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

pan

The ground half of GREEN SKY. Everything a camera stands on, and everything that gets wet.

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

greensky/pan — the salt flat, the strip, and the water that drowns them

The ground half of GREEN SKY. Everything a camera stands on, and everything that gets wet.

Read /zero/source/design/spec.md first. This module registers itself with greensky/film at require time; the scene entry point calls Film.build() once and Film.tick() per frame, and nothing else drives it.

What it stands up

entitywhat it is
pan_groundthe salt flat: a disc of radius Film.SITE.panRadius at y = 0
pan_ground_farthe same flat ground carried out to 7.6 km, 12 mm lower, so a camera a kilometre up does not see the pan end in a circle
pan_crustthe fine crust: hexagonal plates from 62 cm across, lifted and skirted, laid around every low camera station
pan_crust_farthe coarse crust, 6.5 m to 13 m plates, out to 300 m from each station. Casts no shadow
pan_runway1800 × 45 m of concrete, top face at Film.SITE.runwayY = 0.35
pan_paintits centreline dashes, edge lines and threshold bars, 1 cm proud of the concrete
pan_apronthe concrete in front of the hangar, and the taxiway joining it to the strip
pan_hangar84 × 46 m, 22 m to the ridge, at Film.SITE.hangarPos
pan_windsock_pole + pan_windsock_seg1..3a 9.5 m pole and a three-segment sock
pan_marker_01..60edge markers along the strip, 6 cm to 41 cm tall
pan_ring_01..30tie-down rings on the apron
pan_floodthe standing water where the low cameras are: a 420 m wind-chopped sheet
pan_flood_farthe flat water carrying the flood to the horizon under it

Every one of them is spawned under the PAN anchor and marked temporary, so the saved scene carries none of it and a world.commit is never held up waiting on a hundred entities the module rebuilds anyway.

What moves

  • The flood rises. c.flood runs 0..1 and the water goes with it to Film.SITE.floodMax. At 0:34 there is none; by 1:44 there is 42 cm and the runway's painted centreline is 6 cm under.
  • The markers drown one at a time. Their heights are spread across the flood's whole range and dealt round the strip by a stride coprime with the count, so the drowning sweeps the field rather than marching down it. The count goes 0 at 0:45 → 6 at 0:55 → 20 at 1:05 → 35 at 1:15 → 48 at 1:25 → 60 at 1:44. M.drownedCount(waterY) reads it back.
  • The water surface travels. The chop sheet is built once with a wave of 8.6 cm unit amplitude and then MOVED: its position is the wind carrying the pattern east across the pan, and localScale.y is the sea state, which comes up with the rain and settles mirror-flat at the end. The wave is clamped to the depth of the water it is in, so a 2 cm flood ripples and a 40 cm one chops.
  • The ground soaks. M.wetness(t, flood) leads the flood — the rain darkens the crust well before there is standing water on it — and every surface tints from its dry colour to its wet one on that one number.
  • The windsock. Limp through act I, snapping taut and holding through act II, slackening at the end, fluttering throughout. Three chained segments, so a droop on the first curls the whole sock.

Heights, for anything that needs to sit on the pan

salt pan      y = 0
runway top    y = 0.35     (|z| < 22.5, |x| < 900)
apron top     y = 0.30     (around the hangar)
water level   y = c.flood * 0.42

There are no colliders anywhere in the pan. Nothing in the film touches the ground physically; a weather emitter that wants to bounce hail off concrete should test against those numbers rather than raycast.

Reading it back

local Pan = require("greensky.pan")
Pan.waterY(flood)              -- metres of standing water above y = 0
Pan.wetness(t, flood)          -- 0..1, how wet the ground reads
Pan.drownedCount(waterY)       -- how many edge markers are under
Pan.markerHeights()            -- all 60 heights, in spawn order

This is a greybox

Flat tints, one shared standard_default material, no textures and no surface shader. The flood is opaque and does not reflect anything yet — the lightning and the rainbow standing in the water are the refine stage's, and so is every material here. What is settled and expensive to move is the scale, the placement and the timing.

The geometry is built in Luau by greensky/pan/geom and uploaded with renderer.mesh.create; nothing here is a .mesh asset on disk.

