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updraftFire

The inferno: what burns, what it makes of the air, and what leaves the building.

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

film.updraftFire — Updraft slice 3, FIRE & AIR

The inferno: what burns, what it makes of the air, and what leaves the building.

Registered with film.updraftFilm under the name fire, so it runs from the film's own clock at a fixed 1/24 s per rendered frame. Twenty-one GPU emitters and one entity; nothing auto-updates, so two runs of the film produce the same fire frame for frame.

What it owns

the first causethe Gallery 3 oil lamp guttering, flaring and cracking, and the burning oil running off the desk onto the boards
the shelf runa flame FRONT that walks the fore-edges at about two metres a second, with what it has already left burning behind it
the spiralthe front as a rising helical band, one turn per gallery, with every gallery below it alight at every angle
the airthe ceiling jets rolling under the gallery boards, the smoke layer whose underside is s.smokeY, the indraft at the four doors and the chimney column up the axis
the eventsthe Gallery 12 collapse and its spark trail, the brass rail running at Gallery 6, and the dome going out ballistically
the skythe plume and its hot core, the exterior ember field, and the archive airborne
the pagesindividually lit sheets rising in the draught — the film's hero effect

The burning pages

A page is a mesh particle: one instanced quad, placed by shaders.fire.updraftPage (a compute shader that replaces the built-in integrator with the tower's own weather) and shaded by materials.fire.updraftPage.

The compute pass gives a page a chimney draught that is strongest on the axis and dies off across the shaft, a swirl about that axis, an inward entrainment, and — above the dome — a wind instead. It tumbles the sheet end over end about two axes derived from the particle's own seed, and it colours the page by its height, out of Film.look: deep red at the slate, white-yellow at the dome. So a shaft full of them carries the film's vertical gradient rather than re-stating it.

The material burns a ragged hole inward from a corner the page's seed chooses, discarding what the fire has eaten so the sheet ends up full of holes, and lights the paper by its own hem — which in Movement IV is the only light there is. The shot-15 folio is an ENTITY wearing that same material, fed the same four numbers a particle carries through renderer.instanceData lanes.

The curves

Film.heat, Film.emptied and Film.smokeY say how far the inferno has gone. What is this slice's own is WHERE it has got to:

  • frontU(t) — the front's position up the spiral, 0 at Gallery 3's shelf and 1 at Gallery 22's, keyed so it crosses each shot's framing while that shot is on screen.
  • shelfDeg(t) — the angle the front stands at on Gallery 3's shelf run.
  • fallY(t) — the Gallery 12 mass, once it lets go.

Fire stands at FIRE_R, half a metre proud of the fore-edges: spawned at the shelf face itself it is inside the volumes and the shot reads as an unlit shelf.

Reading it back

local Fire = require("film.updraftFire")

Fire.state()          -- the front's height and angle, and what is alive
Fire.advance(35, 7)   -- drive the fire alone to a film time, for a still
Fire.teardown()       -- give every emitter's GPU buffers back

advance simulates warm seconds of film ahead of the time asked for, because a fire with no past is a fire with nothing in the air. It leaves the film clock alone.

Every emitter draws on the render layer fire as well as on default, so capture { renderLayers = "fire" } is the frame with nothing in it but what burns.

Interface

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

conforms to

zero/source-extract/v2

Updraft slice 3 — FIRE & AIR. The inferno itself: flame that travels the building, the smoke layer and its ceiling jets, embers, the indraft, the collapse, the dome blow-out, the plume, and the burning pages.

galleryY(n: number) → number

argtypedescription
nnumber

ringX(r: number, deg: number) → number

A point on a ring of the shaft. Angles are measured the way the shot list's anchors already read: theta = atan2(z, x), so the lamp sits at -60 degrees.

