@dcl/protocol 1.0.0-10047077926.commit-ea61304 → 1.0.0-10170032882.commit-971bcef

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/out-js/decentraland/sdk/components/avatar_modifier_area.gen.d.ts +41 -0
  2. package/out-js/decentraland/sdk/components/avatar_modifier_area.gen.js +241 -3
  3. package/out-js/decentraland/sdk/components/avatar_modifier_area.gen.js.map +1 -1
  4. package/out-js/decentraland/sdk/components/camera_mode_area.gen.d.ts +35 -1
  5. package/out-js/decentraland/sdk/components/camera_mode_area.gen.js +172 -3
  6. package/out-js/decentraland/sdk/components/camera_mode_area.gen.js.map +1 -1
  7. package/out-js/decentraland/sdk/components/gltf_container_loading_state.gen.d.ts +19 -0
  8. package/out-js/decentraland/sdk/components/gltf_container_loading_state.gen.js +90 -3
  9. package/out-js/decentraland/sdk/components/gltf_container_loading_state.gen.js.map +1 -1
  10. package/out-js/decentraland/sdk/components/gltf_node.gen.d.ts +66 -0
  11. package/out-js/decentraland/sdk/components/gltf_node.gen.js +69 -0
  12. package/out-js/decentraland/sdk/components/gltf_node.gen.js.map +1 -0
  13. package/out-js/decentraland/sdk/components/gltf_node_state.gen.d.ts +43 -0
  14. package/out-js/decentraland/sdk/components/gltf_node_state.gen.js +122 -0
  15. package/out-js/decentraland/sdk/components/gltf_node_state.gen.js.map +1 -0
  16. package/out-js/decentraland/sdk/components/material.gen.d.ts +20 -0
  17. package/out-js/decentraland/sdk/components/material.gen.js +86 -2
  18. package/out-js/decentraland/sdk/components/material.gen.js.map +1 -1
  19. package/out-js/decentraland/sdk/components/mesh_collider.gen.d.ts +18 -0
  20. package/out-js/decentraland/sdk/components/mesh_collider.gen.js +90 -4
  21. package/out-js/decentraland/sdk/components/mesh_collider.gen.js.map +1 -1
  22. package/out-js/decentraland/sdk/components/mesh_renderer.gen.d.ts +19 -3
  23. package/out-js/decentraland/sdk/components/mesh_renderer.gen.js +90 -4
  24. package/out-js/decentraland/sdk/components/mesh_renderer.gen.js.map +1 -1
  25. package/out-js/decentraland/sdk/components/ui_text.gen.d.ts +4 -0
  26. package/out-js/decentraland/sdk/components/ui_text.gen.js +30 -1
  27. package/out-js/decentraland/sdk/components/ui_text.gen.js.map +1 -1
  28. package/out-js/decentraland/sdk/components/ui_transform.gen.d.ts +35 -0
  29. package/out-js/decentraland/sdk/components/ui_transform.gen.js +188 -2
  30. package/out-js/decentraland/sdk/components/ui_transform.gen.js.map +1 -1
  31. package/out-ts/decentraland/sdk/components/avatar_modifier_area.gen.ts +292 -1
  32. package/out-ts/decentraland/sdk/components/camera_mode_area.gen.ts +218 -2
  33. package/out-ts/decentraland/sdk/components/gltf_container_loading_state.gen.ts +108 -2
  34. package/out-ts/decentraland/sdk/components/gltf_node.gen.ts +116 -0
  35. package/out-ts/decentraland/sdk/components/gltf_node_state.gen.ts +139 -0
  36. package/out-ts/decentraland/sdk/components/material.gen.ts +102 -1
  37. package/out-ts/decentraland/sdk/components/mesh_collider.gen.ts +99 -0
  38. package/out-ts/decentraland/sdk/components/mesh_renderer.gen.ts +100 -3
  39. package/out-ts/decentraland/sdk/components/ui_text.gen.ts +40 -1
  40. package/out-ts/decentraland/sdk/components/ui_transform.gen.ts +212 -1
  41. package/package.json +2 -2
  42. package/proto/decentraland/sdk/components/avatar_modifier_area.proto +21 -0
  43. package/proto/decentraland/sdk/components/camera_mode_area.proto +22 -3
  44. package/proto/decentraland/sdk/components/gltf_container_loading_state.proto +13 -0
  45. package/proto/decentraland/sdk/components/gltf_node.proto +42 -0
  46. package/proto/decentraland/sdk/components/gltf_node_state.proto +20 -0
  47. package/proto/decentraland/sdk/components/material.proto +11 -0
  48. package/proto/decentraland/sdk/components/mesh_collider.proto +8 -1
  49. package/proto/decentraland/sdk/components/mesh_renderer.proto +8 -3
  50. package/proto/decentraland/sdk/components/ui_scroll_result.proto +12 -0
  51. package/proto/decentraland/sdk/components/ui_text.proto +3 -0
  52. package/proto/decentraland/sdk/components/ui_transform.proto +21 -0
  53. package/public/sdk-components.proto +2 -0
@@ -23,6 +23,8 @@ message PBAvatarModifierArea {
23
23
  decentraland.common.Vector3 area = 1; // the 3D size of the region
24
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  repeated string exclude_ids = 2; // user IDs that can enter and remain unaffected
25
25
  repeated AvatarModifierType modifiers = 3; // list of modifiers to apply
26
+ optional AvatarMovementSettings movement_settings = 4;
27
+ optional bool use_collider_range = 5; // if true, the player will be considered inside the area when they are within 0.3m of the area. default true
26
28
  }
27
29
 
