@driftengine/core 3.61.0

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 (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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@@ -0,0 +1,278 @@
1
+ import { clamp } from '../math/scalar.ts';
2
+ import { Boom } from './boom.ts';
3
+ import { Spring } from '../math/spring.ts';
4
+ import { segmentHit } from '@driftengine/physics';
5
+ import type { ColliderSet } from '@driftengine/physics';
6
+ import { Camera } from './camera.ts';
7
+ import { createShotPlacement, flybyStation, placeShot } from './shotPlacement.ts';
8
+ import type { ShotParams, SubjectPose } from './shotPlacement.ts';
9
+
10
+ /**
11
+ * A camera that can be *cut*, for replays and cinematics.
12
+ *
13
+ * The gameplay camera has one job — keep the player able to read where they are
14
+ * about to land — so it is a single smoothed rig that never surprises anyone. A
15
+ * replay camera has the opposite job: it is a director, and its whole
16
+ * vocabulary is choosing a new angle at the right instant.
17
+ *
18
+ * Generic on purpose. A shot here is a placement rule and a subject; which shot
19
+ * suits a grapple, and when to cut, are the game's business. Nothing in this
20
+ * file knows what a character is. *Where* a shot puts the camera lives in
21
+ * `shotPlacement.ts`; this is the rig that moves onto it.
22
+ *
23
+ * The two hard requirements pull against each other. A **cut is instantaneous**
24
+ * — a cut that eases is a swoop, and it destroys the sync with the beat that an
25
+ * edit is built on. Motion **within** a shot is smoothed, because footage that
26
+ * steps judders exactly when somebody is watching it frame by frame. So the
27
+ * smoothing state is reset on a cut rather than smoothed through it.
28
+ */
29
+ export type { ShotKind, ShotParams } from './shotPlacement.ts';
30
+
31
+ /**
32
+ * How fast the rig converges within a shot, in 1/seconds. Higher is tighter.
33
+ *
34
+ * These are spring rates, not `damp` lambdas, and the two are not
35
+ * interchangeable at the same figure: a spring spends the start of a move
36
+ * accelerating instead of covering ground, so it reads gentler. Kept at the old
37
+ * numbers because the error they used to leave behind is gone — see below —
38
+ * which is a change to how the rig *looks* and wants an eye on it, not a number.
39
+ */
40
+ const FOLLOW_RATE = 6;
41
+ const AIM_RATE = 9;
42
+ /**
43
+ * A ceiling on the speed the rig will ride along at, in metres per second.
44
+ *
45
+ * Not a tuning knob: a safety rail. The ride-along speed is measured from the
46
+ * placement's own motion, so a subject that jumps — a caller that teleported one
47
+ * without saying so — would otherwise hand the rig hundreds of metres a second
48
+ * and it would coast off with them. Far above anything a subject can really do,
49
+ * so it never binds in play.
50
+ */
51
+ const MAX_TRACK_SPEED = 60;
52
+ /** Keeps a boom from ending inside a wall it grazed. */
53
+ const BOOM_RADIUS = 0.3;
54
+ const BOOM_MIN_FRACTION = 0.12;
55
+ /*
56
+ * The boom's rate limits live in `boom.ts` now, shared with the gameplay rig,
57
+ * which had none at all and popped by 4 m when a railing crossed it.
58
+ */
59
+
60
+ export class CinematicCamera {
61
+ readonly camera = new Camera();
62
+
63
+ private shot: ShotParams = { kind: 'chase', distance: 6, height: 2, fovDeg: 70 };
64
+ private shotStartSec = 0;
65
+ private nowSec = 0;
66
+ /**
67
+ * Where the camera wants to be, and where it is looking.
68
+ *
69
+ * Springs rather than first-order lags, which is the fix for *"the transitions
70
+ * between them that it's like straight"*. A lag's speed is proportional to the
71
+ * error it has already built, so the only way it can travel at the subject's
72
+ * speed is to accumulate `speed / lambda` metres of error and hold it: a shot
73
+ * asking for a 7 m boom was measured sitting at 9.219 m behind a 14 m/s
74
+ * character, and re-accumulating that error as a straight slide after every cut —
75
+ * 7.000 → 8.317 → 9.213 over the second after it, peaking on frame 2 and
76
+ * decaying from there. A spring carries a velocity, so it rides along with a
77
+ * target that is moving instead of trailing it, and it accelerates into and
78
+ * settles out of the moves that remain.
79
+ */
80
+ private readonly followX = new Spring();
81
+ private readonly followY = new Spring();
82
+ private readonly followZ = new Spring();
83
+ private readonly aimYaw = new Spring();
84
+ private readonly aimPitch = new Spring();
85
+ /** Place the rig outright on the next update, rather than moving it there. */
86
+ private fresh = true;
87
+ /**
88
+ * Whether that placement may keep travelling at the target's speed.
