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Modding since 2024

API ReferenceGE ExtensionscorecameraModes

Camera Mode: Handheld

Spring-damper filter that adds handheld camera feel by smoothing the look direction with physical simulation. Creates a natural lag and sway effect on the camera's aim direction.

Spring-damper filter that adds handheld camera feel by smoothing the look direction with physical simulation. Creates a natural lag and sway effect on the camera's aim direction.


Overview

A hidden filter camera mode that applies spring-damper physics to the camera's look direction. Instead of the camera instantly tracking the target, it uses a velocity-based spring system to create organic, operator-like camera movement.


Class Properties

PropertyTypeDefaultDescription
isFilterbooltruePost-processes other camera output
hiddenbooltrueNot selectable by the user
knumber20Spring stiffness for direction tracking
dampingnumber5Velocity damping factor
rotknumber3Rotational spring for roll correction
velvec3vec3()Current angular velocity
mustResetbooltrueReset direction on next update

Methods

MethodSignatureDescription
initC:init(spring, damping, rotspring)Configures spring/damper constants
updateC:update(data)Applies spring-damper to look direction

Spring-Damper Physics

-- Direction tracking with spring-damper
local curDir = (data.res.targetPos - data.res.pos):normalized()
local force = curDir - self.dir
force = self.k * force - self.damping * self.vel
self.vel = self.vel + force * data.dt
self.dir = (self.dir + self.vel * data.dt):normalized()

Roll Correction

-- Roll correction uses force projected onto the look plane
local up = (-self.rotk * data.dt * force:projectToOriginPlane(self.dir) + vec3(0,0,1)):normalized()
-- OpenXR forces world-up to avoid VR sickness
if data.openxrSessionRunning then up = vec3(0,0,1) end
data.res.rot = quatFromDir(self.dir, up)

Key Notes

  • Resets self.dir on first frame after enable (mustReset)
  • Higher k = stiffer tracking, higher damping = less oscillation
  • Roll effect is subtle - driven by lateral force component
  • VR mode disables roll to prevent motion sickness

See Also

  • Camera Mode: Autopoint - Related reference
  • Camera Mode: Autozoom - Related reference
  • Camera Mode: Big Map - Related reference
  • Core Systems Guide - Guide

Camera Mode: Game Engine

Final-stage camera filter that commits the computed camera state to the engine. Handles OpenXR/VR pose integration before pushing position, rotation, FOV, and near clip to the renderer.

Camera Mode: Manual Zoom

Filter camera mode providing manual FOV zoom control via player input (zoom in/out bindings). Displays a UI notification when FOV changes.

On this page

OverviewClass PropertiesMethodsSpring-Damper PhysicsRoll CorrectionKey NotesSee Also