28
30
  // AvatarModifierType is an effect that should be applied to avatars inside the region.
@@ -30,3 +32,22 @@ enum AvatarModifierType {
30
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  AMT_HIDE_AVATARS = 0; // avatars are invisible
31
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  AMT_DISABLE_PASSPORTS = 1; // selecting (e.g. clicking) an avatar will not bring up their profile.
32
34
  }
35
+
36
+ message AvatarMovementSettings {
37
+ optional AvatarControlType control_mode = 1;
38
+ // if not explicitly set, the following properties default to user's preference settings
39
+ optional float run_speed = 2; // speed the player moves at, in m/s
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+ optional float friction = 3; // how fast the player gets up to speed or comes to rest. higher = more responsive
41
+ optional float gravity = 4; // how fast the player accelerates vertically when not on a solid surface, in m/s. should normally be negative
42
+ optional float jump_height = 5; // how high the player can jump, in meters. should normally be positive. gravity must have the same sign for jumping to be possible
43
+ optional float max_fall_speed = 6; // max fall speed in m/s. should normally be negative
44
+ optional float turn_speed = 7; // speed the player turns in tank mode, in radians/s
45
+ optional float walk_speed = 8; // speed the player walks at, in m/s
46
+ optional bool allow_weighted_movement = 9; // whether to allow player to move at a slower speed (e.g. with a walk-key or when using a gamepad/joystick). defaults to true
47
+ }
48
+
49
+ enum AvatarControlType {
50
+ CCT_NONE = 0; // avatar cannot move
51
+ CCT_RELATIVE = 1; // avatar moves relative to the camera origin
52
+ CCT_TANK = 2; // avatar moves like a tank: left/right rotate the player, forward/backward advance/retreat the player
53
+ }
@@ -9,7 +9,7 @@ import "decentraland/sdk/components/common/id.proto";
9
9
  option (common.ecs_component_id) = 1071;
10
10
 