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/pan — THE PAN. Owned by the "pan" slice. The salt flat, the runway, the hangar and windsock, the salt-crust detail, the tie-down rings and marker posts, and the sheet of standing water that rises across the film. Read /zero/source/design/spec.md. Do not write any file outside /zero/source/greensky/pan.module/ and /zero/source/greensky/pan/.

spawnMesh(name: string, meshHandle: any, tintKey: string) → any

GEOMETRY `tintKey` names the SURFACE CLASS. It used to select a flat tint at tintBlend 1.0, which is what made the pan read as cardboard: a tint at full blend replaces the material's albedo outright, so no shader under it could ever be seen. The class now selects a `pan_surface` material instead, the tint is left at blend 0, and the class's dry/wet palette lives in that material's mat.yaml where the shader can lerp between them per frame.

argtypedescription
namestring
meshHandleany
tintKeystring

buildGround( ) → void

The salt flat itself.

crustBand(a: any, rng: any, si: number, b: any) → void

Hexagonal crust plates. A plate's circumradius tiles the lattice at step / sqrt(3); `shrink` pulls it in, and the gap that leaves IS the crack. The plate size is graded by how close the ground is to a camera that STANDS ON IT: a station shooting from 15 cm needs 60 cm polygons under the lens, and the same 60 cm polygon 400 m away is a wasted triangle. So the lattice is laid per station, finest first, and a cell is skipped unless this station is the nearest one to it — which is what keeps two stations 50 m apart from building the same ground twice.

argtypedescription
aany
rngany
sinumber
bany

buildCrust( ) → void

buildRunway( ) → any

The strip, and the concrete around the hangar.

buildApron( ) → any

buildPaint( ) → any

Centreline dashes, edge lines and threshold bars.

stripe(x0: number, x1: number, z0: number, z1: number) → void

argtypedescription
x0number
x1number
z0number
z1number

buildHangar( ) → any

buildWindsock( ) → void

Pole plus three sock segments, each parented to the one before it, so a droop on segment 1 carries 2 and 3 with it and the sock curls.

buildMarkers( ) → void

Edge markers along the strip and tie-down rings on the apron. Heights are spread across the flood's whole range so they go under one at a time.

buildFlood( ) → void

The water. Two surfaces — a chopped sheet over the ground the low cameras stand on, and a flat disc carrying the water to the horizon under it — and its own surface shader, which needs this frame's sky handed to it every frame. All of that lives in `greensky/pan/water`.

quatMul(a: { number }, b: { number }) → void

QUAT

argtypedescription
a{ number }
b{ number }

quatY(rad: number) → void

argtypedescription
radnumber

quatZ(rad: number) → void

argtypedescription
radnumber

build( ) → void

BUILD

waterY(flood: number) → number

THE ARC How much water is standing on the pan, in metres above y = 0.

argtypedescription
floodnumber

wetness(t: number, flood: number) → number

How wet the ground reads. Leads the flood: the rain darkens the crust well before there is standing water on it.

argtypedescription
tnumber
floodnumber

drownedCount(waterY: number) → number

How many edge markers are under water at this level. This is the demo's ground half of the arc as a number, and the check that it is happening.

