CharacterCameraMemory

interface CharacterCameraMemory

What the camera remembers between frames, and nothing the world does.

Every number here is a presentation filter over a canonical value that moves in steps: the crouch changes the eye height in one tick, a step up is a 0.35 m teleport of the feet, a landing is a velocity reaching zero in one substep, and the chase boom's sweep is a length that can halve when a ridge enters it. A head does none of those instantly, and a camera that did would pop. The memory is dropped on a cut, so a teleport does not ease across the planet.

characterCamera.ts:25

Members

boomreadonly

boom: number

The chase boom the picture is at, easing out and snapping in.

eyeHeightreadonly

eyeHeight: number

The eye height the picture is at, easing toward the stance's.

groundedreadonly

grounded: boolean

liftreadonly

lift: number

A residual offset of the feet along up, absorbing a step or a landing.

radiusreadonly

radius: number

The canonical radius of the feet last frame, to notice a step.