@dcl/protocol 1.0.0-10670971402.commit-227b327 → 1.0.0-10884114018.commit-31410eb
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.
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@dcl/protocol",
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"version": "1.0.0-
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"version": "1.0.0-10884114018.commit-31410eb",
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"description": "",
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"repository": "decentraland/protocol.git",
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"homepage": "https://github.com/decentraland/protocol#readme",
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@@ -29,5 +29,5 @@
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"out-js",
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"public"
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],
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"commit": "
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"commit": "31410eb7daca9b292e4c59272c06a2418f814988"
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}
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@@ -0,0 +1,11 @@
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syntax = "proto3";
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package decentraland.sdk.components.common;
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// Defines the transition used towards the camera that contains the CameraTransition.
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// This structure may be updated in the future to specify from/to entities and to have easing functions.
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message CameraTransition {
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oneof transition_mode {
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float time = 1;
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float speed = 2; // meters per second; e.g. speed 1 -> 1 meter per second
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}
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}
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syntax = "proto3";
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package decentraland.sdk.components;
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import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id) = 1075;
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// PBMainCamera.virtualCameraEntity defines which VirtualCamera entity is active at the moment.
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// This component may hold 'repeated common.CameraTransition' transitionOverrides in the future
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message PBMainCamera {
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optional uint32 virtual_camera_entity = 1; // current active virtual camera
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}
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@@ -0,0 +1,16 @@
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syntax = "proto3";
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package decentraland.sdk.components;
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import "decentraland/sdk/components/common/camera_transition.proto";
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import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id) = 1076;
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// PBVirtualCamera represents a camera to be used at some point in time during the scene execution
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// * The defaultTransition represents the transition TOWARDS this camera. If there is none, it's treated as
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// an 'instant' transition (like using speed/time = 0)
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// * The lookAtEntity defines to which entity the Camera has to look at constantly (independent from
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// the holding entity transform).
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message PBVirtualCamera {
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optional common.CameraTransition default_transition = 1;
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optional uint32 look_at_entity = 2;
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}
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