@origingame/engine 0.3.0 → 0.4.0

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 (84) hide show
  1. package/dist/web/origin-engine.d.ts +38 -2
  2. package/dist/web/origin-engine.js +250 -10
  3. package/dist/web/origin-engine_bg.wasm +0 -0
  4. package/dist/web/origin-engine_bg.wasm.d.ts +14 -2
  5. package/dist/web-publish/origin-engine-lanes.js +255 -34
  6. package/dist/web-publish/origin-engine-lanes_bg.wasm +0 -0
  7. package/dist/web-publish/origin-engine.d.ts +39 -3
  8. package/dist/web-publish/origin-engine.js +253 -32
  9. package/dist/web-publish/origin-engine_bg.wasm +0 -0
  10. package/dist/web-publish/origin-engine_bg.wasm.d.ts +15 -3
  11. package/dist/web-publish-2d/origin-engine-lanes.js +253 -32
  12. package/dist/web-publish-2d/origin-engine-lanes_bg.wasm +0 -0
  13. package/dist/web-publish-2d/origin-engine.d.ts +38 -2
  14. package/dist/web-publish-2d/origin-engine.js +250 -29
  15. package/dist/web-publish-2d/origin-engine_bg.wasm +0 -0
  16. package/dist/web-publish-2d/origin-engine_bg.wasm.d.ts +14 -2
  17. package/knowledge/README.md +2 -1
  18. package/knowledge/guides/three-to-og.md +393 -0
  19. package/knowledge/knowledge.json +2 -1
  20. package/knowledge/package.json +3 -2
  21. package/knowledge/scaffold/origin-engine.json +2 -2
  22. package/knowledge/scaffold/template/package.json +1 -1
  23. package/knowledge/scaffold/template/project.ogt +1 -1
  24. package/knowledge/scripts/validate.ts +140 -21
  25. package/knowledge/skills/og-audio/SKILL.md +2 -2
  26. package/knowledge/skills/og-build/SKILL.md +22 -3
  27. package/knowledge/skills/og-core/SKILL.md +20 -5
  28. package/knowledge/skills/og-feel/SKILL.md +2 -2
  29. package/knowledge/skills/og-game/SKILL.md +481 -35
  30. package/knowledge/skills/og-i18n/SKILL.md +7 -7
  31. package/knowledge/skills/og-model/SKILL.md +374 -0
  32. package/knowledge/skills/og-platform-sdk/SKILL.md +1 -1
  33. package/knowledge/skills/og-ui/SKILL.md +15 -8
  34. package/knowledge/wiki/ai.md +20 -20
  35. package/knowledge/wiki/anim.md +63 -55
  36. package/knowledge/wiki/atmosphere.md +13 -13
  37. package/knowledge/wiki/audio.md +18 -18
  38. package/knowledge/wiki/camera.md +13 -13
  39. package/knowledge/wiki/commands.md +11 -11
  40. package/knowledge/wiki/debug.md +13 -13
  41. package/knowledge/wiki/game.md +8 -8
  42. package/knowledge/wiki/i18n.md +7 -7
  43. package/knowledge/wiki/index.md +57 -3
  44. package/knowledge/wiki/input.md +47 -47
  45. package/knowledge/wiki/load.md +57 -57
  46. package/knowledge/wiki/nav.md +34 -34
  47. package/knowledge/wiki/net.md +10 -10
  48. package/knowledge/wiki/path.md +14 -14
  49. package/knowledge/wiki/physics.md +95 -95
  50. package/knowledge/wiki/platform.md +44 -44
  51. package/knowledge/wiki/probe.md +86 -86
  52. package/knowledge/wiki/reflect.md +16 -4
  53. package/knowledge/wiki/render.md +1168 -170
  54. package/knowledge/wiki/rng.md +14 -14
  55. package/knowledge/wiki/shapes.md +727 -0
  56. package/knowledge/wiki/stream.md +15 -15
  57. package/knowledge/wiki/system.md +8 -8
  58. package/knowledge/wiki/systems.md +2 -2
  59. package/knowledge/wiki/terrain.md +24 -20
  60. package/knowledge/wiki/tilemap.md +13 -13
  61. package/knowledge/wiki/time.md +4 -4
  62. package/knowledge/wiki/timeline.md +14 -14
  63. package/knowledge/wiki/transform.md +8 -8
  64. package/knowledge/wiki/tween.md +17 -17
  65. package/knowledge/wiki/ui.md +245 -269
  66. package/knowledge/wiki/video.md +5 -5
  67. package/knowledge/wiki/world.md +36 -36
  68. package/package.json +4 -4
  69. package/schema/api.schema.json +1834 -305
  70. package/shell/platform.ts +5 -0
  71. package/shell/player.ts +8 -2
  72. package/shell/transport.ts +6 -0
  73. package/src/generated/abi.ts +37 -1
  74. package/src/geom.ts +260 -0
  75. package/src/index.ts +8 -1
  76. package/src/node/playtest-run.ts +1 -0
  77. package/src/platform-local.ts +2 -0
  78. package/src/playtest.ts +8 -0
  79. package/src/runtime.ts +87 -6
  80. package/src/ui-kit/settings.ts +9 -0
  81. package/src/web/shell.ts +1 -1
  82. package/src/web/worker.ts +2 -2
  83. package/types/bindings.json +697 -402
  84. package/types/index.d.ts +1045 -127
@@ -18,7 +18,7 @@ module load {
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  # declarations follow, each quoted below
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  ```
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- <sub>`api.ogt` line 4818</sub>
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+ <sub>`api.ogt` line 5386</sub>
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  ## Contents
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@@ -52,7 +52,7 @@ module load {
