lecodes-sdk 1.1.0 → 2.0.0
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.
- package/README.md +5 -2
- package/dist/editor.d.ts +12 -0
- package/dist/global.d.ts +4 -8
- package/dist/host.d.ts +2 -3
- package/dist/types/animate/tween/Animation.d.ts +0 -3
- package/dist/types/animate/tween/animateValue.d.ts +4 -2
- package/dist/types/animate/tween/easing.d.ts +8 -0
- package/dist/types/animate/tween/spec.d.ts +15 -7
- package/dist/types/audio/audio.d.ts +2 -1
- package/dist/types/canvas/Canvas.d.ts +40 -108
- package/dist/types/canvas/gen/cssColor.d.ts +17 -0
- package/dist/types/canvas/gen/recorder.d.ts +118 -0
- package/dist/types/canvas/gen/spec.d.ts +144 -0
- package/dist/types/core/color.d.ts +3 -1
- package/dist/types/core/pins.d.ts +18 -0
- package/dist/types/g2/Node2D.d.ts +5 -8
- package/dist/types/g2/Scene2D.d.ts +6 -2
- package/dist/types/gl/Foliage.d.ts +30 -7
- package/dist/types/gl/Light.d.ts +11 -0
- package/dist/types/gl/Lightmap.d.ts +13 -2
- package/dist/types/gl/Material.d.ts +17 -3
- package/dist/types/gl/Model.d.ts +6 -2
- package/dist/types/gl/Node.d.ts +3 -6
- package/dist/types/gl/Particles.d.ts +15 -0
- package/dist/types/gl/Scene.d.ts +41 -13
- package/dist/types/gl/Texture.d.ts +1 -1
- package/dist/types/gl/animation/Locomotion.d.ts +59 -3
- package/dist/types/gl/terrain/Terrain.d.ts +8 -0
- package/dist/types/inject.d.ts +11 -11
- package/dist/types/inject.editor.d.ts +1 -0
- package/dist/types/net/core.d.ts +7 -0
- package/dist/types/plugin.d.ts +76 -0
- package/dist/types/plugins/gen/camera/sdk/camera.d.ts +24 -0
- package/dist/types/plugins/gen/camera/sdk/camera.gen.d.ts +25 -0
- package/dist/types/plugins/{geolocation.d.ts → gen/geolocation/sdk/geolocation.d.ts} +2 -20
- package/dist/types/plugins/gen/geolocation/sdk/geolocation.gen.d.ts +31 -0
- package/dist/types/plugins/{map.d.ts → gen/map/sdk/map.d.ts} +9 -50
- package/dist/types/plugins/gen/map/sdk/map.gen.d.ts +53 -0
- package/dist/types/plugins/gen/push/sdk/push.d.ts +23 -0
- package/dist/types/plugins/gen/push/sdk/push.gen.d.ts +35 -0
- package/dist/types/plugins/{qr.d.ts → gen/qr-scanner/sdk/qr-scanner.d.ts} +2 -3
- package/dist/types/plugins/gen/qr-scanner/sdk/qr-scanner.gen.d.ts +15 -0
- package/dist/types/runtime/app.d.ts +9 -2
- package/dist/types/runtime/fetch.d.ts +2 -0
- package/dist/types/runtime/input.d.ts +8 -1
- package/dist/types/runtime/media.d.ts +6 -10
- package/dist/types/runtime/misc.d.ts +4 -1
- package/dist/types/runtime/net.d.ts +3 -2
- package/dist/types/runtime/touch.d.ts +32 -0
- package/dist/types/scene/defineScene.d.ts +43 -2
- package/dist/types/scene/editor.d.ts +52 -0
- package/dist/types/scene/gizmos.d.ts +7 -4
- package/dist/types/ui/NativeView.d.ts +6 -4
- package/dist/types/ui/UI.d.ts +1 -1
- package/dist/types/ui/UIBottomSheet.d.ts +6 -12
- package/dist/types/ui/UIButton.d.ts +12 -14
- package/dist/types/ui/UIContainer.d.ts +0 -6
- package/dist/types/ui/UIImage.d.ts +1 -4
- package/dist/types/ui/UIInput.d.ts +8 -24
- package/dist/types/ui/UIModal.d.ts +0 -2
- package/dist/types/ui/UINode.d.ts +70 -56
- package/dist/types/ui/UIPager.d.ts +28 -27
- package/dist/types/ui/UIPopover.d.ts +0 -2
- package/dist/types/ui/UIScreen.d.ts +12 -17
- package/dist/types/ui/UIScrollable.d.ts +1 -4
- package/dist/types/ui/UIText.d.ts +0 -2
- package/dist/types/ui/UIVideo.d.ts +3 -5
- package/dist/types/ui/UIVirtualizedList.d.ts +14 -16
- package/dist/types/ui/UIWidget.d.ts +10 -9
- package/dist/types/ui/colorKeys.gen.d.ts +9 -0
- package/dist/types/ui/presentable.d.ts +46 -32
- package/dist/types/ui/router.d.ts +18 -7