argtypedescription
rnumber
degnumber

ringZ(r: number, deg: number) → number

argtypedescription
rnumber
degnumber

ramp(t: number, keys: { { number } }) → number

argtypedescription
tnumber
keys{ { number } }

frontU(t: number) → number

How far up the spiral the FRONT has got: 0 is Gallery 3's shelf, 1 is Gallery 22's. `Film.heat` says how far the inferno has gone; this says where it is, and it is keyed so the front crosses each shot's framing while that shot is on screen — 45 m to 100 m through shot 7, past Gallery 12 by the time shot 10 drops it.

argtypedescription
tnumber

frontGallery(t: number) → number

The gallery the front has reached, as a real number.

argtypedescription
tnumber

shelfDeg(t: number) → number

The shelf run on Gallery 3 that shot 5 watches burn: the angle the flame front stands at. Two metres of shelf a second — slow enough to read as travel on a 28 degree lens.

argtypedescription
tnumber

fallY(t: number) → number

argtypedescription
tnumber

drive(name: string, rate: number, keep: number) → void

Emit at `rate`, and keep simulating for `keep` seconds after it stops so live particles finish instead of freezing in the air. An emitter that is neither emitting nor draining is skipped entirely — nineteen emitters is a lot of dispatches to pay for a shaft that is not alight yet.

argtypedescription
namestring
ratenumber
keepnumber

burntPoint(t: number, hi: number?) → void

Somewhere on the burnt spiral: a gallery at or below the front, at any angle around it. This is what makes the whole tower alight rather than one ribbon.

argtypedescription
tnumber
hinumber?

pageUserParams( ) → void

pageSpec(maxCount: number, life: { number }, size: { number }) → void

argtypedescription
maxCountnumber
life{ number }
size{ number }

buildSystems( ) → void

buildFolio(root: any) → void

argtypedescription
rootany

driveLamp(s: any) → void

argtypedescription
sany

driveOil(s: any) → void

argtypedescription
sany

driveShelf(s: any) → void

argtypedescription
sany

driveSpiral(s: any) → void

argtypedescription
sany

driveJet(s: any) → void

argtypedescription
sany

driveRain(s: any) → void

argtypedescription
sany

driveEmbers(s: any) → void

argtypedescription
sany

drivePages(s: any) → void

argtypedescription
sany

driveSmoke(s: any) → void

argtypedescription
sany

driveDrip(s: any) → void

argtypedescription
sany

driveCollapse(s: any) → void

argtypedescription
sany

driveIndraft(s: any) → void

argtypedescription
sany

driveDesks(s: any) → void

argtypedescription
sany

driveColumn(s: any) → void

argtypedescription
sany

driveDome(s: any) → void

argtypedescription
sany

drivePlume(s: any) → void

argtypedescription
sany

driveSky(s: any) → void

argtypedescription
sany

driveFolio(s: any) → void

argtypedescription
sany

resetSlice( ) → void

tickSlice(s: any) → void

argtypedescription
sany

buildSlice(ctx: any) → void

argtypedescription
ctxany

stateAt(t: number) → any

The film state at a time, as `Film.step` would hand it over.

argtypedescription
tnumber

advance(t: number, warm: number?) → void

Advance the fire ALONE to a film time, leaving the film clock where it is. `warm` seconds of film are simulated ahead of `t`, so the flame, smoke and pages standing in the frame carry the history they would have carried had the film run there — a fire with no past is a fire with nothing in the air. This is how a still of one shot is taken.

argtypedescription
tnumberFilm seconds to advance to.
warmnumber?How many seconds of film to simulate first. Defaults to 5.

examples

require("film.updraftFire").advance(33, 6)

teardown( ) → void

Release every emitter and the folio, giving their GPU buffers back. The next `build` makes them again from the current source, which is what a reload of this module needs: an emitter carries the spec it was created with, so a changed spec reaches the film only through a fresh build.

state( ) → void

What the fire is doing right now, for a probe or a capture loop.

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7+items
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module · born here
❒asset
# updraftFilm <!-- 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 · film/updraftFire.module

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