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  | [`og.load.environment`](#fn-environment) | function | A prefiltered environment map for Environment.map, from a cooked `.ogt` of `type environment`: `source` an equirectangular Radiance `.hdr` or OpenEXR `.exr` (the centre column faces +X, as three.js maps it) or a KTX2 cube map (six square faces +X -X +Y -Y +Z -Z with rows from the top; RGBA16F, RGB9E5, BC6H and the other HDR formats, decoded at cook time), or `faces` with six `.hdr`/`.exr` images in that order; `size` level 0's face size (a power of two, 16 to 2048, default 128), `intensity`, `rotation` (degrees about +Y) and `samples`. The cook prefilters it into a cube of five GGX levels (roughness 0 to 1) in RGB9E5 and the diffuse irradiance as nine harmonics, so loading only uploads it; `prefiltered true` takes a KTX2 cube's own mip chain as those levels instead (one already GGX-prefiltered by cmgen, IBLBaker or the glTF IBL sampler: level k of L at roughness k / (L - 1)), at the file's own size, without filtering it again. On the web it is fetched with the bundle like any blob; one in a streaming group's pack loads when its group is resident, and the sky lights the scene until then. Loaded once per path. |
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  | [`og.load.emitter`](#fn-emitter) | function | A particle emitter asset for ParticleSystem.emitter, from a cooked `.ogt` of `type particles` (the og-game skill's Effects section gives every line with its default and an example; og-cook's fx module parses it): shape, rate and bursts, lifetime, speed, size and colour over life, gravity, drag, noise, a texture and sprite sheet, blending, collision, billboard or 2D sprite rendering. A sprite-mode emitter may draw from a texture array instead (`array "<id>" [<layers>] [off \| life <cycles> \| fps <n> \| random]`: each particle shows a layer by its age, at a rate, or one at random for its life; one draw per array whatever the layers; `round true` fades each particle to the soft dot's round edge). The textures and the array it names are loaded with it; while the array's streaming group is not resident its systems draw nothing. Loaded once per path. |
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  | [`og.load.shader`](#fn-shader) | function | A material shader for og.render.shaderMaterial, from a cooked `.ogt` of `type shader` (its WGSL compiled by the cook for every back end). `mode hooks` (the default) defines hooks of the lit shader; `mode full lit` or `mode full unlit` defines `fn vertex(v: VertexInput, model: mat4x4<f32>, p: Params) -> VertexOutput` and `fn fragment(f: FragmentInput, p: Params) -> SurfaceOutput` over the binding contract (camera(), the model with its skin, Params, tex0 to tex7 for the material's eight texture slots; the og-game skill's Full custom shaders section), lit by the frame's lights or drawn as returned, the prepass and every shadow pass drawn through the same entries. Loaded once per path. |
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- | [`og.load.post`](#fn-post) | function | A custom post pass for PostEffects.custom1 to custom8, from a cooked `.ogt` of `type post`: `code` or `source` (a `.wgsl` beside it) defining `fn post(f: PostInput, p: Params) -> vec4<f32>` and `param <name> float\|vec2\|vec3\|vec4\|color <default...>` lines (at most eight). The function reads previous(uv), scene_color(uv), depth(uv), normal(uv) and f.uv, f.pixel, f.size, f.time, and returns linear HDR colour (the og-game skill's Custom post passes section has the contract). The cook compiles it for every back end. Loaded once per path. |
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+ | [`og.load.post`](#fn-post) | function | A custom post pass for PostEffects.custom, from a cooked `.ogt` of `type post`: `code` or `source` (a `.wgsl` beside it) defining `fn post(f: PostInput, p: Params) -> vec4<f32>` and `param <name> float\|vec2\|vec3\|vec4\|color <default...>` lines (at most eight). The function reads previous(uv), scene_color(uv), depth(uv), normal(uv) and f.uv, f.pixel, f.size, f.time, and returns linear HDR colour (the og-game skill's Custom post passes section has the contract). The cook compiles it for every back end. Loaded once per path. |
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  | [`og.load.texture`](#fn-texture) | function | Load a cooked texture for og.render.sprite and og.ui.image, as three.js TextureLoader.load. |
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  | [`og.load.textureArray`](#fn-textureArray) | function | Load a cooked texture array (an `.ogt` of `type texture-array`: `kind color\|normal\|linear\|pixel` and one `layer "<file>"` per layer, 1 to 256 images of one size, each path beside the file or under assets/) and upload it as one 2D-array texture, its layers in file order, each in the encoding the device takes for its kind. Each layer is also a texture of its own, `<path>#layer<n>`, for og.load.texture. Loading the same path again answers the same array. |
