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HelmCamera

The Aurelian's chase camera. A `cameraBehavior`, installed onto the local player's camera rig by `ShipHelm` at awake, replacing the built-in `chase`.

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

HelmCamera

The Aurelian's chase camera. A cameraBehavior, installed onto the local player's camera rig by ShipHelm at awake, replacing the built-in chase.

It exists because @builtin::controller.chase flattens its trail into the XZ plane and never rolls — right for a car, wrong for a ship that pitches through its own vertical and lays over into its turns — and because of the two measured problems below.

What it does

  • Trails along the ship's own axes. A barrel roll rolls the frame; a climb keeps the bow where the player put it.
  • Speed pushes it back and opens the lens. 60 degrees parked, ~73 at the cruise cap, ~81 wide open. The extra field is what makes speed read as speed when there is nothing but stars to read it against.
  • Boost adds a fast extra kick of both, and eases back in when you stop — the visual half of "boost is expensive".
  • Retro burn shoves the camera forward past the ship, the way a hard brake throws you against the belts.
  • A hull hit shakes it, driven off Drift.state.shake.
  • Scroll trims the resting distance, and speed and boost are offsets on top of that trim.

Two things it gets right that are easy to get wrong

The position is smoothed as an offset from the ship, never as a world position. Smoothing a world position makes the lag proportional to speed: at the boost cap a 0.3 s blend leaves the camera 65 units behind where it wanted to be, and the ship flies out of its own frame exactly when the player most needs to see it. The shipped controllers all do it the other way — measured, chase at distance = 6 settles 76 units behind a target moving at 200 u/s (engine issue #8403).

It runs at executionOrder = 10, after the helm's -50. A lower order runs earlier, so the built-in controllers' -90 puts them a whole frame behind what they follow — which on a loaded frame is fifteen units of trail nobody asked for.

Measured after both: through a full-boost climbing turn the ship stays within 10 degrees of the camera axis against a half-field of 32 to 39 degrees.

Fields

distance minDistance maxDistance height zoomSpeed · speedDistance boostDistance brakePush · baseFov speedFov boostFov · lookAhead · positionLag aimLag (seconds, not blend factors) · shakeAmplitude

The distances are sized against a hull that measures about 6 x 4 x 8 units. A trail sized for a bigger ship is the quiet way a chase camera loses its subject.

Interface

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

conforms to

zero/source-extract/v2

HelmCamera — the Aurelian's chase camera. OWNED BY SLICE A (helm & feel). Installed onto the local player's camera rig by ShipHelm through `Drift.setCameraBehavior`, so it replaces the built-in `chase` behavior rather than fighting it. The built-in one flattens its trail into the XZ plane and never rolls, which is right for a car and wrong for a ship that pitches through its own vertical and lays over into its turns. WHAT IT DOES THAT A FIXED TRAIL DOES NOT * Trails along the ship's OWN axes, so a barrel roll rolls the frame and a climb keeps the nose where the player put it. * Speed pushes the camera back and opens the lens. At a standstill it sits close on a 62 degree lens; wide open it is half again as far back on 88 degrees, and the extra field is what makes speed read as speed when there is nothing but stars to read it against. * Boost adds a fast extra kick of both, which is the visual half of "boost is expensive": the frame lurches out when you spend, and eases back in when you stop. * A hull hit shakes it, driven off `Drift.state.shake`, which ShipHelm raises on `damage` and decays. * Retro burn nudges the camera forward past the ship, the way a hard brake throws you against the belts. The scroll wheel trims the resting distance and the trim survives everything above — speed and boost are offsets on top of it.

awake( ) → void

onFollowChanged(_new: any, _old: any) → void

The Camera calls this when its `follow` slot is written, so a behavior that poses from the target can notice a target it was given after it attached. This one poses from `Drift.ship()` rather than from `follow`, so all it has to do is drop the seeded pose and re-seed next frame. It is declared even though nothing here needs the value: the Camera probes for it with `type(comp.onFollowChanged)`, and reading a member a sealed component does not declare RAISES rather than answering nil, so a behavior without this logs an error on every player spawn (#7976).

argtypedescription
_newany
_oldany

onDestroy( ) → void

update(dt: number) → void

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
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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.
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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/HelmCamera.component

Problems

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