11
11
  // The CameraModeArea component can be attached to an Entity to define a region of space where
12
- // the player's camera mode (1st-person or 3rd-person) is overridden.
12
+ // the player's camera mode (1st-person, 3rd-person or cinematic) is overridden.
13
13
  //
14
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  // The Entity's Transform position determines the center-point of the region, while its size is
15
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  // given as a vector in the `area` property below. The Transform rotation is applied, but the scale
@@ -19,7 +19,26 @@ option (common.ecs_component_id) = 1071;
19
19
  //
20
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  // Note that, while commonly used to delineate a 2D area in a scene (hence the name), the region
21
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  // is actually a 3D volume.
22
+ //
23
+ // When mode is set to CtCinematic, the cinematic_settings field must also be provided.
22
24
  message PBCameraModeArea {
23
- decentraland.common.Vector3 area = 1; // the 3D size of the region
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- common.CameraType mode = 2; // the camera mode to enforce
25
+ decentraland.common.Vector3 area = 1; // the 3D size of the region
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+ common.CameraType mode = 2; // the camera mode to enforce
27
+ optional CinematicSettings cinematic_settings = 3;
28
+ optional bool use_collider_range = 4; // if true, the player will be considered inside the area when they are within 0.3m of the area. default true
29
+ }
30
+
31
+ message CinematicSettings {
32
+ uint32 camera_entity = 1; // Entity that defines the cinematic camera transform.
33
+ // Position -> camera's position
34
+ // Rotation -> camera's direction
35
+ // scale.z -> zoom level
36
+ // scale.x and scale.y -> unused
37
+ optional bool allow_manual_rotation = 2; // whether the user can move the camera's rotation. default false
38
+ optional float yaw_range = 3; // how far the camera can rotate around the y-axis / look left/right, in radians. default unrestricted
39
+ optional float pitch_range = 4; // how far the camera can rotate around the x-axis / look up-down, in radians. default unrestricted
40
+ // note: cameras can never look up/down further than Vec3::Y
41
+ optional float roll_range = 5; // how far the camera can rotate around the z-axis / tilt, in radians. default unrestricted
42
+ optional float zoom_min = 6; // minimum zoom level. must be greater than 0. defaults to the input zoom level
43
+ optional float zoom_max = 7; // maximum zoom level. must be greater than 0. defaults to the input zoom level
25
44
  }
@@ -10,4 +10,17 @@ import "decentraland/sdk/components/common/loading_state.proto";
10
10
  // the current state of the GltfContainer of an entity.
11
11
  message PBGltfContainerLoadingState {
12
12
  common.LoadingState current_state = 1;
13
+ repeated string node_paths = 2; // all node paths in the gltf, which can be used with a GltfNode to inspect and modify the gltf contents
14
+ repeated string mesh_names = 3; // all meshes in the gltf. unnamed meshes will be auto-assigned a name of the form `MeshX` or `MeshX/PrimitiveY`
15
+ // where X is the mesh index and Y is the primitive index (and there is more than 1 primitive). note this may
16
+ // conflict with manually named meshes - to avoid any issues make sure all your meshes are explicitly named.
17
+ repeated string material_names = 4; // all materials in the gltf. unnamed materials will be auto-assigned a name of the form `MaterialX` where
18
+ // X is the material index. note this may conflict with manually named materials - to avoid any issues make
19
+ // sure all your materials are explicitly named.
20
+ repeated string skin_names = 5; // all mesh skins in the gltf. unnamed skins will be auto-assigned a name of the form `SkinX` where
21
+ // X is the skin index. note this may conflict with manually named skins - to avoid any issues make sure all
22
+ // your skins are explicitly named.
23
+ repeated string animation_names = 6; // all animations in the gltf. unnamed animations will be auto-assigned a name of the form `AnimationX` where
24
+ // X is the animation index. note this may conflict with manually named anims - to avoid any issues make sure all
25
+ // your animations are explicitly named.
13
26
  }
@@ -0,0 +1,42 @@
1
+ syntax = "proto3";
2
+ package decentraland.sdk.components;
3
+
4
+ import "decentraland/sdk/components/common/id.proto";
5
+ option (common.ecs_component_id) = 1045;
6
+
7
+ // a GltfNode links a scene entity with a node from within a gltf, allowing the scene to inspect it or modify it.
8
+ // This component must be added to a direct child of an entity with a PbGltfContainer component, or
9
+ // to a direct child of another entity with a GltfNode component, and the referenced gltf node must be a descendent of the gltf node
10
+ // in the parent.
11
+ // The name must match the path of one of the nodes within the Gltf. These are available on the GltfContainerLoadingState component.
12
+ //
13
+ // The renderer will attach a PbGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
14
+ // - the `Transform` will be updated to match the position of the node within the gltf (relative to the gltf root, or the parent node),
15
+ // - a `MeshRenderer` with a GltfMesh mesh type will be added (if the gltf node has a mesh).
16
+ // - a `MeshCollider` with a GltfMesh mesh type will be added (if the gltf node has a collider).
17
+ // - a `Material` component including a GltfMaterial reference will be added (if the gltf node has a material).
18
+ //
19
+ // After creation, if an animation moves the node, the `Transform` will be updated.
20
+ //
21
+ // From the scene, you can modify various components to alter the gltf node:
22
+ // - modifying the `Transform` position/rotation/scale will move the node. The position is interpreted relative to the gltf root (or parent node),
23
+ // regardless of any intermediate gltf node hierarchy.
24
+ // If an animation is playing, the animation takes priority and the scene entity's position will be updated to match the animation.
25
+ // - `Visibility` can be added to hide or show the node and it's children in the gltf hierarchy.
26
+ // - `MeshRenderer` can be added/modified/removed to create/modify/remove a mesh on the node.
27
+ // - `MeshCollider` can be added/modified/removed to create/modify/remove a collider on the node.
28
+ // - `Material` can be added or modified to change the material properties. If the gltf node has a material, the original material will be
29
+ // used as a base, and any gltf features (e.g. occlusion maps) from the gtlf spec that the renderer supports but that are not exposed in the
30
+ // PbMaterial will be maintained.
31
+ //
32
+ // The scene can add additional entities as children to the gltf node, but structural modifications of the gltf are not possible:
33
+ // - changing the scene hierarchy will not change the gltf node hierarchy. Moving the entity out of the gltf will sever the link and
34
+ // change the state to `GNS_FAILED`.
35
+ // - deleting the scene entity will not delete the gltf node.
36
+ //
37
+ // Removing the GltfNode will revert any changes to the original gltf. If the GltfNode component is removed and the mesh/collider/material
38
+ // are not removed, this will result in a duplication of these components as the previously-linked entity will retain it's components and
39
+ // the gltf node will also be displayed.
40
+ message PBGltfNode {
41
+ string path = 1; // the path of the target node in the Gltf.
42
+ }
@@ -0,0 +1,20 @@
1
+ syntax = "proto3";
2
+ package decentraland.sdk.components;
3
+
4
+ import "decentraland/sdk/components/common/id.proto";
5
+ option (common.ecs_component_id) = 1046;
6
+
7
+ // See the details of the GltfNode component for more information.
8
+
9
+ // The state of a linked gltf node.
10
+ // If the state is GNSV_FAILED, the renderer may describe the failure in the error string.
11
+ message PBGltfNodeState {
12
+ GltfNodeStateValue state = 1;
13
+ optional string error = 2;
14
+ }
15
+
16
+ enum GltfNodeStateValue {
17
+ GNSV_PENDING = 0;
18
+ GNSV_FAILED = 1;
19
+ GNSV_READY = 2;
20
+ }
@@ -53,5 +53,16 @@ message PBMaterial {
53
53
  UnlitMaterial unlit = 1;
54
54
  PbrMaterial pbr = 2;
55
55
  }
56
+
57
+ message GltfMaterial {
58
+ string gltf_src = 1;
59
+ string name = 2;
60
+ }
56
61
 