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  | [`og.load.style`](#fn-style) | function | Load a cooked UI style (an `.ogt` of `type style`: every palette role, the radii, type ramp, durations, and its art: the atlas and its nine-slice frames, ornaments, fonts, icons, motion and sounds; the grammar is og-ui's `parse_style`) for UiDesc.style. Its atlas, fonts, icons and sounds are loaded with it. Loaded once per path. A built-in style a look names is in the bundle as `@styles/<name>/style.ogt`. |
@@ -104,7 +104,7 @@ fn bundle {
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  }
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  ```
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  <a id="fn-bundleInfo"></a>
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  }
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  ```
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  <a id="fn-defaultBundle"></a>
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  }
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  ```
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  <a id="fn-gltf"></a>
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  Load a cooked glTF (.gltf or .glb), as three.js GLTFLoader.load: its meshes, materials and textures join the renderer once.
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- A MagicaVoxel `.vox` cooks to a glTF and loads here too: greedy-meshed, flat-shaded, its palette as vertex colours, z-up turned y-up, each model about its centre (MagicaVoxel's pivot, with a scene graph or without). Its import settings (`models/hut.vox.ogt`, `type import`) size and place it: `model { voxScale 0.1 voxOrigin bottom }` is 0.1 m a voxel (default 1) and the lowest voxel on y = 0 (default `center`, the editor's origin). A `.vox` with frames (MagicaVoxel's animation) cooks to clips that swap the frames' models, played by og.AnimationPlayer as any skinned clip: `voxFps 8` (default 10) and `voxClip walk 0 3` (frames 0 to 3; default one clip `frames` of every frame).
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+ A MagicaVoxel `.vox` cooks to a glTF and loads here too: greedy-meshed, flat-shaded, its palette as vertex colours, z-up turned y-up, each model about its centre (MagicaVoxel's pivot, with a scene graph or without). Its import settings (`models/hut.vox.ogt`, `type import`) size and place it: `model { voxScale 0.1 voxOrigin bottom }` is 0.1 m a voxel (default 1) and the lowest voxel on y = 0 (default `center`, the editor's origin). A `.vox` with frames (MagicaVoxel's animation) cooks to clips that swap the frames' models, played by og.AnimationPlayer as any skinned clip: `voxFps 8` (default 10) and `voxClip walk 0 3` (frames 0 to 3; default one clip `frames` of the file's playback range, else of every frame); a node's `_loop` repeats its keys as the editor plays them.
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  ```ts
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  og.load.gltf(world: World, path: string, desc?: GltfDesc): Result<Asset>
@@ -189,7 +189,7 @@ Binding symbol `og_load_gltf` · publish builds: kept
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  ```ogt
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  fn gltf {
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  doc "Load a cooked glTF (.gltf or .glb), as three.js GLTFLoader.load: its meshes, materials and textures join the renderer once."
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- doc "A MagicaVoxel `.vox` cooks to a glTF and loads here too: greedy-meshed, flat-shaded, its palette as vertex colours, z-up turned y-up, each model about its centre (MagicaVoxel's pivot, with a scene graph or without). Its import settings (`models/hut.vox.ogt`, `type import`) size and place it: `model { voxScale 0.1 voxOrigin bottom }` is 0.1 m a voxel (default 1) and the lowest voxel on y = 0 (default `center`, the editor's origin). A `.vox` with frames (MagicaVoxel's animation) cooks to clips that swap the frames' models, played by og.AnimationPlayer as any skinned clip: `voxFps 8` (default 10) and `voxClip walk 0 3` (frames 0 to 3; default one clip `frames` of every frame)."
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+ doc "A MagicaVoxel `.vox` cooks to a glTF and loads here too: greedy-meshed, flat-shaded, its palette as vertex colours, z-up turned y-up, each model about its centre (MagicaVoxel's pivot, with a scene graph or without). Its import settings (`models/hut.vox.ogt`, `type import`) size and place it: `model { voxScale 0.1 voxOrigin bottom }` is 0.1 m a voxel (default 1) and the lowest voxel on y = 0 (default `center`, the editor's origin). A `.vox` with frames (MagicaVoxel's animation) cooks to clips that swap the frames' models, played by og.AnimationPlayer as any skinned clip: `voxFps 8` (default 10) and `voxClip walk 0 3` (frames 0 to 3; default one clip `frames` of the file's playback range, else of every frame); a node's `_loop` repeats its keys as the editor plays them."
