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asset⌬ modulemoduleprimary: init.luau·originates fromworld f55f755d-f…

camera

The shot list itself is `@user::pad.shots`. This module does the two things that have to happen every frame.

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

@user::pad.camera — the part of the camera slice that runs

The shot list itself is @user::pad.shots. This module does the two things that have to happen every frame.

1 · It makes a seek frame a shot

cutscene.seek only reaches a cutscene that is PLAYING. Without this animator, a film.seekTo(40) in edit mode moved the whole world to t = 40 — melt, front, sea, sound — and left the camera standing wherever it was. Every capture of a "shot" was then a picture of the world at the right moment from the wrong place.

So the camera animator evaluates the shot list and flies film_camera to it:

local eye, at, fov = cutscene.evaluate(def.shots, t)

That is the same code path the played cutscene uses, so the edit-mode frame and the played frame are the same frame, and the same seek twice gives the same picture. It runs whether or not a cutscene is playing — while one IS playing its own camera outranks film_camera anyway, and keeping the two in step means capture { camera = "film_camera" } is always valid too.

2 · It publishes the lens numbers nobody else should re-derive

local cam = require("@user::pad.camera")
cam.poseAt(t)    -- eye, aim, fov
cam.aimAt(t)     -- the aim point alone
cam.focusAt(t)   -- focus distance in metres, INCLUDING the two racks
cam.stations()   -- the macro stations, re-exported from the shot list

focusAt is the one the look slice drives depth of field from. Everything focuses on its own shot's aim point except two:

  • shot 6 racks 3.8 m → 25 m as the bead detaches — off the bead, onto the marshmallow flank behind it.
  • shot 11 runs 12 m → 60 m inside the rising column, so the droplets passing the lens are sharp and the rest is bokeh.

Notes

build() repairs film_camera if the scene lost it, and sets its near plane to 5 cm — shot 1 sits 29 cm off a 4 cm ridge, which is uncomfortably close to the 10 cm default.

Everything here is a pure function of t. The animator reads the shot list and writes a transform; it keeps no state between calls and integrates nothing.

Interface

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

conforms to

zero/source-extract/v2

strict

Camera

def( ) → any

poseAt(t: number) → void

Eye, aim and lens at film time t, straight out of the cutscene evaluator — the same code path the played cutscene uses, so these never disagree with the frame.

argtypedescription
tnumber

aimAt(t: number) → void

argtypedescription
tnumber

dist(a: { number }, b: { number }) → number

argtypedescription
a{ number }
b{ number }

focusAt(t: number) → number

The focus distance, in metres. Everything except the two racks focuses on the shot's own aim point, which is what keeps the subject sharp through a move. shot 6 (37–44) racks OFF the bead at 3.8 m and ONTO the marshmallow flank behind it as it detaches — the throw that turns the wall to bokeh and then brings it up as the bead leaves the top of frame. shot 11 (73–81) sits close inside the rising matter: focus runs 12 m -> 60 m so the droplets passing the lens are sharp and the rest is bokeh.

argtypedescription
tnumber

stations( ) → any

The macro stations, re-exported so a slice that needs them does not have to know which module the shot list lives in.

build( ) → void

The scene skeleton owns `film_camera`. This repairs it if it is not there, so a world that lost the entity still has something for `capture` and for a seek to drive, rather than reporting "the scene has no non-editor camera".

attach(film: any) → void

argtypedescription
filmany

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# @user::pad.shots — the cutscene that IS Pastel Astral Dream Thirteen shots, 97.0 s, matching `film.SHOTS` boundary for boundary. `film.playFromTop()` plays this; `film.seekTo(t)` scrubs it; every other slice follows its clock. ## What another slice needs from this file ```luau local shots = require("@user::pad.shots") shots.stations.frostRidge -- { 82.32, 180.36, 48.69 } shot 1's whole frame shots.stations.dripLip -- { 0.00, 107.15, 173.98 } where the beads hang shots.stations.dripBead -- { 0.00, 107.90, 174.05 } mid-travel, shot 6's aim ``` Those three are a contract. Shot 1 is 29 cm from a 4 cm ridge on an 8 deg lens and shot 6 is 3.8 m from a 9 cm bead on a 12 deg one — at those scales there is no framing slack, so the coordinates were read OFF the geometry `place` and `melt` built rather than asserted at them. If either slice moves its subject, the number here moves with it. ## Three things this file decided, and why **Screen handedness was measured, not assumed.** Two cubes at +X and -X, a camera facing -Z, one capture: `+X` is on the right. So screen-right is `cross(forward, up)`, which is `(-forward.z, 0, forward.x)`. Every "drifts right", "pans left" and "the ringed body is low right" in the shot list is derived from that. Shot 2's bearing was chosen so `right · ringDir > 0` — it is the reason that shot looks down the chain from the -X end toward +X/-Z instead of the other way round. **Shot 2 looks DOWN the archipelago rather than across it.** All seven islands span 3.2 km of X. At the plan's 900 m on a 34 deg lens they cannot all be in one frame — the arithmetic is not close. Stationed off the -X end and looking down the chain, every island lands inside ±19 deg of centre against a 28.5 deg half-width, and they stack in depth, which is a better picture than the one that was impossible. Shot 13 deliberately repeats that bearing. **The handheld in shot 9 is in the AIM, not the eye.** The tower is 164 m away; a half-metre wander of the camera is 0.17 deg and invisible. A 4 m wander of the look point is 1.4 deg, about 5% of the frame — a breath. ## The two places the world was not what the plan said - The meringue cliff face is at **z = 323**, not the 210 the plan implies. A camera at z = 250 stands inside the cliff and renders nebula. - The glacier is a three-tier slab across x 116..738, z -470..-132, not a narrow tongue. The plan's 60 m standoff on its axis puts the eye inside tier one, which renders flat pistachio. Both were found by capturing from the shot's own station, which costs one call and needs no play and no clock. Do that for all thirteen before touching anything else.
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module · born here
❒asset
# film One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.film") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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backing path · @user/pad/camera.module

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