnumber
xnumber
ynumber
znumber

buildWingman(radius: number, phase: number, rate: number, y0: number, climb: number, slot: any) → any

A wingman flies its own thermal until KILO leaves, then holds a station on KILO that eases from where it left the thermal to its slot in the final three-ship line. Because the two regimes agree in BOTH position and velocity at the handover, the seam needs no blend.

argtypedescription
radiusnumber
phasenumber
ratenumber
y0number
climbnumber
slotany

posAt(ship: string, t: number) → void

POSE

argtypedescription
shipstring
tnumber

groundRoll(t: number) → number

The parked ship holds a wingtip down on the concrete and rolls level as it accelerates. That is the only pose the path itself cannot express, because a straight ground roll makes no turn to bank into.

argtypedescription
tnumber

velAt(ship: string, u: number) → void

Velocity at u, centred.

argtypedescription
shipstring
unumber

bankFrom(speed: number, yawRate: number) → number

argtypedescription
speednumber
yawRatenumber

courseAt(ship: string, u: number) → void

Heading, climb angle and speed at u, all from one velocity read.

argtypedescription
shipstring
unumber

ratesAt(ship: string, u: number) → void

Turn rate, climb-rate change and speed, read over the rate window.

argtypedescription
shipstring
unumber

bankAt(ship: string, u: number) → number

Bank alone, for differencing the roll rate.

argtypedescription
shipstring
unumber

poseFull(ship: string, t: number) → any

Everything a caller could want about a ship at film time t. Pure: it reads no entity and does not care whether the slice has been ticked.

argtypedescription
shipstring
tnumber

poseAt(ship: string, t: number) → void

THE CONTRACT the camera slice reads. Position and forward for any t in 0..122, with no dependence on having been ticked.

argtypedescription
shipstring
tnumber

tipAt(ship: string, side: number, t: number) → any

Where a wingtip is, for anything that wants to hang off one. `side` is -1 for the port tip, +1 for starboard.

argtypedescription
shipstring
sidenumber
tnumber

qAxis(ax: number, ay: number, az: number, angle: number) → any

argtypedescription
axnumber
aynumber
aznumber
anglenumber

qMul(a: any, b: any) → any

argtypedescription
aany
bany

buildShip(name: string, tint: any) → any

argtypedescription
namestring
tintany

build( ) → void

humidity(t: number) → number

THE TICK Wingtip vapour: the tips smoke when the wing is loaded, and only in air wet enough to condense. Dry act I gives nothing; the humid middle of the film gives the most; the cleared act III gives a little back.

argtypedescription
tnumber

turbulence(t: number) → number

How hard the air is working the airframes. Nothing in act I, everything from the gust front to the last of the rain, then gone.

argtypedescription
tnumber

applyShip(name: string, c: any, phase: number) → void

argtypedescription
namestring
cany
phasenumber

update(c: any) → void

argtypedescription
cany

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
# film The clock, the shot table and the palettes of GREEN SKY. Every other slice talks to this module and to nothing else. ## The clock A fixed **1/24 s per rendered frame**, ignoring the real frame delta. The film is therefore byte-identical on every run whatever the frame rate, so it can be recorded a frame at a time and retimed on the host. Film.FPS 24 Film.FIXED_DT 1/24 Film.DURATION 122 seconds `scenes/main.scene`'s entrypoint calls `Film.build()` once on load and `Film.tick()` once per frame. There is no cutscene, no coroutine timeline and no `task.wait` chain anywhere in the demo. ## The shot table `Film.SHOTS` — eighteen entries, `{ n, seconds, act, name, brief }`. `seconds` is the only timing authority in the film; `greensky/camera` owns where each set-up stands. Shot numbers are stable and are never renumbered, because every slice keys off them. Film.shotAt(t) -> the shot on screen at t, and seconds into it Film.shotStart(n) -> when shot n begins ## Registering a slice local Film = require("greensky.film") local M = {} function M.build() end -- once, on scene load function M.update(c) end -- every frame Film.register("pan", M, 10) -- lower order ticks first The context `c` every update receives: | field | meaning | |---|---| | `t` / `u` | film seconds, and 0..1 across the whole film | | `dt` | always `FIXED_DT` | | `frame` | integer frame counter from 0 | | `shot` / `shotT` / `shotU` | the shot on screen, and progress through it | | `cut` | true on the first frame of a new shot | | `act` | 1, 2 or 3 | | `storm` / `flood` / `clear` | the three progressions, 0..1 | `Film.arcAt(t)` gives those last three at any time, so a slice can ask what act III looks like without waiting for it. ## Two palettes, and they are not the same thing **`Film.PALETTE`** is the **light** — what the sun, the sky and the ambient are doing in the world, per act, plus the discharge. `greensky/sky` reads it every frame. **`Film.PAL`** is the **photograph taken of that light** — the response of the camera's negative, per act. `greensky/camera` reads it every frame and writes it into the `gs_grade` post-process pass. Its fields are `ev` (exposure compensation in stops), `exposure`, `contrast`, `pivot`, `saturation`, `vignette`, `vigInner`, `grain`, and the ASC-CDL triplets `lift` (offset, moves the blacks), `gain` (slope, the whites) and `gamma` (power, the mids). Both carry `dry`, `storm`, `clear` and `flash`, and both are interpolated by the same `c.storm` / `c.clear` ramps, so the light and the photograph of it always agree about which act it is. `Film.mixGrade(a, b, x)` mixes two `Film.PAL` entries. Every `gain` in `Film.PAL` is at or below 1 on purpose: the post chain is display-referred and hard-clipped at 1.0, so a gain above 1 clips the image rather than opening it up. Level lives in `ev`, in stops. ## The site `Film.SITE` — the numbers more than one slice needs about the place: pan radius, runway length and width, hangar position, cloud base and top, the cloud volume's horizontal extent, where the storm enters and leaves, and how deep the flood gets. Everything must live inside 8 km of every camera station, because the far plane is hard-fixed at 8000. ## Curves Film.ramp(t, a, b) smoothstep, 0 before a and 1 after b Film.lerp(a, b, x) Film.mix3(a, b, x) mix two {r, g, b} Film.clamp01(x) ## Files film.module/init.luau this module ../design/spec.md read this before changing any of it ../design/shotlist.md the eighteen shots as written
▲ 0↑ born
backing path · greensky/gliders.module

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+ quality × 0.35
+ performance × 0.25
± compat factor

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