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  param world World "The world that owns the asset."
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  param path String "The asset id, such as `models/ship.glb`."
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  param desc GltfDesc "Scene and shadow options."
@@ -197,7 +197,7 @@ fn gltf {
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  }
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  ```
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  }
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  ```
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  }
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  ```
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  }
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  ```
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  }
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  ```
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  ```
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  }
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  ```
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  }
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  ```
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  }
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  ```
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  <a id="fn-post"></a>
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  ### `og.load.post`
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- A custom post pass for PostEffects.custom1 to custom8, from a cooked `.ogt` of `type post`: `code` or `source` (a `.wgsl` beside it) defining `fn post(f: PostInput, p: Params) -> vec4<f32>` and `param <name> float|vec2|vec3|vec4|color <default...>` lines (at most eight). The function reads previous(uv), scene_color(uv), depth(uv), normal(uv) and f.uv, f.pixel, f.size, f.time, and returns linear HDR colour (the og-game skill's Custom post passes section has the contract). The cook compiles it for every back end. Loaded once per path.
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+ A custom post pass for PostEffects.custom, from a cooked `.ogt` of `type post`: `code` or `source` (a `.wgsl` beside it) defining `fn post(f: PostInput, p: Params) -> vec4<f32>` and `param <name> float|vec2|vec3|vec4|color <default...>` lines (at most eight). The function reads previous(uv), scene_color(uv), depth(uv), normal(uv) and f.uv, f.pixel, f.size, f.time, and returns linear HDR colour (the og-game skill's Custom post passes section has the contract). The cook compiles it for every back end. Loaded once per path.
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  ```ts
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- doc "A custom post pass for PostEffects.custom1 to custom8, from a cooked `.ogt` of `type post`: `code` or `source` (a `.wgsl` beside it) defining `fn post(f: PostInput, p: Params) -> vec4<f32>` and `param <name> float|vec2|vec3|vec4|color <default...>` lines (at most eight). The function reads previous(uv), scene_color(uv), depth(uv), normal(uv) and f.uv, f.pixel, f.size, f.time, and returns linear HDR colour (the og-game skill's Custom post passes section has the contract). The cook compiles it for every back end. Loaded once per path."
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+ doc "A custom post pass for PostEffects.custom, from a cooked `.ogt` of `type post`: `code` or `source` (a `.wgsl` beside it) defining `fn post(f: PostInput, p: Params) -> vec4<f32>` and `param <name> float|vec2|vec3|vec4|color <default...>` lines (at most eight). The function reads previous(uv), scene_color(uv), depth(uv), normal(uv) and f.uv, f.pixel, f.size, f.time, and returns linear HDR colour (the og-game skill's Custom post passes section has the contract). The cook compiles it for every back end. Loaded once per path."
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  param world World "The world whose renderer owns it."
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  param path String "The asset id, such as `post/crt.ogt`."
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  returns Result.Post "Refused for a path not in the bundle or not a post pass."
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  }
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  ```
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  ```
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  ```
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778
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779
- <sub>`api.ogt` line 5115</sub>
779
+ <sub>`api.ogt` line 5683</sub>
780
780
 
