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asset⌬ modulemoduleprimary: init.luau·originates fromworld ee1dde50-a…

stations

One entry per shot in `film.SHOTS`, in the same order. `M.rig(t)` turns film time into a pose — position, aim point, vertical field of view, focus distance, aperture and roll — as a pure function of `t`.

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

demo.lens.stations — the fourteen set-ups

One entry per shot in film.SHOTS, in the same order. M.rig(t) turns film time into a pose — position, aim point, vertical field of view, focus distance, aperture and roll — as a pure function of t.

local stations = require("demo.lens.stations")
stations.rig(58.4)        -- the pose at any film second
stations.station(9)       -- the crane over the spire
stations.roomFrame()      -- the mortuary's own axes
stations.isCutFrame(46.0) -- true on the frame the camera cuts

Three ways a station says where it stands

  • A world point — the outdoor stations that do not sit on the ground.
  • onGround(x, z, eye) — the eye a stated height above the turf. The vale is SUNK: the ground climbs 1.2 m from the chapel door to the lodge gate and 21 m to the east bank, so an absolute height buries the camera at one end of the avenue and floats it at the other. The height is read from demo.vale.kit.ground, and falls back to zero when that is not loaded.
  • room(a, s, u) / rail(a, s, du) — a point in the mortuary's own frame: metres along the row from bier seven, metres across the room toward the door, metres above the floor. The frame is derived from the entities the interior slice publishes, so a camera 0.42 m off the bell rail stays 0.42 m off it wherever that slice puts the room.

An aim is either a point, a point that travels with the camera (aimTo), or a direction (look(yaw, pitch, dist)) — yaw 0 down the avenue away from the chapel, increasing toward +X, pitch degrees above the horizon. A dolly under a direction aim holds its heading, which is what makes it a dolly rather than a pan.

Handheld

Two bands, both from film.noise so the shake is reproducible: a slow drift the operator cannot hold out, and a fast tremor. The aim wanders further than the body does, which is what reads as an operator rather than as a shaking tripod. Only shot 9 — the crane in the strike — is properly handheld; the interiors get a breath and Acts I and III are on sticks.

Interface

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

conforms to

zero/source-extract/v2

demo.lens.stations — the fourteen camera set-ups of "Sexton's Bell". One entry per shot in film.SHOTS, in the same order. Each entry says where the camera stands, where it points, what lens is on it, whether it moves, and how steady the operator is. `M.rig(t)` turns film time into a pose; it is a PURE function of t, which is what makes the film seekable. The outdoor set-ups are measured in world metres from film.PLACES. The seven interior set-ups are measured in the MORTUARY'S OWN FRAME, derived at runtime from the entities the interior slice publishes, so a camera 0.42 m off the bell rail stays 0.42 m off it wherever that slice puts the room.

bierAt(n: number) → void

World position of bier n (1..11) while the interior slice has not built.

argtypedescription
nnumber

bellAt(n: number) → void

World position of bell n (1..11) on the rail while the interior slice has not built.

argtypedescription
nnumber

point(e: ?, fallback: { number }) → void

The room's own axes. a metres along the row, 0 at bier seven, positive toward bier eleven s metres across the room away from the row, positive toward the door u metres above the floor The row's DIRECTION is the one thing the shared contract does not carry — it names Bier7 as a point, and a point has no orientation — so the frame reads the row off the interior slice's own bier entities when they are there and falls back to world +X when they are not. `s` is signed by the door, which the contract does carry: the aisle is the side the door is on.

argtypedescription
e?
fallback{ number }

roomFrame( ) → void

at(x: number, y: number, z: number) → void

Point specs

argtypedescription
xnumber
ynumber
znumber

groundAt(x: number, z: number) → number

argtypedescription
xnumber
znumber

onGround(x: number, z: number, eye: number) → void

argtypedescription
xnumber
znumber
eyenumber

look(yaw: number, pitch: number, dist: number) → void

An aim stated as a DIRECTION rather than a point: yaw 0 looks down the avenue away from the chapel and increases toward +X, pitch is degrees above the horizon. A dolly under a direction aim holds its heading, which is what makes it a dolly rather than a pan.

argtypedescription
yawnumber
pitchnumber
distnumber

near(name: string, ox: number, oy: number, oz: number, fx: number, fy: number, fz: number) → void

argtypedescription
namestring
oxnumber
oynumber
oznumber
fxnumber
fynumber
fznumber

room(a: number, s: number, u: number) → void

argtypedescription
anumber
snumber
unumber

rail(a: number, s: number, du: number) → void

`u` given as `rail` sits exactly on the bell rail however high that is.

argtypedescription
anumber
snumber
dunumber

resolve(spec: ?) → void

argtypedescription
spec?

smooth(u: number) → number

argtypedescription
unumber

station(n: number) → void

The station serving shot n.

argtypedescription
nnumber

lerp3(ax: ?, ay: ?, az: ?, bx: ?, by: ?, bz: ?, u: ?) → void

The rig

argtypedescription
ax?
ay?
az?
bx?
by?
bz?
u?

rig(t: number) →

The camera pose at film time t: position, aim point, lens, focus and aperture. A pure function of t.

argtypedescription
tnumberAbsolute film time in seconds.

examples

require("demo.lens.stations").rig(58.4)

isCutFrame(t: number) → boolean

True while film time t is in the first frame of a shot — the frame the camera cuts on.

argtypedescription
tnumberAbsolute film time in seconds.

Sub-parts

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

11items
▣
module · born here
❒asset
# kit The vale's surfaces and its ground — the two things every other `vale` submodule needs. ## Exports - `kit.mintMaterials()` — mints the fourteen vale materials (ragstone, limestone, lichen, slate, iron, brass, yew, bark, turf, gravel, water, void, distance, rook) from `film.PAL`. Idempotent. - `kit.id(name)` — the dotted identity of one of them, which is how a `Model` wears it. `kit.has(name)` asks whether it has been minted yet. - `kit.ground(x, z)` — **the** height function. The terrain mesh, the path, the monuments and the yews all sample this one function, so nothing in the vale floats or sinks. Banks rise quadratically either side of the avenue, the floor lifts toward the lodge gate, and there is a crest behind the chapel as well as the far one at 900 m. - `kit.pathY(z)`, `kit.gutterY(z, t)` — the metalled avenue and the water standing in its gutter. - `kit.qAxis`, `kit.qYaw`, `kit.qMul` — an entity's `rotation` is a quaternion table; these are the three constructors the vale needs. ## Anchors it honours `kit.ground(0, 0)` is 0 (`film.PLACES.chapelDoor`) and `kit.ground(0, 96)` is 1.2 (`film.PLACES.lodgeGate`) exactly — the far shoulder and ridge terms are held off the vale floor so those two stay true.
▲ 0↑ born
▣
module · born here
❒asset
# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · demo/lens/stations.module

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