62
+ // A gltf material that may provide additional features not supported by the PbMaterial fields.
63
+ // If both gltf and material fields are provided, the gltf will be used only for extended features not
64
+ // supported by the PbMaterial.
65
+ // If this is provided and the `material` field is not provided, the renderer will update the material
66
+ // field with data that reflects the gltf material once it is loaded.
67
+ optional GltfMaterial gltf = 3;
57
68
  }
@@ -30,6 +30,12 @@ message PBMeshCollider {
30
30
  // SphereMesh is a sphere shape that contains the Entity.
31
31
  message SphereMesh {}
32
32
 
33
+ // A collider constructed from a Gltf Mesh.
34
+ message GltfMesh {
35
+ string gltf_src = 1; // the GLTF file path as listed in the scene's manifest.
36
+ string name = 2; // the name of the mesh asset
37
+ }
38
+
33
39
  optional uint32 collision_mask = 1; // enabled ColliderLayers (default CL_POINTER | CL_PHYSICS)
34
40
 
35
41
  oneof mesh {
@@ -37,6 +43,7 @@ message PBMeshCollider {
37
43
  SphereMesh sphere = 3;
38
44
  CylinderMesh cylinder = 4;
39
45
  PlaneMesh plane = 5;
46
+ GltfMesh gltf = 6;
40
47
  }
41
48
  }
42
49
 
@@ -59,4 +66,4 @@ enum ColliderLayer {
59
66
  CL_CUSTOM6 = 8192;
60
67
  CL_CUSTOM7 = 16384;
61
68
  CL_CUSTOM8 = 32768;
62
- }
69
+ }
@@ -5,13 +5,11 @@ import "decentraland/sdk/components/common/id.proto";
5
5
  option (common.ecs_component_id) = 1018;
6
6
 