89
+ *
90
+ * The difference between the two ways a rig is placed, and only the caller
91
+ * knows which happened. A **cut** changes the shot while the subject carries on
92
+ * as it was, so the speed measured across the frame is real and the new shot
93
+ * should open already moving with it — otherwise every cut opens with the rig
94
+ * accelerating from a standstill, which is the slide this replaced. A **snap**
95
+ * is for a subject that teleported: there is no meaningful speed across that
96
+ * frame, and a rig that inherited one would coast off after the character's
97
+ * ghost.
98
+ */
99
+ private freshKeepsSpeed = false;
100
+ /** The arm out to the camera, and its speed limits. See `boom.ts`. */
101
+ private readonly boom = new Boom();
102
+ /** Frozen for `flyby`, which watches from where it was placed. */
103
+ private readonly station: [number, number, number] = [0, 0, 0];
104
+ private readonly pose: SubjectPose = { x: 0, y: 0, z: 0, yaw: 0 };
105
+ private readonly previousPose: SubjectPose = { x: 0, y: 0, z: 0, yaw: 0 };
106
+ private hasPreviousPose = false;
107
+ private readonly placement = createShotPlacement();
108
+ private readonly previousPlacement = createShotPlacement();
109
+
110
+ constructor(private readonly colliders: ColliderSet) {}
111
+
112
+ /**
113
+ * Switch shots, now.
114
+ *
115
+ * `atSec` is the shot's own start time, used by anything that animates within
116
+ * a shot — an orbit's angle, for instance — so a shot looks the same whenever
117
+ * in the run it is used.
118
+ */
119
+ cut(shot: ShotParams, atSec: number): void {
120
+ this.shot = shot;
121
+ this.shotStartSec = atSec;
122
+ // The next update snaps rather than glides. This *is* the cut.
123
+ this.fresh = true;
124
+ // The subject did not stop for it, so the new shot opens already tracking.
125
+ this.freshKeepsSpeed = true;
126
+ }
127
+
128
+ /**
129
+ * Drop the smoothing history, keeping the shot.
130
+ *
131
+ * For a subject that *teleports* — a character who died and is back on a
132
+ * checkpoint, or a scrub bar dropped somewhere else in the run. Smoothing
133
+ * across that is a camera flying the length of the route with nothing in
134
+ * frame, measured at 124 m inside a single shot, and it looks far more like a
135
+ * bug than a cut does.
136
+ *
137
+ * A threshold inside `update` would be the wrong place for this. Only the
138
+ * caller can tell a teleport from a legitimately fast frame: a replay catching
139
+ * up after a freeze advances several simulation ticks in one frame, and a
140
+ * browser that dropped a frame advances a dozen. That is also why this is not
141
+ * `cut` — the two differ over whether the speed across the frame means
142
+ * anything, and the caller is the only one who knows.
143
+ */
144
+ snap(): void {
145
+ this.fresh = true;
146
+ this.freshKeepsSpeed = false;
147
+ }
148
+
149
+ /** Seconds since the current shot began. */
150
+ get shotAgeSec(): number {
151
+ return Math.max(0, this.nowSec - this.shotStartSec);
152
+ }
153
+
154
+ update(
155
+ frameDt: number,
156
+ subjectX: number,
157
+ subjectY: number,
158
+ subjectZ: number,
159
+ subjectYaw: number,
160
+ ): void {
161
+ const dt = Math.max(0, frameDt);
162
+ this.nowSec += dt;
163
+ const shot = this.shot;
164
+ const age = this.shotAgeSec;
165
+
166
+ const pose = this.pose;
167
+ pose.x = subjectX;
168
+ pose.y = subjectY;
169
+ pose.z = subjectZ;
170
+ pose.yaw = subjectYaw;
171
+
172
+ // Captured on the cut, from where the subject was at the time, then held.
173
+ if (this.fresh && shot.kind === 'flyby') flybyStation(shot, pose, this.station);
174
+
175
+ const want = this.placement;
176
+ placeShot(shot, pose, age, this.station, want);
177
+
178
+ /*
179
+ * How fast the placement itself is travelling, by placing the *same* shot
180
+ * where the subject was a frame ago.
181
+ *
182
+ * Measured this way rather than by differencing the last frame's answer,
183
+ * because the last frame's answer belongs to the previous shot and a cut is
184
+ * exactly when this matters most. It also comes out right for the shots whose
185
+ * placement does not follow the subject at all — a `flyby` station gives
186
+ * zero, because both frames read the same held station — and it picks up an
187
+ * orbit's own sweep, which is motion the rig should ride rather than chase.
