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AshbloomCrater

The crater slice's foothold in the scene. One entity carries it; all it does is bring the place into being and hand the stage registry the crater's per-frame apply.

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

AshbloomCrater

The crater slice's foothold in the scene. One entity carries it; all it does is bring the place into being and hand the stage registry the crater's per-frame apply.

The crater is GENERATED, not stored: the component calls ashbloom.crater.crater.build() on every scene load, which cuts the meshes from the numbers in craterGeo. The world therefore carries the generator and not four megabytes of baked vertices.

field
rebuildset true to take the standing geometry down and cut it again from the current generator. The authoring loop for the shape itself: change a terrace height, tick this, watch the garden change. It resets itself.

Everything the crater does over the runtime — the ash mantle retreating, the stone coming back black and wet — is in the registered stage, not here.

Interface

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conforms to

zero/source-extract/v2

Ashbloom — the crater slice's foothold in the scene. One entity carries this. All it does is bring the place into being and hand the stage registry the crater's per-frame apply — the geometry, the materials and the ash mantle's retreat all live in `ashbloom.crater.crater`, which this requires. The crater is GENERATED, not stored: `build()` makes its meshes and materials from the numbers in `craterGeo` every time the scene loads, so the world carries the generator and not four megabytes of baked vertices. Fields: rebuild set true to tear the standing geometry down and make it again from the current generator — the authoring loop for the shape itself.

awake( ) → void

update(_dt: ?) → void

argtypedescription
_dt?

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module · born here
❒asset
# crater Stands the place and drives it from the film clock. ```lua local crater = require("ashbloom.crater.crater") crater.build() -- idempotent: meshes, materials, entities, anchors crater.ashCoverage(t) -- 1 -> 0 as the rain crosses crater.waterY(t) -- where the pool's surface is crater.state(t) -- what it is doing now, including the LIVE uniforms ``` Requiring this module registers the `crater` stage, so the director poses the place once a frame with everything else. ## What `build` does Makes the four materials and the seven meshes it is missing, spawns the geometry under a `Crater` entity, deletes the skeleton's scaffold rings, and moves the `A_*` shot anchors onto the surface the real geometry built — keeping each one's azimuth, so the compositions the shot list was written against still hold. It is idempotent and safe after a hot-reload. `teardown()` takes the geometry down and marks every mesh for re-cutting, which is what the component's `rebuild` field uses when the generator itself changes. ## What it drives Two numbers, pushed into the crater's materials every frame: - `ash_coverage` — `ashCoverage(t)`, 1 through movement I and stripped to 0 between t 42 and t 60. The ash mantle reads it as how much of itself is still lying; the stone reads it as how much dust is still in its joints. - `wetness` — `film.wetness(t)`, 0 to 0.78. Basalt goes from dry grey to near-black with a grazing sheen, water gathers in the low places, and ash that is still lying holds the water off the stone under it. ## What other slices ask it `waterY(t)` is where the pool's surface stands — −2.25 in the dry basin, rising to −0.30 just under the kerb as the rain fills it. The refractive pool plane follows it. `CHANNEL_ANGLES` are the four bearings the stone channels run on; `A_Channel` stands at the first.
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backing path · ashbloom/crater/AshbloomCrater.component

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