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KetylCam

The playing camera of THE EIGHTH KETYL. A camera `behavior`, installed by the `Staging` component on the player's `CameraRig` in place of the orbital rig the scene ships with.

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

KetylCam

The playing camera of THE EIGHTH KETYL. A camera behavior, installed by the Staging component on the player's CameraRig in place of the orbital rig the scene ships with.

The shot

The ketyl drifts on a disc eighteen units across inside a glass column twenty-three across, so a camera standing behind it at any readable distance would be outside the still, looking in through black glass. Instead the eye stands across the column from the ketyl and solves its own distance from the axis so the subject is always the same size:

    glass wall                                             glass wall
────┬───────────────────────────────────────────────────────────┬────
    │      eye ●──────────── dist ────────────▶ ● ketyl         │
    │            (radius solved)             axis│              │

The shaft, the plate the ketyl is on and the plate above it are therefore always behind the subject — plate edges receding upward, which is the composition the whole game is built on. staging.Frame solves dist and the lens from the LIVE screen, so a tall screen and a wide one both hold the play; on a screen taller than 3:4 the eye stops at the wall and opens the lens instead of retreating through it.

Looking

The pilot aims nothing. It forwards the look control as Still.emit("look", v, dt, active) and this consumes it: horizontal swings the eye around the column, stopped short of the angle at which it would have to pass through the glass, and vertical raises and lowers it between looking up the shaft and looking down on the plate. Let go and the shot walks itself back across the column after recentreDelay.

Two modes

mode is "auto" by default, which reads the run's phase: the title gets a slow attract orbit of the still with the shaft up the middle of a tall frame, and everything else gets the playing shot. "play" and "attract" force one.

Fields

FieldDefaultWhat it does
follow—The ketyl. Empty, it reads Camera.follow.
mode"auto""auto" · "play" · "attract".
yawRange1.75 radHow far round the column the player may swing the shot, on top of the limit the geometry imposes.
lookSpeedX / lookSpeedY0.0042 / 0.0090Look sensitivity.
dampPos / dampYaw0.14 / 0.22 sHow far behind the subject the shot trails.
recentreDelay / recentreRate2.6 s / 0.55When and how fast an unattended shot returns to across-the-column.
clearance0.35The sphere swept from the aim point out to the eye; anything it meets brings the eye in. Zero leaves the shot alone.

Methods

local cam = entity(rigId).component.get("KetylCam")
cam:snap()      -- land on the solved pose with no damping
cam:recentre()  -- undo whatever the player swung it to
cam:report()    -- mode, eye radius, yaw, climb, distance, lens, aspect

Interface

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

conforms to

zero/source-extract/v2

KetylCam — the playing camera of THE EIGHTH KETYL. A camera behavior, attached by the staging slice to the player's `CameraRig` in place of the skeleton's orbital rig. It is the only thing that moves the camera while the game is being played; every cinematic is a cutscene, and while one runs the cutscene's own camera outranks this one. THE SHOT. The ketyl drifts on a disc eighteen units across inside a glass column twenty-three across, so a camera standing "behind" it at any readable distance would be outside the still, looking in through black glass. Instead the eye stands ACROSS THE COLUMN from the ketyl and solves its own distance from the axis so the subject is always the same size: glass wall glass wall

azimuth(x: number, z: number) → number

argtypedescription
xnumber
znumber

segDist2(px: number, pz: number, ax: number, az: number, bx: number, bz: number) → number

Distance from a point to a segment, in the XZ plane, squared.

argtypedescription
pxnumber
pznumber
axnumber
aznumber
bxnumber
bznumber

risersNear(plate: number, ey: number) → void

Every riser whose throat crosses the height the eye is standing at.

argtypedescription
platenumber
eynumber

riserPush(angle: number, R: number, ax: number, az: number, risers: { { x: number, z: number } }) → number

How far the eye has to swing off `angle` for neither it nor its sight line to the ketyl to be inside a riser. Returns the smallest offset that clears, or the largest tried when nothing does — a shot pushed as far as it can go still reads better than one played from inside a brass tube.

