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ShipHelm

The Aurelian's flight core. It sits on the scene's PlayerPrototype body, so it is* the local player, and it is the only thing that writes the ship's transform.

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

ShipHelm

The Aurelian's flight core. It sits on the scene's PlayerPrototype body, so it is the local player, and it is the only thing that writes the ship's transform.

Flying it

ControlKeyboardPadTouch
Throttle leverW / Sright / left triggerleft stick, vertical
Aimmouse (hold RMB, or pointer-locked)right stickdrag the right zone
RollD / Aleft stick, horizontalleft stick, horizontal
BoostShiftsouthon-screen button
Retro burnSpaceeaston-screen button

The throttle is a lever, not a key. W and S move a setting between -0.4 and 1.0 at a fixed rate; letting go leaves it where it is and the drive keeps burning at it. You set a cruise and you fly it. Space is a retro burn that fires against the momentum you already own and closes the lever as it goes — that is how you stop, and it costs charge like any other burn.

What it publishes

Everything below lands on Drift.state every frame. Read these; never write them from another slice.

speed · boosting · heading (unit bow direction) · throttle (the lever, not the speed) · braking · bank (radians of roll) · turnRate · burnRate (charge/s leaving the tank now) · shake (0..1 hull impact) · maxSpeed · shipUp · shipRight

Methods

local helm = Drift.ship().component.get("ShipHelm")
helm:aimAt(x, y, z)   -- point the bow at a world position, killing the swing
helm:halt()           -- take off all momentum, throttle and rotation at once
helm:telemetry()      -- { yaw, pitch, roll, throttle, speed, boosting, braking }

aimAt and halt are what a spawn, a respawn or a tow should use instead of writing the transform directly.

Tuning

Drift.config.ship, set from this file at awake. Thrust honours Drift.state.upgrades.thrust, so salvage spent at the waystation is felt at the helm.

Measured

Crossing 700 units to a site, from a standstill, on the shipped numbers:

timecharge
cruise lever, no boost6.2 s11.1
boost held3.9 s24.0

Boost is 1.6x faster and costs 2.2x as much. A retro burn takes the ship from the 215 u/s boost cap to a dead stop in about 2 seconds.

Axis

The hull is authored with its bow at local +Z. ship.flightmath's header explains why the helm flies that axis and what it costs — read it before changing anything about rotation here.

Interface

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

conforms to

zero/source-extract/v2

ShipHelm — the Aurelian's flight core. OWNED BY SLICE A (helm & feel). The ship is the local player's avatar, so this component is the whole act of flying: it reads `ship.helm`, integrates a rigid-body-ish flight model, writes the body's transform, and burns charge through the shared rules module. Nothing else writes the ship's transform. WHAT MAKES IT FEEL HEAVY * The throttle is a LEVER, not a key. `W`/`S` move a setting between -0.4 and 1.0 at a fixed rate; letting go leaves the setting where it is and the drive keeps burning at it. You set a cruise and you fly it. * Aim commands an angular RATE that is low-passed into the real one, so the nose swings onto a heading and settles rather than snapping. Stop moving the mouse and the ship keeps turning for a beat. * The hull banks into its own turns. Bank is a critically damped spring onto (auto-bank from yaw rate + whatever the player rolled), so a turn rolls in, holds, and rolls out. * Drag is nearly nothing, because this is vacuum. Momentum is real: the only ways to lose speed are the retro burn and time. * `Space` is a retro burn — the drive turns around and fires against the velocity you already own, closing the lever as it goes. That is how you stop, and it costs charge like any other burn. AXIS CONVENTION — audited numerically and against the art, do not "fix" it without reading `ship.flightmath`'s header first. The hull is authored with its bowsprit at LOCAL +Z and its drive nozzles at local -Z, so that is the axis the helm flies: the bow is local +Z, the stern (where the wash hangs and the camera trails) is local -Z, and `Drift.state.heading` publishes the bow direction in world space. `entity.transform.forward` consequently points at the STERN — read `Drift.state.heading` instead, everywhere. WHAT IT PUBLISHES (read these; never write them from another slice) Drift.state.speed number, u/s Drift.state.boosting bool Drift.state.heading { x, y, z } unit nose direction Drift.state.throttle number, -0.4..1.0 — the lever, not the speed Drift.state.braking bool, retro burn held Drift.state.bank number, radians of roll Drift.state.turnRate number, rad/s the nose is swinging Drift.state.burnRate number, charge/s leaving the tank right now Drift.state.shake number, 0..1 hull-impact shake for the camera Drift.state.maxSpeed number, the cap in force this frame

tune( ) → void

TUNING — Slice A's own block on the shared config table.

