@dcl/protocol 1.0.0-10704143848.commit-a0c6d86 → 1.0.0-10884114018.commit-31410eb
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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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@@ -1,12 +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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optional uint32 from_entity = 1;
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optional uint32 to_entity = 2;
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oneof transition_mode {
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float time =
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float speed =
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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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// EasingFunction easing_function = 5; // enable in the future
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}
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@@ -4,8 +4,8 @@ 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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// 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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uint32 virtual_camera_entity = 1; //
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// repeated common.CameraTransition transitionOverrides = 2; // enable in the future
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optional uint32 virtual_camera_entity = 1; // current active virtual camera
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}
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@@ -6,10 +6,11 @@ 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.
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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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common.CameraTransition default_transition = 1;
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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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