781
781
  <a id="fn-animation"></a>
782
782
 
@@ -809,7 +809,7 @@ fn animation {
809
809
  }
810
810
  ```
811
811
 
812
- <sub>`api.ogt` line 5122</sub>
812
+ <sub>`api.ogt` line 5690</sub>
813
813
 
814
814
  <a id="fn-rig"></a>
815
815
 
@@ -839,7 +839,7 @@ fn rig {
839
839
  }
840
840
  ```
841
841
 
842
- <sub>`api.ogt` line 5130</sub>
842
+ <sub>`api.ogt` line 5698</sub>
843
843
 
844
844
  <a id="fn-flipbook"></a>
845
845
 
@@ -869,7 +869,7 @@ fn flipbook {
869
869
  }
870
870
  ```
871
871
 
872
- <sub>`api.ogt` line 5137</sub>
872
+ <sub>`api.ogt` line 5705</sub>
873
873
 
874
874
  <a id="fn-tilemap"></a>
875
875
 
@@ -899,7 +899,7 @@ fn tilemap {
899
899
  }
900
900
  ```
901
901
 
902
- <sub>`api.ogt` line 5144</sub>
902
+ <sub>`api.ogt` line 5712</sub>
903
903
 
904
904
  <a id="fn-video"></a>
905
905
 
@@ -929,7 +929,7 @@ fn video {
929
929
  }
930
930
  ```
931
931
 
932
- <sub>`api.ogt` line 5151</sub>
932
+ <sub>`api.ogt` line 5719</sub>
933
933
 
934
934
  <a id="fn-videoInfo"></a>
935
935
 
@@ -959,7 +959,7 @@ fn videoInfo {
959
959
  }
960
960
  ```
961
961
 
962
- <sub>`api.ogt` line 5158</sub>
962
+ <sub>`api.ogt` line 5726</sub>
963
963
 
964
964
  <a id="fn-timeline"></a>
965
965
 
@@ -989,7 +989,7 @@ fn timeline {
989
989
  }
990
990
  ```
991
991
 
992
- <sub>`api.ogt` line 5165</sub>
992
+ <sub>`api.ogt` line 5733</sub>
993
993
 
994
994
  <a id="fn-rig2d"></a>
995
995
 
@@ -1019,7 +1019,7 @@ fn rig2d {
1019
1019
  }
1020
1020
  ```
1021
1021
 
