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

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`…

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

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.

Interface

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

conforms to

zero/source-extract/v2

driveCams.cams — a family of car cameras, switched by one word. local Cams = require("driveCams.cams") Cams.modes() --> { "chase", "cockpit", "hood", "bumper", "orbit", "tv", "heli", "rear" } Cams.set(cameraEntity, "cockpit", car) -- car optional: empty keeps what the camera follows Cams.cycle(cameraEntity) --> the next mode Cams.mounts(car) --> { seat, hood, bumper, rear, half } in chassis-local metres Each mode is a builtin camera behaviour tuned for a car, or one of this package's own: chase = @builtin::controller.chase (speed-sensitive FOV when a DriveCam drives it), cockpit / hood / bumper / rear = @builtin::controller.mount at the car's mount points, orbit = @builtin::controller.orbital_follow, tv = driveCams.TvCam (trackside cameras that cut and zoom), heli = driveCams.HeliCam. Mount points come from the car's own values `car.mountSeat`, `car.mountHood`, `car.mountBumper` (vectors, chassis-local, forward -Z), and fall back to points worked out from `car.size`, the car's BoxCollider or its bounds.

modes( ) → void

Every mode, in cycle order.

has(mode: string) → boolean

argtypedescription
modestring

behaviorOf(mode: string) → string

The behaviour component (asset identity) a mode runs.

argtypedescription
modestring

idOf(v: any) → string

argtypedescription
vany

exists(id: string?) → boolean

argtypedescription
idstring?

vec(v: any) → vector

argtypedescription
vany

value(id: string, name: string) → any

argtypedescription
idstring
namestring

carOf(id: string?) → string

The car an entity belongs to: itself when it writes car values or drives with a VehicleController, else its nearest such ancestor, else the entity itself.

argtypedescription
idstring?

halfExtents(carId: string) → vector

Half extents of the car's body (x right, y up, z length) in chassis-local metres.

argtypedescription
carIdstring

mounts(car: any) → any

Camera mount points in chassis-local metres (x right, y up, z back): `seat` (driver's eye), `hood`, `bumper`, `rear` (looking back from the tail), plus `half` (half extents) and `source` ("values" when the car states them).

argtypedescription
carany

speedOf(car: any) → number

The car's forward speed in m/s (car.speed, else Physics.vehicleState, else 0).

argtypedescription
carany

rigOf(camEnt: any, mode: string) → any

argtypedescription
camEntany
modestring

tune(camEnt: any, mode: string, carId: string?) → boolean

Tune the running rig on `camEnt` for `mode` and car `carId`. Answers true once the rig was found.

argtypedescription
camEntany
modestring
carIdstring?

cameraOf(camEnt: any) → any

argtypedescription
camEntany

behaviorRef(mode: string) → any

Literal references, so every behaviour is pinned when the package publishes.

argtypedescription
modestring

apply(cameraEntity: any, mode: string, car: any?) → boolean

Put `mode` on the camera entity now (behaviour + tuning + FOV), following `car` when given. Answers true when the camera took it. A DriveCam on the camera keeps it in that mode; without one this is a one-off switch.

argtypedescription
cameraEntityany
modestring
carany?

driveCamOf(camEnt: any) → any

argtypedescription
camEntany

set(cameraEntity: any, mode: string, car: any?) → boolean

Switch a camera to `mode` (one word), following `car` when given (else what it already follows). With a DriveCam on the camera the setting is written there (and persists); otherwise applied directly.

argtypedescription
cameraEntityany
modestring
carany?

cycle(cameraEntity: any, dir: number?) → string

Step a camera to its next mode (dir -1 goes back). Answers the new mode.

argtypedescription
cameraEntityany
dirnumber?

mainCamera( ) → string

The main (player) camera entity id, or nil.

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# 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.
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# TvCam A trackside TV camera behaviour for a car: set it as a `Camera`'s `behavior` (or use DriveCam's `tv` mode) with `Camera.follow` on the car. The camera stands at the best trackside point near the car (entities named `TvCamPoint`, the entities in `points`, or points it places itself ahead of the car along its path, alternating sides, set `pointHeight` above the ground), pans to keep the car framed, zooms so the car fills the same share of the picture near and far (`frameSize`, `minFov`, `maxFov`), and cuts to the next point once the car has passed (`minHold` seconds at least). It follows where the car is drawn. ```lua local camera = cam.component.get("Camera") camera.behavior = asset.ref("driveCams.TvCam", "component") camera.follow = car ``` Fields: `follow`, `points`, `autoPlace`, `range`, `pointHeight`, `sideOffset`, `leadTime`, `frameSize`, `minFov`, `maxFov`, `minHold`. Methods: `info()` (cuts made, points known), `resetPoints()`.
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# 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. ```lua 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()`.
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# HeliCam A helicopter camera behaviour for a car: set it as a `Camera`'s `behavior` (or use DriveCam's `heli` mode) with `Camera.follow` on the car. The camera hangs `height` metres above and `distance` out from the car at `angle` degrees round from its nose, drifting slowly either side (`drift`, `driftPeriod`), trails the car's heading with a lag (`headingLag`) so a turn swings the shot round smoothly, and looks down on it through a long lens. It follows where the car is drawn. ```lua camera.behavior = asset.ref("driveCams.HeliCam", "component") camera.follow = car ```
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