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SwarmCam

The chase camera, running as the behaviour on the player rig's `Camera`.

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

SwarmCam

The chase camera, running as the behaviour on the player rig's Camera.

Its job is one sentence: the cloud stays readable, whatever it is doing.

That is harder than a trailing offset, because the thing being framed changes size over the round. A swarm at full mass is nearly four times the radius it started at, and a fixed distance either loses the far half of it or turns it into a speck. So the rig is placed from the cloud's radius, not from a constant — it backs off as the swarm grows, and the cloud keeps roughly the same share of the frame from the first minute to the last.

The rest is what makes flying read as flying.

  • Down in the crop it drops and closes in, so the ground rushes past underneath instead of crawling. Feeding altitude is the one place the ground is near enough to show how fast you are going.
  • It rides above the flight path in a dive and below it in a climb, so a dive looks down into the field you are falling into and a climb looks out at sky.
  • It rolls a share of the swarm's bank, so a hard turn tilts the world.
  • It widens its lens and shakes flat out, and settles when you throttle back.
  • It never drops below CAM_MIN_Y, so hugging the crop cannot put the camera underground.
  • A jump of more than 400 m snaps instead of sweeping — a respawn or a scene reload should not cost a second of looking at nothing.

It reads Locust.state.swarm and nothing else, so it frames correctly before the rest of the game exists, and falls back to the mass curve for the radius if the rules slice has not written one yet. It writes only this camera entity's transform and its fov.

Tune it live from the inspector: distance, height, lookAhead, smoothing and shake are all public, and the rest of the shape is in Locust.C under the camera block.

Interface

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

conforms to

zero/source-extract/v2

SLICE: swarm-control — the camera behaviour, on the PlayerPrototype's rig. The job is one sentence: the cloud stays readable, whatever it is doing. That is harder than a trailing offset, because the thing being framed changes size over the round — a swarm at MAX_MASS is nearly four times the radius it started at, and a fixed distance either loses the far half of it or turns it into a speck. So the rig is placed from the cloud's RADIUS, not from a constant: it backs off as the swarm grows and the cloud keeps the same share of the frame from the first minute to the last. The rest is what makes flying read as flying: * Down at feeding altitude it drops and closes in, so the crop rushes past underneath instead of crawling — that is where the speed lives, and it is the one altitude where the ground is close enough to show it. * It rides above the flight path in a dive and below it in a climb, so a dive looks down into the field you are falling into and a climb looks out at sky. * It rolls a share of the swarm's bank, so a turn tilts the world. * It widens its lens and shakes flat out, and settles when you throttle back. * It never drops below CAM_MIN_Y, so hugging the crop cannot put the camera underground. Reads Locust.state.swarm and nothing else, so it works before the rest of the game exists. Writes only this camera entity's transform and fov.

onFollowChanged(newFollow: any, oldFollow: any) → void

The Camera component calls this when its `follow` slot changes; without it the engine logs "has no field 'onFollowChanged'" every time a player spawns. The swarm is read from shared state rather than from a follow target, so this only re-seeds the smoothing, and the camera snaps instead of sweeping.

argtypedescription
newFollowany
oldFollowany

camera(e: any) → any

The Camera component on this same entity, looked up once. Guarded because a behaviour can legitimately run on a rig whose Camera is mid-rebuild, and losing the fov is not worth losing the whole camera over.

argtypedescription
eany

awake( ) → void

The slice publishes one thing: how the cloud is sitting in frame, right now, as numbers. `screenY` 0 is dead centre and ±1 the frame edge; `fill` is the share of the frame height the cloud covers. Readable from execute: require("locust.locustCore").systems.control.framing() which is how any change to the camera gets checked without squinting at a screenshot — and how the other slices can ask whether what they drew is actually on screen.

framing( ) → void

smoothstep(t: number) → number

argtypedescription
tnumber

update(dt: ?) → void

argtypedescription
dt?

Sub-parts

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11items
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module · born here
❒asset
# core <!-- 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
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module · born here
❒asset
# controlMath The small maths the two swarm-control components share. It exists mostly for one reason: the flight model and the camera have to agree on what an **orientation** is. Two files each writing their own quaternion is how a camera ends up banking the opposite way from the thing it is watching, so the convention lives here once — yaw about world +Y, then the flight-path pitch, then the roll. ```luau local M = require("locust.control.controlMath") ``` | Call | What it is for | |---|---| | `M.approach(v, target, rate)` | Rate limiting, in units per call — real acceleration, not an ease that never arrives | | `M.lag(dt, seconds)` | Frame-rate independent blend factor for a time constant | | `M.angleTo(from, to)` | Shortest signed angle, in (-pi, pi] | | `M.qmul(...)` | Hamilton product of two `{x,y,z,w}` quaternions | | `M.yawPitchRoll(yaw, pitch, roll)` | The slice's orientation convention, as a rotation | | `M.lookRotation(dx, dy, dz, roll)` | The rotation that makes a **camera** look along a direction | | `M.rotate(q, x, y, z)` | Rotate a vector by a quaternion | | `M.framing(camEntity, fovDeg, x, y, z, radius)` | Where a sphere is sitting in a camera's frame | Two of those are worth a sentence. **`lookRotation`** carries the half-turn. A camera's own forward is `-Z`, so a yaw derived from a `+Z`-forward aim vector points it exactly backwards; the `+ pi` is what makes it look **at** the subject instead of away from it. **`framing`** answers "is the swarm still readable?" as numbers rather than a screenshot: `screenY` is 0 at dead centre and ±1 at the frame edge, `fill` is the share of the frame height the sphere's diameter covers, and `behind` is true when no camera placement can save it. It is reachable live as ```luau require("locust.locustCore").systems.control.framing() ``` which is the check to run after touching anything about how the camera is placed — and the way another slice can ask whether what it drew is actually on screen.
▲ 0↑ born
backing path · locust/control/SwarmCam.component

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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