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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

drive

How the Nautile moves, aims and articulates — pure functions of film time. Nothing here touches an entity, so every number in the vehicle's performance can be checked without a scene.

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

deadlight.sub.drive

How the Nautile moves, aims and articulates — pure functions of film time. Nothing here touches an entity, so every number in the vehicle's performance can be checked without a scene.

local Drive = require("deadlight.sub.drive")
Drive.forward(41.0)          -- unit heading
Drive.rotation(41.0)         -- { x, y, z, w }
Drive.thrust(41.0)           -- 0..1, drives props and wash
Drive.lampGain(41.0)         -- { port, stbd, spot }, 0..1
Drive.lampRange(41.0)        -- ({ port, stbd, spot } metres, beamThrow)
Drive.lampCone(41.0)         -- { { outerDeg, innerDeg }, ... }
Drive.lampTargets(41.0)      -- world points the lamps are aimed at, or nils
Drive.reach(80.0)            -- how far the manipulator is out, 0..1
Drive.armPose(80.0, v)       -- { yaw, shoulder, elbow, wrist } radians
Drive.beacon(20.4)           -- the one strobe

The one rule

Position comes from Film.subPoseAt(t) and is never adjusted. The camera is framed against those keys, so the vehicle rides them exactly and expresses itself entirely in rotation.

Heading

Film.SUB_PATH is a polyline with three deliberate CUTS in it — keys a hundredth of a second apart. A cut is a change of shot, not a movement, so the heading is read off the segment the vehicle is actually flying and never across the jump, and the turn into the next segment is eased over the last 1.6 s of the current one.

Movement I is a ballasted descent, not flight. Reading the heading off the path there would stand the vehicle on its nose for twenty-four seconds, so it hangs level and turns slowly on its own axis, easing into the path heading across the last second before the cut at 24 s.

The manipulator

A two-bone solve toward the cup — the wreck slice's PorcelainCup if it is in the world, otherwise the contracted debris-field point the shot is framed on — blended against a stowed pose by reach(t). reach IS the performance: out over the first 40% of shot 13, a hesitation with a tremor that gives a little and does not commit, and back over the last 30%.

Note on ramps

smooth(edge0, edge1, x) here guards its denominator by magnitude, not by math.max. Several of these ramps DESCEND, and a math.max(1e-6, …) guard silently turns a falling ramp into a step at edge0 that never comes back down.

Interface

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

conforms to

zero/source-extract/v2

deadlight.sub.drive — how the Nautile moves, aims and articulates. Pure functions of film time. Nothing here touches an entity; the slice component reads these and writes the transforms, so every number in the vehicle's performance can be checked without a scene. THE ONE RULE: position comes from `Film.subPoseAt(t)` and is never adjusted. The camera is framed against those keys, so the vehicle rides them exactly and expresses itself entirely in ROTATION — heading, bank, pitch and an idle that never displaces it.

norm(v: { number }) → void

argtypedescription
v{ number }

sub3(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

lerp(a: number, b: number, u: number) → number

argtypedescription
anumber
bnumber
unumber

lerp3(a: { number }, b: { number }, u: number) → void

argtypedescription
a{ number }
b{ number }
unumber

clamp01(x: number) → number

argtypedescription
xnumber

smooth(edge0: number, edge1: number, x: number) → number

Smoothstep that survives a DESCENDING span. Guarding the denominator with math.max would replace a negative span with an epsilon and turn every falling ramp into a step that never comes back down.

argtypedescription
edge0number
edge1number
xnumber

shotU(n: number, t: number) → number

Where a shot is in its own window, 0..1.

argtypedescription
nnumber
tnumber

segment(t: number) → void

The direction of the path segment covering `t`, and that segment's window.

argtypedescription
tnumber

pathForward(t: number) → void

The vehicle's forward vector: the current segment, eased into the next one over the last `BLEND` seconds, so a corner is flown rather than snapped.

argtypedescription
tnumber

descentForward(t: number) → void

Movement I is a BALLASTED DESCENT, not flight: a submersible on the way down hangs level and turns slowly on its own axis. Reading the heading off the path there would stand it on its nose for twenty-four seconds.

argtypedescription
tnumber

forward(t: number) → void

The vehicle's forward vector at film time `t`.

argtypedescription
tnumber

roll(t: number) → number

Bank angle in degrees: the vehicle leans into the turn it is flying.

argtypedescription
tnumber

rotation(t: number) → void

The vehicle's rotation quaternion at `t`, as { x, y, z, w }.

argtypedescription
tnumber

thrust(t: number) → number

How hard the vehicle is driving, 0..1 — props, wash, and the amount of trim wobble all read off it.

argtypedescription
tnumber

beacon(t: number) → number

Beacon emitter intensity at `t`. Zero everywhere but the strobe.

argtypedescription
tnumber

ballastRate(t: number) → number

Ballast-bubble rate at `t`, particles per second. A curtain under the surface in shot 1, and the blow that starts the climb in shot 14.

argtypedescription
tnumber

washRate(t: number) → number

Thruster-wash rate at `t`.

argtypedescription
tnumber

lampGain(t: number) → void

argtypedescription
tnumber

lampRange(t: number) → void

How far each lamp throws at `t`, in metres, as { port, stbd, spot }, and the multiplier the beam cone's particles need to fly that far. Shot 11 reads the bridge front from forty metres out, which is further than a working flood carries; the lamps are opened up for it and closed again, so the twenty-five-metre reach that IS the look holds everywhere the vehicle is actually working.

argtypedescription
tnumber

lampCone(t: number) → void

argtypedescription
tnumber

lampTargets(t: number) → void

World points the three lamps are aimed at, or nil for a lamp that should hold its rest splay. Returns { port, stbd, spot }, each a { x, y, z } or nil.

argtypedescription
tnumber

cupTarget( ) → void

Where the manipulator reaches. The wreck slice's cup if it is in the world, otherwise the contracted debris-field point the shot is framed on.

reach(t: number) → number

How far the arm is out at `t`, 0..1. Zero everywhere but shot 13.

argtypedescription
tnumber

armPose(t: number, localTarget: { number }) → void

The arm's four joint angles at `t`, in radians: `{ yaw, shoulder, elbow, wrist }`. `yaw` turns the base about its own +Y; the other three pitch about their own +X. slice computes it from the vehicle's live transform.

argtypedescription
tnumberfilm time
localTarget{ number }the cup expressed in the ARM MOUNT's frame — the sub
⌬ Metadata
descriptionHow the Nautile moves, aims and articulates, as pure functions of film time: heading, bank, lamp aim, thrust, the beacon strobe and the manipulator's two-bone reach.

Sub-parts

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7items
▣
module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
▲ 0↑ born
backing path · deadlight/sub/drive.module

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