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asset⌬ modulemoduleprimary: init.luau·originates fromworld a24d981a-1…

collapse

The order in which the salt pan is destroyed on camera.

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

furrow.collapse

The order in which the salt pan is destroyed on camera.

A list of one-shot BEATS, each pinned to a film.mark: the ground giving way under the rig, the eighteen masts going down west to east, the rig dropping out of the bottom of frame, the pan floor doming and shedding its crust, the breach, and the head coming down 300 m out. step fires the ones the clock has just crossed and nothing else, so the film destroys the place the same way every run and a beat that moves in film.mark moves here with it.

Verbs

callwhat it does
collapse.create()build the schedule.
collapse.step(C, S, t)fire every beat the clock has just crossed. S is the sand slice's emitter set.
collapse.rearm(C, from)re-arm every beat at or after from, so a held preview instant repeats its collapse instead of firing it once.

What a beat fires

  • effects.play on the shipped catalogue, repurposed. combat.impact at surface = "dirt" throws no sparks and a slow brown cloud, which is a collapsing ground rather than a gunshot; combat.shockwaveRing in the pan's own gypsum colour is the pressure front running out across the flat.
  • The sand slice's own burst and crust-plate emitters, through sand.burst and sand.plates.

Both are fired from the component's update. An effect played from a one-shot script is registered and never stepped.

Where the masts are

film.geo.mastFrom, mastTo and mastCount. The masts themselves belong to another slice; this reads the same geography they are placed against, so a burst lands at a mast's foot without either slice knowing about the other.

Interface

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

conforms to

zero/source-extract/v2

FURROW — everything that breaks. The pan is destroyed on camera in a stated order: the masts go down, the ground under the rig opens, the rig falls out of the bottom of frame, the pan floor domes and sheds its crust, and the head comes down and throws a ring of sand over the lens. This module is that schedule. It is a list of one-shot BEATS, each pinned to a `film.mark`. `step` fires the ones the clock has just passed and nothing else, so the film runs the same way every time and a beat that has moved in film.mark moves here with it. Nothing here keeps a clock. Two kinds of thing are fired: * `effects.play` — the shipped catalogue, repurposed. `combat.impact` at `surface = "dirt"` throws no sparks and a slow brown cloud, which is a collapsing ground rather than a gunshot; `combat.shockwaveRing` is the pressure front running out across the pan. * the SAND slice's own burst and crust-plate emitters, through `sand.burst` / `sand.plates`. Both are fired from the component's `update` — a long-lived context. An effect played from a one-shot script is registered and never stepped (#10047). Owner: the SAND & COLLAPSE slice.

ground(x: number, z: number, count: number, spread: number, speed: number, life: number) → void

argtypedescription
xnumber
znumber
countnumber
spreadnumber
speednumber
lifenumber

ring(x: number, y: number, z: number, radius: number, rate: number, thickness: number) → void

argtypedescription
xnumber
ynumber
znumber
radiusnumber
ratenumber
thicknessnumber

mastAt(i: number) → void

Where mast `i` of the survey line stands. The masts themselves belong to the SET slice; this reads the same geometry it places them against, so a burst lands at a mast's foot without either slice knowing about the other.

argtypedescription
inumber

create( ) → any

The schedule. Every beat is `film.mark.<beat>` plus an offset, so moving a mark moves the whole cluster with it.

at(t: number, fire: (any) → void

argtypedescription
tnumber
fire(any

rearm(C: any, from: number) → void

Re-arm every beat standing at or after `from`, so they fire again the next time the clock reaches them. The authoring preview holds one film instant and calls this so a collapse repeats instead of happening once, off-screen.

argtypedescription
Cany
fromnumber

step(C: any, S: any, t: number) → void

Fire every beat the clock has just crossed. A film time that jumps backwards (a re-entry, a seek) re-arms the whole schedule.

argtypedescription
Cany
Sany
tnumber

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
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module · born here
❒asset
# furrow.sand The film's airborne substrate: every emitter FURROW has, the numbers they are made of, and the one verb that poses them all for a film second. `Sand.component` is the long-lived context that calls this; nothing here reads a clock of its own. ## Verbs | call | what it does | |---|---| | `sand.create(particles)` | build every emitter once. Returns the emitter set. | | `sand.step(S, t, step, camX, camY, camZ, density)` | pose everything for film second `t` and advance it by `step`. | | `sand.burst(S, x, y, z, count, spread)` | throw a burst of sand at a point. | | `sand.plates(S, x, y, z, radius, count)` | throw a fan of crust plates. | | `sand.audit(t)` | every emitter running at film second `t`, without disturbing the film. | | `sand.destroy(S)` | release every GPU buffer. | ## Reading the shot table `sand.shotAt(t)` gives the set-up index and how far through it the film is. `sand.camPoint(i, u)` and `sand.lookPoint(i, u)` read `film.shots`' `pos` and `look`, both of which take a point, a list of points walked as a polyline, or an entity NAME string — all three shapes are read here so no caller has to know which a given set-up used. ## The tuning block Everything a viewer sees is at the top of `init.luau`: - `GAIN` — one multiplier over every airborne colour. The particle sprite shader is unlit, so a grain's colour is the colour it draws at. - `WIND_DIR` / `WIND_CALM` / `WIND_GALE` — one wind for the whole film, whose speed rides `film.clarity(t)`. - `CRESTS` — the eleven dune crests that smoke, sampled off the baked heightfield as local maxima outside the pan. - `FURROW_PATH` — where the ridge stands, keyframed. - `HAZE` — one row per set-up, because a shot 4 cm off the crust and a shot 320 m up need motes four orders of magnitude apart in size. This table is what makes something airborne in every single frame of the film. ## Authoring `sand.previewAt = <film second>` runs the slice from that instant at `sand.previewRate`, in edit mode as well as play, so any moment can be framed without waiting for the film. `nil` gives the clock back to the film. `sand.at` reports the film second the sand last posed itself for.
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module · born here
❒asset
# film <!-- 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.
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backing path · furrow/collapse.module

Problems

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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