1022
- <sub>`api.ogt` line 5172</sub>
1022
+ <sub>`api.ogt` line 5740</sub>
1023
1023
 
1024
1024
  ## Components, resources and events
1025
1025
 
@@ -1042,7 +1042,7 @@ Token `og.Model`, registered under the schema name `og.Model`; its value type is
1042
1042
  | `castShadow` | `boolean` | `true` | — | — | — | Every mesh of the model casts shadows, as Mesh.castShadow: drawn into the sun's cascades and the shadowed lights' maps. On by default, unlike Mesh's (a loaded model casts, as it always has); false takes this instance out of every shadow pass. world.instantiate of a glTF and a scene's `model` line set it from the load's GltfDesc.castShadow, unless the scene gives the entity a `Model` table (whose castShadow is on unless it says false). |
1043
1043
  | `receiveShadow` | `boolean` | `true` | — | — | — | Every mesh of the model receives shadows, as Mesh.receiveShadow; false lights this instance as if unshadowed by every light. On by default. Set as castShadow is, from GltfDesc.receiveShadow or the scene's `Model` table. |
1044
1044
  | `visible` | `boolean` | `true` | — | — | — | Whether it is drawn, as Mesh.visible: false skips every draw of this instance (its meshes, its shadows) while it keeps its transform, its animation and its physics, so a ghost car or a pickup waiting to respawn is hidden without moving it away. |
1045
- | `lodBias` | `number` | `1` | 0 … 16 | — | tunable | This instance's level of detail bias, multiplied with RenderSettings.lodBias: the cook simplifies every mesh into levels (a model's import settings, `model { lods 1 0.5 0.25 }` by default, the triangle fraction of each level; a glTF with MSFT_lod keeps its own levels), and the renderer draws the level its projected size calls for, with hysteresis so it does not flicker at the boundary. Above 1 keeps detail farther (a hero), below 1 drops it sooner (a crowd); 0 always draws the full mesh. dump_entity shows the level drawn. |
1045
+ | `lodBias` | `number` | `1` | 0 … 16 | — | tunable | This instance's level of detail bias, multiplied with RenderSettings.lodBias: the cook simplifies every mesh into levels (a model's import settings, `model { lods 1 0.5 0.25 }` by default, the triangle fraction of each level; a glTF with MSFT_lod keeps its own levels) and measures each level's error against the full mesh, and the renderer draws the coarsest level whose error covers less than a pixel at the model's distance, with hysteresis so it does not flicker at the boundary. Above 1 keeps detail farther (a hero), below 1 drops it sooner (a crowd); 0 always draws the full mesh. dump_entity shows the level drawn. |
1046
1046
  | `layers` | `number` | `1` | — | — | — | Three.js layers of every mesh of the model, as Mesh.layers. |
1047
1047
  | `static` | `boolean` | `false` | — | — | — | Part of its scene's baked lighting: og bake lightmaps gives a static model lightmap UVs (xatlas, over its world-space triangles) and traces the light arriving at its surfaces from the scene into the scene's lightmap (`<scene>.lightmap.ogt` and `.ktx2` beside the scene). Once baked, the model draws with it (its ambient light from the lightmap instead of the sky; its lights' direct light, shadows and highlights still drawn every frame) for as long as the bake matches the scene. A scene entity says `static true` beside its `model` line; an unbaked static model draws as any model, and og doctor --project names the scene. |
1048
1048
 