- package/dist/types/ui/styleColor.d.ts +1 -0
- package/dist/types/ui/transitions.d.ts +18 -0
- package/dist/types/ui/tree.d.ts +75 -0
- package/dist/types/version.d.ts +10 -0
- package/dist/types.json +1 -1
- package/package.json +12 -3
- package/prompts/2d.md +2 -6
- package/prompts/3d.md +1 -5
- package/prompts/README.md +142 -142
- package/prompts/canvas.md +9 -8
- package/prompts/compose.ts +1 -1
- package/prompts/core.md +3 -3
- package/prompts/design.md +1 -1
- package/prompts/dist/2d-game.md +77 -54
- package/prompts/dist/3d-app.md +75 -52
- package/prompts/dist/ar-app.md +74 -51
- package/prompts/dist/design.md +30 -8
- package/prompts/dist/ui-app.md +73 -46
- package/prompts/ui-design.md +2 -3
- package/prompts/ui.md +45 -37
- package/src/animate/tween/Animation.ts +262 -378
- package/src/animate/tween/animateValue.ts +103 -100
- package/src/animate/tween/easing.ts +10 -3
- package/src/animate/tween/spec.ts +505 -479
- package/src/audio/Sound.ts +3 -3
- package/src/audio/audio.ts +162 -161
- package/src/bridges/2d.d.ts +317 -0
- package/src/bridges/app.d.ts +91 -0
- package/src/bridges/audio.d.ts +97 -0
- package/src/bridges/canvas.d.ts +79 -0
- package/src/bridges/device.d.ts +72 -0
- package/src/bridges/fetch.d.ts +80 -0
- package/src/bridges/files.d.ts +70 -0
- package/src/bridges/gl.d.ts +1133 -0
- package/src/bridges/input.d.ts +72 -0
- package/src/bridges/media.d.ts +55 -0
- package/src/bridges/nav.d.ts +71 -0
- package/src/bridges/net.d.ts +52 -0
- package/src/bridges/service.d.ts +52 -0
- package/src/bridges/socket.d.ts +31 -0
- package/src/bridges/storage.d.ts +33 -0
- package/src/bridges/tree.d.ts +301 -0
- package/src/bridges/types.d.ts +49 -0
- package/src/canvas/Canvas.ts +114 -159
- package/src/canvas/gen/cssColor.ts +224 -0
- package/src/canvas/gen/recorder.ts +212 -0
- package/src/canvas/gen/spec.ts +201 -0
- package/src/chisel.ts +193 -0
- package/src/compile/assetMacro.ts +1 -1
- package/src/compile/bundler.ts +11 -2
- package/src/compile/compileProject.ts +43 -4
- package/src/compile/fontMacro.ts +3 -4
- package/src/compile/header.ts +26 -5
- package/src/compile/index.ts +3 -1
- package/src/compile/liteMaterial.ts +1 -1
- package/src/compile/sceneEditor.ts +11 -26
- package/src/core/color.ts +73 -30
- package/src/core/pins.ts +51 -0
- package/src/core/signals.ts +8 -1
- package/src/g2/CharacterController2D.ts +3 -3
- package/src/g2/Node2D.ts +57 -39
- package/src/g2/Physics2D.ts +2 -2
- package/src/g2/Scene2D.ts +35 -23
- package/src/g2/Texture2D.ts +1 -1
- package/src/g2/loop.ts +4 -4
- package/src/gl/Foliage.ts +72 -17
- package/src/gl/Geometry.ts +1 -2
- package/src/gl/Light.ts +13 -0
- package/src/gl/Lightmap.ts +45 -29
- package/src/gl/Material.ts +95 -51
- package/src/gl/Model.ts +172 -167
- package/src/gl/Node.ts +91 -24
- package/src/gl/Particles.ts +20 -1
- package/src/gl/Scene.ts +100 -44
- package/src/gl/Texture.ts +8 -7
- package/src/gl/animation/AnimationClip.ts +1 -1
- package/src/gl/animation/Locomotion.ts +77 -8
- package/src/gl/nav/NavMesh.ts +3 -4
- package/src/gl/physics/Physics.ts +2 -2
- package/src/gl/physics/physicsEvents.ts +3 -3
- package/src/gl/terrain/Terrain.ts +33 -5
- package/src/gl/touch.ts +14 -15
- package/src/host.d.ts +2 -3
- package/src/inject.editor.ts +7 -0
- package/src/inject.ts +233 -236
- package/src/net/core.ts +6 -5
- package/src/net/index.ts +1 -1
- package/src/net/replication.ts +1 -1
- package/src/plugin.ts +191 -0
- package/src/plugins/gen/camera/contract.d.ts +27 -0
- package/src/plugins/gen/camera/sdk/camera.gen.ts +46 -0
- package/src/plugins/gen/camera/sdk/camera.ts +57 -0
