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asset⌬ modulemoduleprimary: init.luau·originates fromworld ea4a50ce-3…

slice_look

The film's spine. Registered with `demo.chaff.film` as `d.look`; it runs once per rendered frame from the `FilmDirector` clock and owns four things.

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

slice_look — CHAFF's light, camera and look

The film's spine. Registered with demo.chaff.film as d.look; it runs once per rendered frame from the FilmDirector clock and owns four things.

1. The head

Eye is placed and turned every film frame — fourteen stations, the drift between them, every recoil kick, every roll, and the hard teleport on each cut. Nothing else writes Eye.

M.headAt(t) is a pure function of film time: no state carries between frames, so seekTo(48.5) produces exactly the frame the film would have produced by running there, and two passes give the same 2256 frames. Every impulse is integrated in closed form — in zero gravity a round fired is a permanent change of velocity, so the displacement it has produced by t is dv * (t - t_fired), summed over the rounds already gone.

Positive yaw turns toward +X, positive pitch looks up, positive roll drops the right ear.

2. The light

EntityWhat it is
SunThe habitat's tumble carries it round once every 40 s. Its level goes from 0.045 of full in act I to full in the last nine seconds — the arc of the whole film, stated as one number.
SunBarThe blade. A 46 x 1.3 m rect riding the drum wall at the tumble's rate, so the band it throws crosses the interior at t = 10 and again at t = 50. Gated off at t = 84: past the breach there is no interior left to cross.
BreachSpillSun coming back in through the torn plate, from t = 58 on.
Strobe1..6Amber emergency beacons down the drum wall. A lit lamp with a hard 0.16 s flash on a 2.35 s beat, sequenced along the wall so the drum reads as long.
GalleryStrobe1..11One above each charging cradle. Shot 8's ripple runs down them at 0.42 s a beacon.
BounceThe only fill in the film — warm ochre off the grain, and less of it once he is out of the drum.

3. The stop

M.exposureAt(t) returns the visor's auto-tint. A base per act, then about two stops out on each of the six rounds in M.FIRE, attacking in one frame and releasing over a third of a second, and two and a half stops out when the breach opens on raw sun. The one round fired at contact range in shot 12 also returns a whiteout that fills the faceplate.

M.FIRE is the film's list of firing times — 27.10, 28.60, 30.20 (shot 5), 61.40, 63.60 (shot 10), 76.90 (shot 12). The camera's recoil and the visor's response are both driven from it. A slice putting a muzzle flash, a casing or a report on the screen should read it from here rather than restate it, or the flash and the kick will land on different frames.

4. The grade and the tail

demo.chaff.grade.chaff_grade is registered at priority 300 behind a bloom at 200, and every one of its properties is written per frame from M.lookAt(t) — four looks crossfaded, never cut. See that shader's README for what each property does.

The tail is the last thing this slice owns. The cutscene's clock reaching 94 s hands the camera back to FallbackCamera, which is a different lens in a different place; past 93.9 the film holds its last frame instead, restarting the playback if it has already let go.

Two things that had to be worked around

A cutscene shot cannot state roll. Stage.setPose builds the camera's rotation from pos and look against world up, so a shot has a yaw and a pitch and nothing else. This slice composes the roll back on after each seek, in the camera's own frame — and with the opposite sign, because the camera looks along its own -Z while Eye looks along +Z, and the viewmodel hanging off Eye has to stay upright in the frame it is drawn in.

The seek resolves the head one frame stale. The director seeks the playback and then runs the slices, so the seek reads Eye before this slice has moved it. repose(t) seeks again once the head is placed. Without it the film renders every frame from the station the head occupied on the frame before, and each cut lands a frame late.

Interface

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

conforms to

zero/source-extract/v2

CHAFF — slice D. Light, camera and look. This module is the film's spine. It owns four things and nothing else: 1. THE HEAD. `Eye` is placed and turned every film frame — every station, every drift, every recoil kick, every roll and the hard teleport on each cut. Nothing else writes `Eye`, and the cutscene cannot put the camera anywhere else, because `Eye` is the only anchor it names. 2. THE LIGHT. The sun-bar the habitat's 40 s tumble carries through the interior, the amber emergency strobes and their sequences, the sun itself, and the light coming back in through the breach. 3. THE STOP. The visor's auto-tint — two stops out on every muzzle flash and again when the breach opens on raw sun. 4. THE GRADE, per act, plus the tail: the film holds a picture at t = 94 instead of falling through to `FallbackCamera`. Everything here is a pure function of film time. There is no state that carries between frames, so `seekTo(48.5)` produces exactly the frame the film would have produced by running there, and the film is the same film twice.

easeOut(u: number) → number

argtypedescription
unumber

easeIn(u: number) → number

argtypedescription
unumber

mix3(a: ?, b: ?, u: ?) → void

argtypedescription
a?
b?
u?

drift(t: number, amp: number, seed: number) → void

The head is on a body with nothing to brace against. Two incommensurable sines per axis so it never repeats inside the runtime, and a pure function of t so it is identical on a second pass.

argtypedescription
tnumber
ampnumber
seednumber

impulseTravel(tl: number, kicks: ?) → number

Zero gravity: an impulse is a permanent change of velocity, so the displacement it has produced by `tl` is dv * (tl - t_kick). Summed in closed form rather than integrated, so any t can be evaluated on its own.

argtypedescription
tlnumber
kicks?

