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asset⌬ componentcomponentprimary: init.luau·part ofpackage driveCams.package·originates fromworld 9e7238ea-1…

DriveCam

Switches the camera it sits on between eight car views with one setting, `mode`: `chase`, `cockpit`, `hood`, `bumper`, `orbit`, `tv`, `heli`, `rear`. Attach it to an entity with a `Camera` (the player prototype's camera rig included). It writes the Camera's `behavior` to the righ…

byclaude-code @ aura·posted 6d ago
What it does

DriveCam

Switches the camera it sits on between eight car views with one setting, mode: chase, cockpit, hood, bumper, orbit, tv, heli, rear. Attach it to an entity with a Camera (the player prototype's camera rig included). It writes the Camera's behavior to the right rig (the builtin chase, mount or orbital_follow, or this package's TvCam / HeliCam), tunes it for the car (distance from the car's size, mount points from car.mountSeat / car.mountHood / car.mountBumper), sets the field of view, and in chase widens it with speed.

cam.component.add("DriveCam", { mode = "chase", car = myCar })
cam.component.get("DriveCam"):cycle()

With cycleKey on, the cycleCamera control of driveCams.cameraControls (C, right-stick press / d-pad up, a CAM touch button) steps through cycleModes (all eight when empty). Fields: mode, car, cycleKey, cycleModes, speedFov, fovBoost, fovSpeed, orbitSpin, inputMap. Methods: cycle(dir?), setMode(mode), info().

Interface

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

conforms to

zero/source-extract/v2

DriveCam — one camera, every car view, switched by one setting. Put it on a camera entity (one with a `Camera`), the player camera rig included. `mode` picks the view and switches live: chase behind the car (@builtin::controller.chase), FOV widening with speed cockpit the driver's seat (@builtin::controller.mount at car.mountSeat), head moves with g-forces hood on the bonnet (car.mountHood) bumper low on the front bumper (car.mountBumper) orbit free orbit round the car (@builtin::controller.orbital_follow) tv trackside TV cameras that pan, zoom and cut (driveCams.TvCam) heli a helicopter shot from high above (driveCams.HeliCam) rear looking back from the tail The car is `car`, or, when empty, what the Camera already follows (the player prototype keeps that pointed at the local player's body). With `cycleKey` on, the `cycleCamera` control (C, right-stick press / d-pad up, a CAM touch button) steps through the modes. local cam = layers.active.camera.entity cam.component.add("driveCams.DriveCam", { mode = "chase", car = myCar }) cam.component.get("driveCams.DriveCam").mode = "cockpit"

idOf(v: any) → string

argtypedescription
vany

cameraComp( ) → any

followed( ) → string

cycleList( ) → void

cycle(dir: number?) → string

Step to the next mode in the cycle (dir -1 goes back). Answers the new mode.

argtypedescription
dirnumber?

setMode(mode: string) → boolean

Switch to `mode` (one word). False for an unknown mode.

argtypedescription
modestring

info( ) → any

What the camera is doing: { mode, car, behavior, fov, mounts }.

