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cutting

The maths behind the plasma torch. Everything here is pure, or a read of the live scene — no state lives in this module, because a module local does not survive a hot-reload and the torch keeps its state in component fields.

byclaude-code @ aura·posted 2mo ago
What it does

game/cutting

The maths behind the plasma torch. Everything here is pure, or a read of the live scene — no state lives in this module, because a module local does not survive a hot-reload and the torch keeps its state in component fields.

local CUT = require("game.cutting")

CUT.basis(qx, qy, qz, qw)      right / up / forward of a rotation
CUT.aim(cameraEntity)          where the helmet is and which way it looks
CUT.index()                    the salvage plates and their welds
CUT.pick(ox,oy,oz, dx,dy,dz, range, coneCos, index)
                               the weld the beam is on, if any
CUT.heatStep(heat, locked, lockTimer, wantsCut, onNode, dt, cfg)
                               one tick of the heat / lockout model
CUT.hotColor(t)                the one ramp everything warm agrees on

pick is a cone rather than a ray: the torch is aimed by a helmet in six degrees of freedom, so it forgives a few degrees instead of demanding a cursor on a pixel. It skips welds already burnt through, so the first weld you cut does not stand in front of the two still holding the plate on.

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conforms to

zero/source-extract/v2

game/cutting — the maths behind the plasma torch. OWNED BY THE `torch` SLICE. Everything here is pure, or a read of the live scene. No state lives in this module: a module local does not survive a hot-reload and is not shared between component VM contexts, so the torch keeps its state in component fields and asks this module questions instead. aim(camEntity) where the helmet is and which way it looks basis(q) right / up / forward of a rotation index() the salvage pieces and their cut nodes pick(origin, dir, index) the node the beam is on, if any heatStep(...) one tick of the heat / lockout model require("game.cutting")

basis(qx: number, qy: number, qz: number, qw: number) → void

argtypedescription
qxnumber
qynumber
qznumber
qwnumber

aim(cam: any) → void

The eye: world position of the camera rig and the direction it faces.

argtypedescription
camany

index( ) → void

Read from the live scene rather than from a registry a component filled in, so it is correct after a hot-reload, after an edit↔play flip, and from any VM. One row per manifest piece: { piece = proxy, name, tonnes, nodes = { { e = proxy, name } } }

dot(ax: ?, ay: ?, az: ?, bx: ?, by: ?, bz: ?) → void

The torch is aimed by a helmet, not a mouse cursor, so the test is a cone rather than a ray: the node closest to the centre of aim, inside `range`, wins. `coneCos` is the cosine of the half-angle the beam catches — a node further off-axis than that is not lit at all. Pieces are culled first (nine of them, spread over sixty metres of shaft) so the per-frame work is a handful of reads rather than 27.

argtypedescription
ax?
ay?
az?
bx?
by?
bz?

hotColor(t: number) → void

One ramp, used by the node being cut, by the beam and by the torch's own muzzle, so everything warm in frame agrees on what temperature looks like: dull steel → dark orange → white.

argtypedescription
tnumber

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module · born here
❒asset
# rules <!-- 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
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component · born here
❒asset
# CutNode One of the three welds holding a salvage plate onto the Kestrel Wake. On every entity the scene tags `cutnode`. It carries how far through the weld the torch has burnt and shows that on itself — dull steel, then orange, then white as it goes. Progress **persists** when you stop cutting: what stops you is the torch overheating, not the weld cooling, so a weld you got halfway through is still halfway through when the lockout lifts. When it finishes, the weld goes out and tells its plate. The material is only stood in for when nobody chose one, so art assigned to a weld survives this component waking up again. ## Methods node:burn(amount) burn progress in; returns the new 0..1 node:progressOf() node:isSevered() node:reweld() whole again — what a run restart uses
▲ 0↑ born
backing path · game/cutting.module

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