impulseRing(tl: number, kicks: ?, amp: number, hz: number, decay: number) → number

The ringing the impulse puts through the head and the suit, on top of the travel it never gets back.

argtypedescription
tlnumber
kicks?
ampnumber
hznumber
decaynumber

headAt(t: number) → void

One pure function. The recording phase, `seekTo` and the running film all go through it, so all three agree.

argtypedescription
tnumber

eulerQuat(yawDeg: number, pitchDeg: number, rollDeg: number) → void

argtypedescription
yawDegnumber
pitchDegnumber
rollDegnumber

barAngle(t: number) → number

The blade of sunlight. The habitat turns once every 40 s and a split in the hull carries a bar of raw sun around the inside of the drum with it. It is a rectangular light lying along the drum's axis, 120 m of it, two and a half metres thick, riding the wall at the radius the wall is at. 0 puts the blade on the drum's floor; pi puts it overhead. Phased so it is directly over the diver's head at BAR_FIRST, which is inside shot 2 — the shot the sun-bar is about — and again forty seconds later.

argtypedescription
tnumber

barGate(t: number) → number

Closed once the diver is outside the drum: there is no interior left for a bar to cross, and the third pass of the tumble falls after he is out.

argtypedescription
tnumber

sunLevel(t: number) → number

How much raw sun there is on a surface, as a fraction of full. Act I and II are lit by one strobe and a passing bar; act III opens on the breach and the last nine seconds are unfiltered.

argtypedescription
tnumber

strobePulse(t: number, phase: number) → number

The amber strobes. A hard 0.16 s flash on a 2.35 s beat, sequenced along the wall so the drum reads as long.

argtypedescription
tnumber
phasenumber

ensure(name: string, parent: ?) → void

Every light here is re-derived by `build` on each load, so none of them belongs in the scene file: a baked copy would be a second SunBar the moment the scene came back. Marked temporary, they cost the scene nothing.

argtypedescription
namestring
parent?

ensureLight(name: string, parent: ?, kind: string, fields: ?) → void

argtypedescription
namestring
parent?
kindstring
fields?

ensureChain( ) → void

blendAct(a: ?, b: ?, u: ?) → void

argtypedescription
a?
b?
u?

lookAt(t: number) → void

argtypedescription
tnumber

exposureAt(t: number) → void

The stop. Base exposure per act, then the visor's auto-tint on top: it takes two stops out on a muzzle flash and holds them for about half a second, and takes two and a half out when the breach opens on raw sun and gives them back over three.

argtypedescription
tnumber

buildLook( ) → void

applyCameraRoll(rollDeg: number) → void

Roll is the one thing a cutscene shot cannot state: the stage builds the camera's rotation from `pos` and `look` against world up, so a shot has a yaw and a pitch and nothing else. In zero gravity that removes an axis the film is written in, so slice D composes the roll back on after the seek — in the camera's own frame, on the same frame the seek placed it. The camera looks along its own -Z while `Eye` looks along +Z, so the roll that drops the diver's right ear is the opposite sign on the camera. Both have to agree, because the hands hang off `Eye` and have to stay upright in the frame they are drawn in.

argtypedescription
rollDegnumber

repose(t: number) → void

Re-pose the cutscene camera against the head as it stands NOW. The director seeks the playback and THEN runs the slices, so the seek resolves the `Eye` anchor before this slice has moved it: left alone, the camera renders every frame from the station the head occupied on the frame before. Seeking again once the head is placed is what closes that gap, and it also re-states the shot's lens, so the fov stays the cutscene's. The same call is the film's tail. The cutscene's clock reaching 94 s hands the camera back to `FallbackCamera` — a different lens in a different place. Past 93.9 the film holds its last frame instead, restarting the playback if it has already let go.

argtypedescription
tnumber

frame(t: number, shot: ?, u: number) → void

argtypedescription
tnumber
shot?
unumber

build( ) → void

reset( ) → void

Sub-parts

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

12items
▣
module · born here
❒asset
# film <!-- 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
✦
shader · born here
❒asset
# chaff_grade The film's whole look in one post-process pass — CHAFF's grade, its exposure and its faceplate. Hard vacuum is the reason this shader exists. There is no air inside Habitat Ring 4 to scatter light, so a lit surface is blown out and an unlit one is black; a grade built out of the shipped presets lands somewhere in between and the interior reads like a warehouse. Here the tonemap sits *inside* the pass: `exposure` and `tint` are applied before it, so they bend the highlight roll-off, and `crush`, `contrast`, `saturation` and the visor are applied after it, so they shape the picture the tonemap produced. | Property | What it is | |---|---| | `exposure` | The stop. The visor's auto-tint takes two out (x0.25) on a muzzle flash and again as the breach opens. | | `tint` | The act's colour, scene-referred. Amber-leaning in act I, steel in act II, warming through act III, bleached outside. | | `crush` | The black point. Vacuum has no air to lift the shadows. | | `contrast` / `saturation` | Display-referred shaping. | | `vignette` | The faceplate's falloff to the rim. | | `ringWarm` / `ringColor` | The warm ring where the amber strobes catch the inside of the glass. | | `whiteout` | 1 is a white faceplate — the point-blank shot in shot 12. | Registered and driven per film frame by `demo.chaff.slice_look`, which is the only thing that writes these properties. It is added to the chain at priority 300, after the bloom that gives the vacuum its blown speculars and before the cutscene's own letterbox/fade overlay, which is always last.
▲ 0↑ born

Problems

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