argtypedescription
anglenumber
Rnumber
axnumber
aznumber
risers{ { x: number, z: number } }

ok(delta: number) → boolean

argtypedescription
deltanumber

armLook( ) → void

releaseLook( ) → void

subject( ) → any

The ketyl this camera frames, as a live entity, or nil.

currentMode( ) → string

applyFov(fov: number) → void

Write the lens only when it has actually moved, so a screen that never changes shape never touches the component.

argtypedescription
fovnumber

solvePlay(dt: number) → Pose

The playing shot: the eye across the column from the ketyl, at the distance and lens the live screen asks for.

argtypedescription
dtnumber

solveAttract(dt: number) → Pose

The attract shot: a slow orbit of the still with the shaft running up the middle of a tall frame. What the title screen is played over.

argtypedescription
dtnumber

drive(dt: number) → void

argtypedescription
dtnumber

snap( ) → void

Put the camera on its solved pose immediately, with no damping. Used when a cinematic hands the shot back so the first played frame is already right.

examples

entity(id).component.get("KetylCam"):snap()

recentre( ) → void

Point the shot at the ketyl from directly across the column, undoing whatever the player had swung it to.

examples

entity(id).component.get("KetylCam"):recentre()

report( ) →

What the camera is doing right now, for checking a shot without looking at it: the mode, where the eye is standing and the lens it is wearing.

examples

print(entity(id).component.get("KetylCam"):report().fov)

awake( ) → void

start( ) → void

onEnable( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

The editor's clock is frozen, but the shot still has to be authorable: this is what makes a framing change visible in edit mode without entering play.

argtypedescription
dt?

onDestroy( ) → 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.

11items
▣
module · born here
❒asset
# Still 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 Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# staging.Frame How THE EIGHTH KETYL is framed, at any screen shape. A shot is authored here as a **world box it has to hold** — so many units tall, so many units wide — and the distance and the lens are solved for the screen as it is right now. Nothing in this module is a pixel and nothing in it is a number picked while looking at one viewport. The game films at 1080x1440, so the vertical extent usually decides the shot: a wider screen holding the same vertical box simply gains margin at the sides. On a screen TALLER than 3:4 the horizontal extent takes over, and past `DISTANCE_CAP` the camera opens the lens rather than backing out through the glass wall of the still. ```lua local Frame = require("staging.Frame") local shot = Frame.play(ketylRadius) -- dist, fov, orbitLimit, aspect, portrait local R = Frame.eyeRadius(r, shot.dist, 0) -- where the eye stands, from the axis local p = Frame.ring(angle, y, 0.85) -- a point just inside the glass ``` ## The gameplay box | | | | |---|---|---| | `PLAY_V` | 12.0 | World units of height the playing shot holds — the plate you are on to the underside of the plate above. | | `PLAY_H` | 9.4 | World units of width — the room the ketyl is read moving in, not the whole plate. | | `FOV_BASE` / `FOV_MAX` | 58° / 78° | The lens it prefers, and how wide it may open on a very tall screen. | | `AIM_RISE` / `EYE_RISE` | 2.3 / 3.3 | The aim point above the plate floor, and the eye above that — a look down of about seventeen degrees. | | `EYE_MAX_RADIUS` | `COLUMN_RADIUS - 0.4` | The eye never leaves the still. | ## Solving the orbit `Frame.play(r)` returns `orbitLimit`, the angle the eye may be swung off "directly across the column" before its solved radius would reach the wall: ``` R(d) = r·cos d + sqrt(dist² − r²·sin² d) ≤ Rmax ⟺ cos d ≤ (Rmax² − dist² + r²) / (2·Rmax·r) ``` `Frame.eyeRadius(r, dist, delta)` is that solve, clamped inside the still. The cinematics in `staging.Beats` place every one of their stations with it, so a beat filmed on a phone and the same beat on a television are the same shot.
▲ 0↑ born
backing path · staging/KetylCam.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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