- package/src/plugins/gen/geolocation/contract.d.ts +50 -0
- package/src/plugins/gen/geolocation/sdk/geolocation.gen.ts +54 -0
- package/src/plugins/{geolocation.ts → gen/geolocation/sdk/geolocation.ts} +22 -43
- package/src/plugins/gen/map/contract.d.ts +144 -0
- package/src/plugins/gen/map/sdk/map.gen.ts +88 -0
- package/src/plugins/{map.ts → gen/map/sdk/map.ts} +68 -102
- package/src/plugins/gen/push/contract.d.ts +61 -0
- package/src/plugins/gen/push/sdk/push.gen.ts +60 -0
- package/src/plugins/gen/push/sdk/push.ts +105 -0
- package/src/plugins/gen/qr-scanner/contract.d.ts +16 -0
- package/src/plugins/gen/qr-scanner/sdk/qr-scanner.gen.ts +29 -0
- package/src/plugins/gen/qr-scanner/sdk/qr-scanner.ts +52 -0
- package/src/plugins/permission.ts +5 -4
- package/src/runtime/app.ts +20 -9
- package/src/runtime/appEvents.ts +5 -4
- package/src/runtime/channel.ts +18 -15
- package/src/runtime/clipboard.ts +4 -3
- package/src/runtime/datetime.ts +2 -1
- package/src/runtime/device.ts +17 -15
- package/src/runtime/fetch.ts +30 -20
- package/src/runtime/files.ts +16 -15
- package/src/runtime/input.ts +21 -8
- package/src/runtime/media.ts +50 -46
- package/src/runtime/misc.ts +7 -3
- package/src/runtime/net.ts +8 -7
- package/src/runtime/rpc.ts +1 -3
- package/src/runtime/service.ts +19 -14
- package/src/runtime/share.ts +4 -3
- package/src/runtime/storage.ts +6 -4
- package/src/runtime/touch.ts +32 -0
- package/src/scene/defineScene.ts +61 -365
- package/src/scene/editor.ts +408 -0
- package/src/scene/editorPlugins.ts +3 -3
- package/src/scene/gizmos.ts +154 -148
- package/src/server/db/marci/query.ts +1 -1
- package/src/server/host.ts +1 -1
- package/src/server/runtime.ts +1 -1
- package/src/ui/NativeView.ts +72 -25
- package/src/ui/UI.ts +3 -3
- package/src/ui/UIBottomSheet.ts +16 -17
- package/src/ui/UIButton.ts +54 -16
- package/src/ui/UIContainer.ts +0 -6
- package/src/ui/UIImage.ts +34 -30
- package/src/ui/UIInput.ts +29 -37
- package/src/ui/UIModal.ts +1 -3
- package/src/ui/UINode.ts +347 -297
- package/src/ui/UIPager.ts +93 -78
- package/src/ui/UIPopover.ts +0 -2
- package/src/ui/UIScreen.ts +41 -36
- package/src/ui/UIScrollable.ts +19 -13
- package/src/ui/UISpacer.ts +1 -1
- package/src/ui/UITabs.ts +8 -6
- package/src/ui/UIText.ts +7 -17
- package/src/ui/UIVideo.ts +30 -27
- package/src/ui/UIVirtualizedList.ts +58 -59
- package/src/ui/UIWidget.ts +38 -18
- package/src/ui/colorKeys.gen.ts +37 -0
- package/src/ui/fonts.ts +2 -2
- package/src/ui/presentable.ts +59 -42
- package/src/ui/router.ts +52 -35
- package/src/ui/styleColor.ts +56 -0
- package/src/ui/theme.ts +7 -6
- package/src/ui/transitions.ts +249 -0
- package/src/ui/tree.ts +346 -0
- package/src/version.ts +24 -0
- package/tests/helpers/engineWorld.ts +11 -0
- package/tests/helpers/fakeTree.ts +353 -0
- package/tests/helpers/hostStubs.ts +31 -0
- package/tests/helpers/index.ts +14 -0
- package/tests/helpers/memoryMarci.ts +124 -0
- package/tests/helpers/phases.ts +23 -0
- package/tests/helpers/preload.ts +18 -0
- package/tests/helpers/stubApp.ts +2 -0
- package/tests/helpers/stubDevice.ts +2 -0
- package/tests/helpers/stubFetch.ts +2 -0
- package/tests/helpers/stubInput.ts +2 -0
- package/dist/inject.js +0 -4730
- package/dist/types/core/registry.d.ts +0 -7
- package/dist/types/plugins/camera.d.ts +0 -25
- package/dist/types/plugins/push.d.ts +0 -46
- package/src/bridges.d.ts +0 -1760
- package/src/compile/__tests__/assetIconMacro.test.ts +0 -219
- package/src/compile/__tests__/assetMacro.test.ts +0 -100
- package/src/compile/__tests__/assetName.test.ts +0 -55
- package/src/compile/__tests__/compile.test.ts +0 -310