@@ -1071,7 +1071,7 @@ component Model {
1071
1071
  field visible bool "Whether it is drawn, as Mesh.visible: false skips every draw of this instance (its meshes, its shadows) while it keeps its transform, its animation and its physics, so a ghost car or a pickup waiting to respawn is hidden without moving it away." {
1072
1072
  default true
1073
1073
  }
1074
- field lodBias f32 "This instance's level of detail bias, multiplied with RenderSettings.lodBias: the cook simplifies every mesh into levels (a model's import settings, `model { lods 1 0.5 0.25 }` by default, the triangle fraction of each level; a glTF with MSFT_lod keeps its own levels), and the renderer draws the level its projected size calls for, with hysteresis so it does not flicker at the boundary. Above 1 keeps detail farther (a hero), below 1 drops it sooner (a crowd); 0 always draws the full mesh. dump_entity shows the level drawn." {
1074
+ field lodBias f32 "This instance's level of detail bias, multiplied with RenderSettings.lodBias: the cook simplifies every mesh into levels (a model's import settings, `model { lods 1 0.5 0.25 }` by default, the triangle fraction of each level; a glTF with MSFT_lod keeps its own levels) and measures each level's error against the full mesh, and the renderer draws the coarsest level whose error covers less than a pixel at the model's distance, with hysteresis so it does not flicker at the boundary. Above 1 keeps detail farther (a hero), below 1 drops it sooner (a crowd); 0 always draws the full mesh. dump_entity shows the level drawn." {
1075
1075
  default 1
1076
1076
  min 0
1077
1077
  max 16
@@ -1084,7 +1084,7 @@ component Model {
1084
1084
  }
1085
1085
  ```
1086
1086
 
1087
- <sub>`api.ogt` line 4921</sub>
1087
+ <sub>`api.ogt` line 5489</sub>
1088
1088
 
1089
1089
  <a id="record-AssetReady"></a>
1090
1090
 
@@ -1107,7 +1107,7 @@ event AssetReady {
1107
1107
  }
1108
1108
  ```
1109
1109
 
1110
- <sub>`api.ogt` line 5179</sub>
1110
+ <sub>`api.ogt` line 5747</sub>
1111
1111
 
1112
1112
  <a id="record-AssetFailed"></a>
1113
1113
 
@@ -1132,7 +1132,7 @@ event AssetFailed {
1132
1132
  }
1133
1133
  ```
1134
1134
 
1135
- <sub>`api.ogt` line 5185</sub>
1135
+ <sub>`api.ogt` line 5753</sub>
1136
1136
 
1137
1137
  ## Types
1138
1138
 
@@ -1148,7 +1148,7 @@ A generational handle: a number the engine hands out. A dead handle is an error
1148
1148
  handle Asset "A loaded bundle, scene or glTF asset."
1149
1149
  ```
1150
1150
 
1151
- <sub>`api.ogt` line 4824</sub>
1151
+ <sub>`api.ogt` line 5392</sub>
1152
1152
 
1153
1153
  <a id="type-Font"></a>
1154
1154
 
@@ -1162,7 +1162,7 @@ A generational handle: a number the engine hands out. A dead handle is an error
1162
1162
  handle Font "A cooked MSDF font: its glyph table and one or more atlas pages."
1163
1163
  ```
1164
1164
 
1165
- <sub>`api.ogt` line 4825</sub>
1165
+ <sub>`api.ogt` line 5393</sub>
1166
1166
 
1167
1167
  <a id="type-Sound"></a>
1168
1168
 
@@ -1176,7 +1176,7 @@ A generational handle: a number the engine hands out. A dead handle is an error
1176
1176
  handle Sound "A cooked sound: QOA-encoded PCM the audio module plays."
1177
1177
  ```
1178
1178
 
1179
- <sub>`api.ogt` line 4826</sub>
1179
+ <sub>`api.ogt` line 5394</sub>
1180
1180
 
1181
1181
  <a id="type-Style"></a>
1182
1182
 
@@ -1190,7 +1190,7 @@ A generational handle: a number the engine hands out. A dead handle is an error
1190
1190
  handle Style "A cooked UI style: its values, atlas, fonts, icons and sounds loaded with it, for og.ui.configure."
1191
1191
  ```
1192
1192
 
1193
- <sub>`api.ogt` line 4827</sub>
1193
+ <sub>`api.ogt` line 5395</sub>
1194
1194
 
1195
1195
  <a id="type-TextureArray"></a>
1196
1196
 
@@ -1204,7 +1204,7 @@ A generational handle: a number the engine hands out. A dead handle is an error
1204
1204
  handle TextureArray "A cooked texture array: same-sized layers uploaded as one 2D-array texture (og.load.textureArray)."
1205
1205
  ```
1206
1206
 
