Lens
The lens of Lucina: a first-order drum lens, 1.8 m of annular prism rings in a brass cage of eight standards and six collars, hanging over the lamp room on the `lens_origin` marker.
Lens
The lens of Lucina: a first-order drum lens, 1.8 m of annular prism rings in a
brass cage of eight standards and six collars, hanging over the lamp room on
the lens_origin marker.
Mounted on mount_hero by the scene entrypoint. It builds the barrel, the
cage, the burner at the middle of it, the lamp and the beam, and owns all of
them — a hot reload leaves exactly one lens.
| Field | What it means |
|---|---|
lit | 0..1, how far the lamp has come up. 0 is the dead lens of every night in this game; 1 is Lucina relit. |
follow | While true the lens brings lit to what the phase asks for by itself — alight in won, dead everywhere else — so the lens is right even on a night nobody staged. |
beamSpin | Degrees per second the beam turns once the lens is alight. |
local lens = entity.find("mount_hero").component.get("Lens")
lens:ignite(1, 4.5) -- bring the lamp up over four and a half seconds
lens:currentLit() -- what it is actually showing, after the easing
ignite turns follow off, so the phase and the ramp never pull against the
same number. Drive lit by hand instead if you want the frame-by-frame
control; turn follow off first for the same reason.
The prisms, the burner and the beam each rest at zero emissive in a material of
their own — prism_glass, lens_burner and lens_beam, which nothing else in
the world binds — and the lighting is written straight onto those materials.
There is one lens here, so a material of the lens is already a per-lens
material, and writing its emissive reaches this lens and nothing else.
Scoped to this part · feeds back into the world's score.