thrustMultiplier( ) → number

UPGRADES — Slice C sells thrust; the helm is where it is felt.

subscribe(map: ?) → void

LIFECYCLE

argtypedescription
map?

dropPreviousGeneration( ) → void

A hot reload builds this file's locals fresh and never runs the previous generation's `onDestroy`, so the handlers it left on the bus keep firing from code that is no longer on disk. The handle list lives on `Drift.state`, which survives the reload, and every generation retires the one before it.

remember(event: string, handle: number?) → void

argtypedescription
eventstring
handlenumber?

awake( ) → void

onDestroy( ) → void

aimAt(x: number, y: number, z: number) → void

PUBLIC SURFACE — for anything that has to move the ship without flying it A spawn, a respawn, a cutscene, a tow into a dock. Reached the usual way: local helm = Drift.ship().component.get("ShipHelm") helm:aimAt(site.position.x, site.position.y, site.position.z) Point the nose at a world position, killing the swing that was on it. Leaves velocity alone, so a ship under way turns and keeps its momentum.

argtypedescription
xnumber
ynumber
znumber

halt( ) → void

Take every bit of momentum and throttle off the ship at once.

returnToStart( ) → void

Put the Aurelian back at the mouth of the system, dead in the water, with its bow on the nearest thing worth crossing to. `Drift.reset` restores the run's numbers; where the ship is standing is the helm's to restore, and a voyage that begins wherever the last one ended begins outside the system as often as not.

telemetry( ) → any

The helm's own reading of the flight, for anything that would rather ask than read the published state table.

update(dt: number) → void

FLIGHT

argtypedescription
dtnumber

Sub-parts

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

11items
▣
module · born here
❒asset
# flightmath local FM = require("ship.flightmath") The small pile of maths the helm and its camera share. It exists because one thing has to be true in both files at once: what the ship's axes are. ## Which way is the bow An unrotated entity in this engine reports `transform.forward = (0, 0, -1)`, so the engine's own forward axis is local -Z. **The Aurelian's hull is authored the other way round.** An orthographic side elevation shows the bowsprit and jib at local +Z and the drive nozzles at local -Z, and the same was true of the blocked-out placeholder it replaced. So the art's bow is local +Z, and the helm flies the art. The price, stated plainly: `entity.transform.forward` on the Aurelian points at its **stern**. Nothing in this world reads it — everything reads `Drift.state.heading`, which is the bow direction and the direction of travel — but anything added later must read `heading` rather than `forward`. If the hull is ever re-authored bow-to--Z, `basis` and `quat` are the pair to change. ## API | | | |---|---| | `basis(yaw, pitch, roll)` | the ship's bow / right / up in world space, as nine numbers | | `quat(fx,fy,fz, rx,ry,rz, ux,uy,uz)` | rotation for a **hull** frame (bow on +Z) | | `viewQuat(dx,dy,dz, ux,uy,uz)` | rotation for a **camera** looking along `dir` (view on -Z) | | `approach(cur, target, tau, dt)` | frame-rate-independent exponential approach, `tau` in seconds | | `blend(cur, target, smoothing, dt)` | per-second blend, the shape the built-in controllers use | | `normalize(x, y, z)` | normalize, falling back to the engine's forward when degenerate | | `localCameraRig()` | the Camera component of the rig **this peer** flies behind | | `selfTest()` | prove `basis` and `quat` agree with the live engine | `quat` and `viewQuat` are **not** interchangeable. Handing a camera the hull's rotation aims it exactly backwards, and does so silently: the camera is still the right distance from its subject and the frame is still full of stars. `Transform.lookAtQuat` is not a substitute for `viewQuat` either — it takes no up vector, so a camera built with it can never roll with what it films. `localCameraRig` finds the rig by the one thing true of it and of nothing else on this client — it follows this client's avatar — so it stays correct with several peers in the world. `layers.active.camera` is the documented shorthand and is used as the fallback, but in **edit** mode it answers with the editor's own fly-camera, which is refused by participation. (`layers.active.players.localPlayer.camera`, which `Drift.setCameraBehavior` reaches for, is nil on a live player — hence this helper.) ## selfTest ```lua local ok, report = require("ship.flightmath").selfTest() ``` Spawns a throwaway entity, assigns the quaternion for six poses, and asserts the axes come back out of the live engine within 1e-4. Run it after touching anything about rotation. Last run: ok, worst error 1.9e-7.
▲ 0↑ born
▣
module · born here
❒asset
# drift <!-- 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
backing path · ship/ShipHelm.component

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