188
+ */
189
+ let trackVX = 0;
190
+ let trackVY = 0;
191
+ let trackVZ = 0;
192
+ if (dt > 1e-6 && this.hasPreviousPose && (!this.fresh || this.freshKeepsSpeed)) {
193
+ const before = this.previousPlacement;
194
+ placeShot(shot, this.previousPose, Math.max(0, age - dt), this.station, before);
195
+ trackVX = trackSpeed((want.wantX - before.wantX) / dt);
196
+ trackVY = trackSpeed((want.wantY - before.wantY) / dt);
197
+ trackVZ = trackSpeed((want.wantZ - before.wantZ) / dt);
198
+ }
199
+
200
+ if (this.fresh) {
201
+ this.followX.reset(want.wantX, trackVX);
202
+ this.followY.reset(want.wantY, trackVY);
203
+ this.followZ.reset(want.wantZ, trackVZ);
204
+ } else {
205
+ this.followX.step(want.wantX, trackVX, FOLLOW_RATE, dt);
206
+ this.followY.step(want.wantY, trackVY, FOLLOW_RATE, dt);
207
+ this.followZ.step(want.wantZ, trackVZ, FOLLOW_RATE, dt);
208
+ }
209
+
210
+ /*
211
+ * Collision. The boom is the line from the subject out to the camera, and
212
+ * it shortens against real geometry — a replay camera clipping through an
213
+ * island reads as broken immediately, not as a bad angle.
214
+ */
215
+ const boomX = this.followX.value - want.lookX;
216
+ const boomY = this.followY.value - want.lookY;
217
+ const boomZ = this.followZ.value - want.lookZ;
218
+ const clearFraction = Math.max(
219
+ BOOM_MIN_FRACTION,
220
+ segmentHit(
221
+ want.lookX,
222
+ want.lookY,
223
+ want.lookZ,
224
+ boomX,
225
+ boomY,
226
+ boomZ,
227
+ this.colliders,
228
+ BOOM_RADIUS,
229
+ ),
230
+ );
231
+ if (this.fresh) this.boom.reset(clearFraction);
232
+ else this.boom.step(clearFraction, Math.hypot(boomX, boomY, boomZ), dt);
233
+ const fraction = this.boom.fraction;
234
+
235
+ const camX = want.lookX + boomX * fraction;
236
+ const camY = want.lookY + boomY * fraction;
237
+ const camZ = want.lookZ + boomZ * fraction;
238
+ this.camera.position[0] = camX;
239
+ this.camera.position[1] = camY;
240
+ this.camera.position[2] = camZ;
241
+
242
+ // Aim. Smoothed separately from position, so a pan stays steady while the
243
+ // rig is still converging on its placement. Its target is where the subject
244
+ // *is* rather than where it is heading, so there is no speed to ride along
245
+ // with — and now that the rig holds its framing, a held shot barely moves it.
246
+ const dx = want.lookX - camX;
247
+ const dy = want.lookY - camY;
248
+ const dz = want.lookZ - camZ;
249
+ const flat = Math.hypot(dx, dz);
250
+ const wantYaw = flat < 1e-4 && Math.abs(dy) < 1e-4 ? this.aimYaw.value : Math.atan2(dx, -dz);
251
+ const wantPitch = flat < 1e-4 ? (dy > 0 ? 1.4 : -1.4) : Math.atan2(dy, flat);
252
+
253
+ if (this.fresh) {
254
+ this.aimYaw.reset(wantYaw);
255
+ this.aimPitch.reset(wantPitch);
256
+ } else {
257
+ this.aimYaw.stepAngle(wantYaw, 0, AIM_RATE, dt);
258
+ this.aimPitch.step(wantPitch, 0, AIM_RATE, dt);
259
+ }
260
+ this.camera.yaw = this.aimYaw.value;
261
+ this.camera.pitch = this.aimPitch.value;
262
+ this.camera.fovYDeg = want.fovDeg;
263
+
264
+ this.previousPose.x = pose.x;
265
+ this.previousPose.y = pose.y;
266
+ this.previousPose.z = pose.z;
267
+ this.previousPose.yaw = pose.yaw;
268
+ this.hasPreviousPose = true;
269
+ this.fresh = false;
270
+ this.freshKeepsSpeed = false;
271
+ }
272
+ }
273
+
274
+ /** Keep a measured ride-along speed inside what a crane could do. */
275
+ function trackSpeed(value: number): number {
276
+ if (!Number.isFinite(value)) return 0;
277
+ return clamp(value, -MAX_TRACK_SPEED, MAX_TRACK_SPEED);
278
+ }