1207
- <sub>`api.ogt` line 4828</sub>
1207
+ <sub>`api.ogt` line 5396</sub>
1208
1208
 
1209
1209
  <a id="type-LoadStatus"></a>
1210
1210
 
@@ -1229,7 +1229,7 @@ enum LoadStatus {
1229
1229
  }
1230
1230
  ```
1231
1231
 
1232
- <sub>`api.ogt` line 4851</sub>
1232
+ <sub>`api.ogt` line 5419</sub>
1233
1233
 
1234
1234
  <a id="type-GltfDesc"></a>
1235
1235
 
@@ -1259,7 +1259,7 @@ struct GltfDesc {
1259
1259
  }
1260
1260
  ```
1261
1261
 
1262
- <sub>`api.ogt` line 4858</sub>
1262
+ <sub>`api.ogt` line 5426</sub>
1263
1263
 
1264
1264
  <a id="type-GltfInfo"></a>
1265
1265
 
@@ -1284,7 +1284,7 @@ struct GltfInfo {
1284
1284
  }
1285
1285
  ```
1286
1286
 
1287
- <sub>`api.ogt` line 4870</sub>
1287
+ <sub>`api.ogt` line 5438</sub>
1288
1288
 
1289
1289
  <a id="type-BundleInfo"></a>
1290
1290
 
@@ -1307,7 +1307,7 @@ struct BundleInfo {
1307
1307
  }
1308
1308
  ```
1309
1309
 
1310
- <sub>`api.ogt` line 4878</sub>
1310
+ <sub>`api.ogt` line 5446</sub>
1311
1311
 
1312
1312
  <a id="type-FontInfo"></a>
1313
1313
 
@@ -1340,7 +1340,7 @@ struct FontInfo {
1340
1340
  }
1341
1341
  ```
1342
1342
 
1343
- <sub>`api.ogt` line 4885</sub>
1343
+ <sub>`api.ogt` line 5453</sub>
1344
1344
 
1345
1345
  <a id="type-SoundInfo"></a>
1346
1346
 
@@ -1371,7 +1371,7 @@ struct SoundInfo {
1371
1371
  }
1372
1372
  ```
1373
1373
 
1374
- <sub>`api.ogt` line 4897</sub>
1374
+ <sub>`api.ogt` line 5465</sub>
1375
1375
 
1376
1376
  <a id="type-TextureArrayInfo"></a>
1377
1377
 
@@ -1402,7 +1402,7 @@ struct TextureArrayInfo {
1402
1402
  }
1403
1403
  ```
1404
1404
 
1405
- <sub>`api.ogt` line 4910</sub>
1405
+ <sub>`api.ogt` line 5478</sub>
1406
1406
 
1407
1407
  ## Column kinds
1408
1408
 
@@ -1423,7 +1423,7 @@ column TextureArray {
1423
1423
  }
1424
1424
  ```
1425
1425
 
1426
- <sub>`api.ogt` line 4830</sub>
1426
+ <sub>`api.ogt` line 5398</sub>
1427
1427
 
1428
1428
  ```ogt
1429
1429
  column Asset {
@@ -1434,7 +1434,7 @@ column Asset {
1434
1434
  }
1435
1435
  ```
1436
1436
 
1437
- <sub>`api.ogt` line 4837</sub>
1437
+ <sub>`api.ogt` line 5405</sub>
1438
1438
 
1439
1439
  ```ogt
1440
1440
  column Sound {
@@ -1445,4 +1445,4 @@ column Sound {
1445
1445
  }
1446
1446
  ```
1447
1447
 
1448
- <sub>`api.ogt` line 4844</sub>
1448
+ <sub>`api.ogt` line 5412</sub>