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asset⌬ modulemoduleprimary: init.luau·originates fromworld 144d3f4d-f…

updraftFilm

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

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

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.

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 — the film's shared constants, its deterministic clock, and the registry every slice hangs off.

shotTable( ) → void

Data lives in film.updraftShots so the camera slice can retune it without touching the clock. Required lazily: the clock is usable before the shot table exists.

shotAt(t: number) → void

Which shot holds a film time, and where inside it. Shot windows are half-open, so the moment one ends is the moment the next begins.

argtypedescription
tnumberFilm seconds.

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

argtypedescription
tnumber
keys{ { number } }

heat(t: number) → number

How far the inferno has gone, 0 .. 1. Light, sound, smoke, brass temperature, particle counts and material emissive all read THIS rather than agreeing with each other by hand.

argtypedescription
tnumberFilm seconds.

emptied(t: number) → number

How much of the archive has already left the tower, 0 .. 1. Drives the emptying shaft, the plume's density and the exterior shots.

argtypedescription
tnumberFilm seconds.

smokeY(t: number) → number

The underside of the smoke layer, in metres. It starts above the dome and rolls down the shaft. Anything that has to be inside or below the smoke reads this.

argtypedescription
tnumberFilm seconds.

register(name: string, handlers: any) → void

argtypedescription
namestringOne of "tower", "look", "fire", "sound".
handlersany{ build?, reset?, tick? }

registered( ) → void

eachSlice(fn: (string, any) → void

argtypedescription
fn(string, any

stageRoot( ) → void

build( ) → void

Build every registered slice once. Called by play(); safe to call again.

play( ) → void

Start the film from the top, deterministically. Idempotent: calling it while the film runs restarts it rather than stacking a second clock.

stop( ) → void

step(_dt: number?, dt: ?) → void

ONE rendered frame of film. `dt` is accepted and DELIBERATELY IGNORED — the clock advances by exactly M.FRAME so the film is reproducible.

argtypedescription
_dtnumber?
dt?Ignored. Present so this drops straight into a component update.

state( ) → void

What the clock says right now — for a capture loop, a probe, or a log line.

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# updraftShots UPDRAFT's fifteen camera set-ups, as data. `film.updraftFilm` reads `definition()` on every `play()` and ticks the resulting cutscene runtime at a fixed 1/24 s, so **retuning a shot means editing this table** — never calling `cutscene.play`. ## The cut 96 seconds, five movements, boundaries at **19 / 38 / 64 / 83**. | Mv | Shots | Window | |----|-------|--------| | I | 1–3 | 0–19 | | II | 4–6 | 19–38 | | III | 7–10 | 38–64 | | IV | 11–13 | 64–83 | | V | 14–15 | 83–96 | `windows()` derives the per-shot windows from the durations. `evaluate(t)` gives the eye, the look point and the lens at any film second without playing anything — the way to check a frame while authoring. ## `check()` — the three things that must stay true Call it; an empty list is the pass. 1. **The cut.** The fifteen durations sum to `Film.DURATION` and the movement boundaries land on 19 / 38 / 64 / 83 exactly. 2. **The repeat.** Shot 12 IS shot 2's set-up — the *same three tables*, shared by reference, not a copy. The film turns on that frame reading as one camera in two different buildings, and a copy would let one of them be nudged and quietly break the rhyme. `check()` compares them with `rawequal`. 3. **Nothing in the masonry.** No camera anchor stands between `shelfFace` and the outer wall. The shaft is clear inside `walkwayInner`, the walkway runs out to `shelfFace`, and past `innerRadius` is stone. ## Anchors — how to make a shot track something that moves A shot's `pos` / `look` is a world position, a list of them the camera travels along, or **the name of an entity**, resolved on the frame it is drawn. Four subjects in this film would rather track than guess, and `M.ANCHORS` names them: | Key | Entity name | Used by | |---|---|---| | `folio` | `FilmFolio` | shot 1's look — the open folio on Desk 7 | | `lamp3` | `FilmLamp3` | shot 4's look — the oil lamp that cracks | | `fallingMass` | `FilmFallingMass` | shot 10's look — the twelve metres of Gallery 12 | | `skyFolio` | `FilmSkyFolio` | shot 15's near look — the same folio, burning, at 400 m | **Spawn an entity under one of those names and the camera locks to it for free.** Until one exists the shot frames a world position instead, so nothing is refused for naming something that has not been built yet — `definition()` re-resolves every anchor on every play. ## Two set-ups that are deliberately not obvious - **Shot 3** dollies the Gallery 14 ring as a three-point polyline at r = 15.2, between the brass rail and the shelf face. A straight move between its two ends would cut the chord through the shelving. - **Shot 15** racks off the folio and down onto the tower as **hold, rack, hold** — each anchor repeated, so a third of the shot sits on the burning page, a third swings, and a third sits on the tower. A two-point look interpolates the aim point across three hundred metres of empty air and spends the middle of the shot framing neither end of it. ## What this module does not own The clock, the curves and the registry are `film.updraftFilm`. The sound is `film.updraftSound`, which shares this slice and reads `M.shots` directly to put the scene's `Listener` on the lens every frame.
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backing path · film/updraftFilm.module

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