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asset⌬ modulemoduleprimary: init.luau·originates fromworld ee1dde50-a…

flora

The avenue of Irish yews, and the rook that lifts off an obelisk in shot 3.

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

flora

The avenue of Irish yews, and the rook that lifts off an obelisk in shot 3.

Thirty fastigiate yews, fifteen a side, on 5.9 m centres from z = 9 to z = 92. Each is two entities on one pivot: the lower half bends at the base and the crown whips on top of it. Both come out of a single pure function of film time, so the avenue thrashes at 24 m/s through the strike and settles in Act III without anybody keyframing it.

Three mesh variants, each a unit tree 1 m tall that the entity's localScale sizes. The jitter is a per-angle flute held constant up the trunk plus a fine vertical ripple, so the column reads as ribbed foliage rather than as shards, and eighteen sprays stand out of each crown to break the silhouette.

Exports

  • flora.trees() — the avenue as a deterministic list.
  • flora.mint(force) / flora.spawn(parent)
  • flora.update(t) — pure in film time.
  • flora.PERCH — where the rook sits until t = 15.55.

What moves

Every yew leans downwind on film.wind in the direction film.windDir is backing, out of phase with its neighbours. The bend is stated in world terms and carried into each tree's own frame before it is applied, or the avenue leans thirty different ways. The rook fidgets on its obelisk, then climbs away north-east from t = 15.55 with its wings beating.

Interface

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

conforms to

zero/source-extract/v2

demo.vale.flora — the avenue of Irish yews, and the rook that lifts off an obelisk in shot 3. A yew is two entities on one pivot: the lower two-thirds bends at the base and the crown whips on top of it, both out of a single pure function of film time. The wind ramp sets the amplitude and film.windDir sets the direction the whole avenue leans, so the trees back westward with the cell and settle in Act III without anybody keyframing them.

Model

meshId(n: ?) → void

argtypedescription
n?

trees( ) → void

Every yew in the avenue: base point, height, variant and phase.

yewR(u: ?) → void

The radius of a fastigiate yew at height fraction u of the whole tree, in units of its half-width. Broadest a fifth of the way up, then a long straight column closing to a point.

argtypedescription
u?

yewSegment(b: ?, seed: ?, u0: ?, u1: ?, rings: ?, tip: ?) → void

One segment of an Irish yew, lofted between two height fractions of the whole tree. The jitter is a per-angle flute held constant up the trunk, so the column reads as ribbed foliage rather than as shards.

argtypedescription
b?
seed?
u0?
u1?
rings?
tip?

rookBody(b: ?) → void

argtypedescription
b?

ell(n: ?, rx: ?, ry: ?, oy: ?) → void

argtypedescription
n?
rx?
ry?
oy?

rookWing(b: ?, s: ?) → void

argtypedescription
b?
s?

f(u: ?) → void

argtypedescription
u?

segMeshes( ) → void

Mint / spawn / update

mint(force: ?) → void

Lathe and mint the yew variants and the rook. Idempotent unless `force`.

argtypedescription
force?

spawn(parent: ?) → void

Spawn the yew avenue and the rook under `parent`.

argtypedescription
parent?

update(t: ?) → void

Pure function of film time: the avenue thrashes, and the rook goes up at t = 15.55.

argtypedescription
t?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

15items
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module · born here
❒asset
# kit The vale's surfaces and its ground — the two things every other `vale` submodule needs. ## Exports - `kit.mintMaterials()` — mints the fourteen vale materials (ragstone, limestone, lichen, slate, iron, brass, yew, bark, turf, gravel, water, void, distance, rook) from `film.PAL`. Idempotent. - `kit.id(name)` — the dotted identity of one of them, which is how a `Model` wears it. `kit.has(name)` asks whether it has been minted yet. - `kit.ground(x, z)` — **the** height function. The terrain mesh, the path, the monuments and the yews all sample this one function, so nothing in the vale floats or sinks. Banks rise quadratically either side of the avenue, the floor lifts toward the lodge gate, and there is a crest behind the chapel as well as the far one at 900 m. - `kit.pathY(z)`, `kit.gutterY(z, t)` — the metalled avenue and the water standing in its gutter. - `kit.qAxis`, `kit.qYaw`, `kit.qMul` — an entity's `rotation` is a quaternion table; these are the three constructors the vale needs. ## Anchors it honours `kit.ground(0, 0)` is 0 (`film.PLACES.chapelDoor`) and `kit.ground(0, 96)` is 1.2 (`film.PLACES.lodgeGate`) exactly — the far shoulder and ridge terms are held off the vale floor so those two stay true.
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module · born here
❒asset
# geom The mesh lathe the `vale` slice of *Sexton's Bell* is built with. A builder accumulates one triangle stream — positions, normals, uvs, indices — under a transform stack, and mints it as a `.mesh` asset. One merged mesh per material is the unit of geometry here: four hundred monuments become three draws rather than four hundred entities. ## Exports - `geom.builder()` — a fresh builder. - `geom.trs(tx, ty, tz, yaw, pitch, roll, sx, sy, sz)` / `geom.compose(a, b)` — transforms; `b:push(m)` / `b:pop()` / `b:at(...)` stack them. - `geom.ring(n, r, rot)` — a regular n-gon in the XZ plane, for lofts. On a builder: `vert`, `face`, `tri`, `quad`, `box`, `pier`, `polyFan`, `extrudeZ`, `extrudeY`, `loft`, `grid`, `tris`, `mint`. ## Conventions - Emitters are **flat-shaded** by default: every face owns its vertices, which is what dressed stone wants. `loft` takes `smooth = true` (the yews, the urns, the ridge treeline) and `grid` is always smooth. - A face's front is the side its three vertices turn counter-clockwise as seen from. `quad`/`tri`/`box` derive the normal from the winding they are given, so those two can never disagree; `polyFan`, `loft(smooth)`, `grid` and the `extrudeY` caps write normals of their own, so their winding is chosen from the outline's signed area rather than assumed. - `extrudeZ` and `polyFan` take an outline wound either way and still come out facing outward. - `mint(identity, name, folder, force)` asks `asset.exists` rather than resolving a handle from a computed name, so a mesh identity built by concatenation never becomes an unpublishable reference on the content that wears it.
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module · born here
❒asset
# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
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backing path · demo/vale/flora.module

Problems

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± compat factor

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