7
7
  // The MeshRenderer component renders a basic geometric shape for an Entity. It can be a cube, a
8
- // plane, a sphere or a cylinder.
8
+ // plane, a sphere, a cylinder, or a Gltf mesh.
9
9
  //
10
10
  // The cube and plane variants can include a UV texture mapping, so specific areas of a material
11
11
  // texture are rendered on different faces of the shape. They are serialized as a sequence of 2D
12
12
  // `float` coordinates, one for each corner of each side of each face.
13
- //
14
- // More complex shapes require the use of a `GltfContainer` component.
15
13
  message PBMeshRenderer {
16
14
 
17
15
  // BoxMesh renders a prism shape.
@@ -34,10 +32,17 @@ message PBMeshRenderer {
34
32
  message SphereMesh {
35
33
  }
36
34
 
35
+ // A mesh from a Gltf.
36
+ message GltfMesh {
37
+ string gltf_src = 1; // the GLTF file path as listed in the scene's manifest.
38
+ string name = 2; // the name of the mesh asset
39
+ }
40
+
37
41
  oneof mesh {
38
42
  BoxMesh box = 1;
39
43
  SphereMesh sphere = 2;
40
44
  CylinderMesh cylinder = 3;
41
45
  PlaneMesh plane = 4;
46
+ GltfMesh gltf = 5;
42
47
  }
43
48
  }
@@ -0,0 +1,12 @@
1
+ syntax = "proto3";
2
+
3
+ package decentraland.sdk.components;
4
+
5
+ import "decentraland/sdk/components/common/id.proto";
6
+ import "decentraland/common/vectors.proto";
7
+
8
+ option (common.ecs_component_id) = 1097;
9
+
10
+ message PBUiScrollResult {
11
+ decentraland.common.Vector2 value = 1;
12
+ }
@@ -23,4 +23,7 @@ message PBUiText {
23
23
  optional common.Font font = 4; // font for the text (default: sans-serif)
24
24
  optional int32 font_size = 5; // size of the text (default: 10)
25
25
  optional TextWrap text_wrap = 6; // wrap text when the border is reached (default: TW_WRAP)
26
+
27
+ optional float outline_width = 7; // width of the outline (default: 0)
28
+ optional decentraland.common.Color4 outline_color = 8; // RGBA color of the outline (default: opaque black)
26
29
  }
@@ -3,6 +3,7 @@ syntax = "proto3";
3
3
  package decentraland.sdk.components;
4
4
 
5
5
  import "decentraland/sdk/components/common/id.proto";
6
+ import "decentraland/common/vectors.proto";
6
7
 
7
8
  option (common.ecs_component_id) = 1050;
8
9
 
@@ -79,6 +80,20 @@ enum PointerFilterMode {
79
80
  PFM_BLOCK = 1;
80
81
  }
81
82
 
83
+ enum ShowScrollBar {
84
+ SSB_BOTH = 0;
85
+ SSB_ONLY_VERTICAL = 1;
86
+ SSB_ONLY_HORIZONTAL = 2;
87
+ SSB_HIDDEN = 3;
88
+ }
89
+
90
+ message ScrollPositionValue {
91
+ oneof value {
92
+ decentraland.common.Vector2 position = 1;
93
+ string reference = 2;
94
+ }
95
+ }
96
+
82
97
  message PBUiTransform {
83
98
  int32 parent = 1;
84
99
  int32 right_of = 2;
@@ -145,4 +160,10 @@ message PBUiTransform {
145
160
  float padding_bottom = 51;
146
161
 
147
162
  optional PointerFilterMode pointer_filter = 52; // default: PointerFilterMode.PFM_NONE
163
+ optional float opacity = 53; // default: 1
164
+
165
+ optional string element_id = 54; // default empty
166
+
167
+ optional ScrollPositionValue scroll_position = 55; // default position=(0,0)
168
+ optional ShowScrollBar scroll_visible = 56; // default ShowScrollBar.SSB_BOTH
148
169
  }
@@ -16,6 +16,8 @@ import public "decentraland/sdk/components/camera_mode.proto";
16
16
  import public "decentraland/sdk/components/engine_info.proto";
17
17
  import public "decentraland/sdk/components/gltf_container.proto";
18
18
  import public "decentraland/sdk/components/gltf_container_loading_state.proto";
19
+ import public "decentraland/sdk/components/gltf_node.proto";
20
+ import public "decentraland/sdk/components/gltf_node_state.proto";
19
21
  import public "decentraland/sdk/components/material.proto";
20
22
  import public "decentraland/sdk/components/mesh_collider.proto";
21
23
  import public "decentraland/sdk/components/mesh_renderer.proto";