argtypedescription
waterYnumber

markerHeights( ) → void

update(c: any) → void

argtypedescription
cany

Sub-parts

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55+items
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material · born here
❒asset
# gs_pan_concrete The 1,800 m runway: 4.6 x 7.5 m poured slabs with 1.6 cm joints, aggregate speckle and slab-to-slab tone. Binds `pan_surface` in slab mode.
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module · born here
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# 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
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material · born here
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# gs_pan_marker The 60 painted runway edge posts. Orange, grainy, no lattice — a post 22 cm across has no room for one.
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material · born here
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# gs_pan_crust The salt crust the macro shots stand on: 62 cm polygons with dark cracks, a curled rim on every plate, plate-to-plate tone and salt glint. Binds `pan_surface` in voronoi mode. Carried from bleached ochre to soaked slate by the `wetness` the pan slice writes each frame.
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module · born here
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# greensky/pan/water The standing water: `pan_flood` (a 420 m wind-chopped sheet over the ground the low cameras stand on) and `pan_flood_far` (the flat disc carrying it to the horizon), both drawing with `gs_water.material`. `build(anchor, Geom)` stands the two surfaces up. `update(c, waterY)` moves them — the sheet's `localScale.y` is the sea state and its `localPosition` is the wind carrying the wave pattern across the pan — and then writes this frame's sky into the material. That second half is the point of the module. `gs_water` has no baked look: it evaluates the sky analytically along the reflected ray, because with no reflection probe in this world the PBR environment term is exactly black. The horizon and zenith colours, the storm deck's lid, the discharge level and the rainbow's strength therefore have to be handed to it, and they are computed here from the same palette and the same two arc curves the sky slice uses — so the water holds the sky that is actually above it, on the same frame. `look(c)` returns that whole set as a plain table without touching the scene, so a check can ask what the water is at any instant; `report()` says where the two surfaces are standing right now.
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material · born here
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# gs_pan_ring The 30 tie-down rings on the apron. Dark pitted steel.
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material · born here
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# gs_pan_hangar The hangar and the windsock pole: corrugated steel sheet with 42 cm ribs, panel seams every 3.1 m and weathering running down. The rib fades out with its screen-space footprint, so a roof seen from a kilometre is a smooth sheet rather than moire.
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module · born here
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# greensky/pan/geom — mesh building for the pan An accumulator you push faces into, and the shapes the salt flat is made of. Everything here is pure geometry: it produces flat position / index / normal / uv arrays, and `Geom.upload` hands them to `renderer.mesh.create`. Used only by `greensky/pan`. ## Winding `renderer.mesh.create` reads a triangle's front face as the one where `cross(v1 - v0, v2 - v0)` points out of it. `Geom.quad` takes its four corners in that order and emits `(0,1,2)` + `(0,2,3)`, so every builder below states its corners front-face-first and no face needs `cull = "none"`. ## The surface ```luau local Geom = require("greensky.pan.geom") local a = Geom.acc() -- an empty accumulator Geom.vert(a, x,y,z, nx,ny,nz, u,v) -- one vertex, returns its index Geom.tri(a, i0, i1, i2) Geom.quad(a, p0, p1, p2, p3, nx, ny, nz, uvScale) -- a flat quad, planar UVs Geom.box(a, x0,y0,z0, x1,y1,z1, uvScale, skipBottom?) -- an axis-aligned box Geom.disc(a, cx, y, cz, radii, segs, uvScale) -- a horizontal disc, ring radii inner to outer Geom.plate(a, cx, cz, r, y, sides, rot, yBase?, uvScale) -- a flat polygon with an optional skirt Geom.field(a, cx, cz, sizeX, sizeZ, nx, nz, fn, uvScale) -- a height field, fn(x, z) in world space Geom.upload(a) -- -> MeshHandle Geom.stats(a) -- { verts, tris } Geom.rng(seed) -- :next() 0..1, :range(lo, hi) ``` `uvScale` is metres per UV unit. `Geom.field` takes its normal from four neighbouring samples of `fn`, so a wave shades correctly without the caller differentiating it. `Geom.rng` is a plain LCG. The film has to be byte-identical run to run, so nothing in the pan may reach for `math.random`. ## Note on runtime meshes A mesh made by `renderer.mesh.create` from raw geometry is not CPU-resident, so `renderer.mesh.setVertices` refuses it — `renderer.mesh.update` with whole geometry is the way to change one after the fact, and it costs about 5 ms for 9,400 vertices. The pan builds static geometry once and animates it by moving and scaling the entity instead.
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material · born here
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# gs_pan_apron The concrete in front of the hangar and the taxiway joining it to the strip. Larger, dirtier, more stained slabs than the runway.
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material · born here
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# gs_pan_paint The runway centreline dashes, edge lines and threshold bars. Carries the concrete lattice underneath it so the slab joints run through the paint, plus heavy wear mottling.
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material · born here
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# gs_pan_ground The salt flat itself, from under the crust plates out to the horizon. The same voronoi network as `gs_pan_crust` at a coarser second scale, plus a macro mottle that never fades so the far pan is not one flat tone.
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backing path · greensky/pan.module

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