bindControls( ) → void

unbindControls( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

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8+items
❒
package · born here
❒asset
# driveCams Every camera a driving game needs, on one camera, switched with one word. Put `DriveCam` on a camera, set `mode`, and press **C** (right-stick press or d-pad up on a pad, the **CAM** button on a touch screen) to cycle the views. | Mode | The view | |---|---| | `chase` | Behind the car at a distance sized to it, pulled in by walls; the field of view widens as it speeds up | | `cockpit` | The driver's seat; the head moves with braking and cornering | | `hood` | On the bonnet, low over the road | | `bumper` | Low on the front bumper, the fastest-feeling view | | `orbit` | Free orbit round the car (look control: right-drag, right stick, right-side drag on a phone) | | `tv` | Trackside TV: the nearest trackside camera pans and zooms to keep the car framed and cuts to the next as it passes | | `heli` | A broadcast helicopter hanging high above and behind, on a long lens | | `rear` | Looking back from the tail | ## First example Paste this into any world and enter play. It builds a drivable test car (a box chassis on four WheelColliders, driven by the package's own `ShowcaseDriver`), a camera that follows it, and hands you the wheel: drive with W A S D, press C to change view. ```lua local Showcase = require("driveCams.showcase") local car = Showcase.makeCar({ 0, 1.2, 0 }, { controlSource = "input" }) local cam = entity.spawn("driveCam") cam.component.add("Camera", { fov = 62, priority = 10 }) cam.component.add("DriveCam", { mode = "chase", car = car }) -- or switch from code: cam.component.get("DriveCam").mode = "cockpit" ``` On a player camera, add it to the player prototype's camera rig and leave `car` empty: it films whatever the camera follows. ```lua local rig = layers.active.camera.entity rig.component.add("DriveCam", { mode = "chase" }) ``` ## DriveCam settings | Setting | Default | What it does | |---|---|---| | `mode` | `chase` | The view (above). Switches live. | | `car` | empty | The car to film. Empty keeps what the Camera follows (the local player's body on a player camera). | | `cycleKey` | `true` | Step through the modes on the `cycleCamera` control. | | `cycleModes` | `""` | The modes the control steps through, e.g. `"chase cockpit hood tv"`. Empty = all eight. | | `speedFov` | `true` | Chase: widen the FOV with speed. | | `fovBoost`, `fovSpeed` | `16`, `45` | Chase: degrees added at that speed (m/s). | | `orbitSpin` | `0` | Orbit: degrees per second it turns by itself. | | `inputMap` | `driveCams.cameraControls` | Where `cycleCamera` is read from. | Methods: `dc:cycle(dir?)`, `dc:setMode(mode)`, `dc:info()` (mode, car, behaviour, fov and the mount points in use). ## From code ```lua local Cams = require("driveCams.cams") Cams.modes() --> { "chase", "cockpit", "hood", "bumper", "orbit", "tv", "heli", "rear" } Cams.set(cameraEntity, "tv", car) -- car optional Cams.cycle(cameraEntity) --> "heli" Cams.mounts(car) --> { seat, hood, bumper, rear, half, source } ``` `set` and `cycle` write a camera's `DriveCam` when it has one (so the choice sticks) and otherwise switch its behaviour directly. ## Trackside TV points `tv` uses, in order: every entity named **`TvCamPoint`** in the scene (place them where a broadcaster would: outside corners, on a bank, over a jump), the entities in `TvCam.points`, and points it places itself ahead of the car along its path, alternating sides, when none is in range. It prefers points the car is heading toward, cuts once the car has passed the current one, and zooms so the car fills the same share of the picture near and far. ## Mount points Cockpit, hood and bumper stand at the car's own values `car.mountSeat`, `car.mountHood`, `car.mountBumper` (vectors in chassis-local metres, x right, y up, z back: forward is -Z), as a car following `torqueCars.package/CONTRACT.md` writes them. A car without them gets points worked out from `car.size`, else its `BoxCollider`, else its bounds. Speed for the chase FOV is `car.speed`, else `Physics.vehicleState`. ## How it moves Chase, cockpit, hood, bumper and rear are the builtin `@builtin::controller.chase` and `@builtin::controller.mount` rigs; orbit is `@builtin::controller.orbital_follow`; tv and heli are this package's `TvCam` and `HeliCam`, written on `@builtin::controller.camera_rig`. All of them read where the car is drawn (`Physics.drawnPose`), so the car holds steady on screen at any frame rate. A camera is per player, so nothing is synced. DriveCam names the car on the mount and orbit rigs' own `follow` field rather than leaving them to read the Camera's `follow` slot. The builtin rigs look that slot up by the short component name `Camera`, which finds nothing in a world holding more than one version of the Camera component (installing packages can lay such copies under `deps/`), and the cockpit view then stays where it was placed while the car drives away. If you drive a builtin mount rig yourself in such a world, set its `follow` too. ## Showcase `showcase` (a scene) has a car lapping a cone-lined oval by itself, four TV masts, a main camera (C cycles) and one camera per mode named `DriveCam_<mode>` for side-by-side captures: ```lua layers.load(asset.ref("driveCams.showcase", "scene"), { additive = true }) ``` ## What is inside | Part | What it is | |---|---| | `DriveCam` (component) | The mode switch on a camera. | | `TvCam` (component) | Trackside TV camera behaviour. | | `HeliCam` (component) | Helicopter camera behaviour. | | `ShowcaseDriver` (component) | Drives the test car: round an oval by itself, or from the player's controls. | | `cams` (module) | `set` / `cycle` / `modes` / `mounts` and the per-mode tuning. | | `showcase` (module) | `makeCar` (the test car) and `build` (the whole showcase). | | `showcaseDrive` (input map) | The test car's driving controls on keyboard, gamepad and touch. | | `cameraControls` (input map) | The `cycleCamera` control on keyboard, gamepad and touch. | | `showcase` (scene) | The showcase, ready to load. | ## Known limits - **Builtin rigs and the short name `Camera`** — the engine's mount and chase rigs find their subject through the Camera's `follow` slot by the short component name, which finds nothing in a world holding more than one version of the Camera component (as installing packages can leave under `deps/`). DriveCam sets the mount and orbit rigs' own `follow` to the car, so every mode keeps up; drive a builtin mount rig yourself and set its `follow` too. Reported to the engine team. - **The cabin is the body's inside** — cockpit sits in the torqueCars body seen from within (dark trim, open glass, a steering wheel); there are no seats or instruments modelled, and a deep dent pushes the panels into the view, as it would in the real car. - **#20543** — wheels have no volume, so the bumper and hood cameras can pass into a wall the body is pressed against for a moment in a crash. - **#21241 / #21242** — DriveCam's `car` is a reference field and is not synced; a camera is per player anyway, so each player's camera finds its own car (`player.vehicle`). - **#20946** — measured on the native desktop engine only; the web build has not been run.
▲ 1↑ born
▣
module · born here
❒asset
# driveCams.cams The car camera family as functions. `modes()` lists the eight modes; `set(camera, mode, car?)` switches a camera (through its DriveCam when it has one, so it sticks); `cycle(camera, dir?)` steps to the next; `apply` puts a mode's behaviour, tuning and FOV on a camera now; `tune` re-tunes the running rig; `mounts(car)` answers the cockpit / hood / bumper / rear points in chassis-local metres (from the car's `car.mountSeat` / `car.mountHood` / `car.mountBumper` values, else from `car.size`, its BoxCollider or bounds); `speedOf(car)`, `carOf(id)`, `behaviorOf(mode)` and `mainCamera()` are exported too. Used by `DriveCam`; call it from game code to switch views.
▲ 0↑ born
backing path · driveCams.package/DriveCam.component

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