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asset⌬ componentcomponentprimary: init.luau·originates fromworld c81c13b4-a…

AshbloomCamera

The camera slice's foothold in the scene. One entity carries it — `AB_Camera` — and its only job is to register the camera stage, so a freshly loaded world gets the per-shot lens and the moving listener without anyone requiring a module by hand.

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

AshbloomCamera

The camera slice's foothold in the scene. One entity carries it — AB_Camera — and its only job is to register the camera stage, so a freshly loaded world gets the per-shot lens and the moving listener without anyone requiring a module by hand.

It does not touch the camera. The 25 set-ups are the pos / look / fov / ease keys on film.SHOTS, and the cutscene Runtime under AshbloomDirector poses the camera from them. Everything this component switches on lives in ashbloom.camera.rack.

Fields

field
sceneCameratrue (default) registers the stage. false unregisters it and releases the lens, for flying the editor camera through the set without the film racking focus underneath you.

Usage

local e = entity.spawn("AB_Camera")
e.component.add("ashbloom.camera.AshbloomCamera", { sceneCamera = true })

Interface

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

conforms to

zero/source-extract/v2

Ashbloom — the camera slice's foothold in the scene. The 25 set-ups are data in `film.SHOTS` and the cutscene Runtime under the director is what poses the camera from them, so nothing here touches the camera. This component exists for one reason: a stage has to be REGISTERED by something the scene owns, or the lens and the listener are absent from a freshly loaded world however correct the module is. Put it on one entity (`AB_Camera`). Its awake registers the camera stage; everything the stage does is in `ashbloom.camera.rack`. sceneCamera false parks the lens and leaves the listener where it stands, for anyone who wants to fly the editor camera through the set without the film racking focus underneath them.

awake( ) → void

onDestroy( ) → void

Sub-parts

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15+items
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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.
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module · born here
❒asset
# ashbloom.camera.rack The lens and the ears of Ashbloom's 25 set-ups. The set-ups themselves are not here. They are data — the `pos` / `look` / `fov` / `ease` keys on each row of `film.SHOTS` — because the cutscene Runtime under `AshbloomDirector` is what poses the camera, and it reads that table directly. This module owns the two things that ride on those set-ups and cannot be expressed as a row in a table. ## The lens `sensorHeight` is full frame, so every shot's focal length falls out of the field of view it was composed at: ``` f = 12 / tan(fov / 2) -- 24° -> 56 mm, 14° -> 98 mm, 68° -> 18 mm ``` which keeps the lens honest through shot 13's 30° → 40° ramp, where a hand-written focal length would drift away from the framing mid-shot. Focus is racked to the subject: the distance from the shot's eye to the point it is looking at, re-evaluated every frame, so a shot that dollies pulls focus as it travels. `RACK[n]` states only what the optics cannot derive — the aperture, where the plane of focus sits along the eye → subject ray, and the blur ceiling: | | shots | f-stop | |---|---|---| | macro | 2, 9, 12, 15, 20, 23 | f/1.4 – f/1.8 | | close | 6, 8, 13, 16, 18, 24 | f/2.0 – f/2.8 | | middle | 3, 10, 11, 19 | f/4 | | wide | 1, 4, 14, 21, 25 | f/5.6 | | very wide | 5, 7, 17, 22 | f/8 | It drives `@builtin::systems.depthOfField.depthOfField` directly rather than through a `DepthOfField` component. The component pushes its fields only when they CHANGE, so the two do not fight; but one authoring surface per system is the rule, and for this system the camera slice is it. ## The ears The scene's single `AudioListener` is re-posed on every cut, so the soundscape turns with the film. It does **not** re-parent to the cutscene camera. That camera is temporary and is despawned when the playback releases its stage, which would take the world's only listener with it. One departure from riding the camera exactly: two set-ups stand a quarter of a kilometre outside the crater, and a listener out there hears no garden. The ears are pulled along the eye → subject ray until they are within 30 m of what the shot is looking at. Close shots are unaffected; the wides hear the bowl they are framing. ## The guards A camera inside the rock renders a flat single-colour frame and every read-back in the engine reports it as correct, so two checks answer for it: ```lua local rack = require("ashbloom.camera.rack") rack.probe(110) -- eye / at / fov / focal length / f-stop at a film time rack.clearances() -- how far each of the 25 eyes clears the crater surface ``` `clearances()` asks `ashbloom.crater.craterGeo.groundY` — the same profile and warp the crater mesh was cut from — at thirteen points across every shot. Under 0.40 m is inside the 34 cm ash mantle. The stage repeats the check on each cut and says so in the log, and it warns once per anchor when a shot anchor moves more than 2 m from where the set-ups were composed. ## Joining in ```lua rack.install() -- registers the "camera" stage at order 15; idempotent ``` `AshbloomCamera.component` calls it, so a freshly loaded world has the lens and the listener without anyone requiring this module by hand.
▲ 0↑ born
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module · born here
❒asset
# stages <!-- 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 · ashbloom/camera/AshbloomCamera.component

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