- package/src/compile/__tests__/detectEntry.test.ts +0 -151
- package/src/compile/__tests__/fontMacro.test.ts +0 -199
- package/src/compile/__tests__/serverSplit.test.ts +0 -27
- package/src/core/__tests__/stateMachine.test.ts +0 -132
- package/src/core/registry.ts +0 -23
- package/src/plugins/camera.ts +0 -81
- package/src/plugins/push.ts +0 -132
- package/src/plugins/qr.ts +0 -73
package/src/bridges.d.ts
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// The host ABI. These four objects are injected onto the global scope by the runtime host
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// (web viewer, desktop, iOS) before any user/SDK code runs. The SDK is a thin, typed re-skin over
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// them — it never bundles them; it only references them as free globals. Faithfully tracks the
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// surface in packages/worker/src/global.d.ts (the proven contract).
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declare global {
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// ---- 3D engine (Filament / creator-gl) -------------------------------------------------------
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var _creator: {
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backend: string
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createScene(): number
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createOverlayScene(sceneId: number): number
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createGLView(): void
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openScene(sceneId: number): void
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closeScene(): void
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launchAR(sceneId: number, onComplete: () => void, onReject: () => void): void
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stopAR(): void
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launchVR(sceneId: number, onComplete: () => void, onReject: (err?: unknown) => void): void
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stopVR(): void
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addEntityToScene(sceneId: number, entityId: number): void
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removeEntityFromScene(sceneId: number, entityId: number): void
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getSceneMaterial(sceneId: number): number
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warmRender(sceneId: number, onComplete: () => void): void
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/** Compile every shader variant the scene's materials can need — sun / shadows / fog / skinning
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* and the dynamic-light key — on the backend's compiler threads, then call back. Materials
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* loaded later are queued in the background as they are created. Optional: a host without it
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* resolves at once (the SDK feature-detects). */
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precompileShaders?(sceneId: number, onComplete: () => void): void
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createEntity(): number
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cloneEntity(entityId: number): number
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destroyEntity(entityId: number): void
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setMatrix(entityId: number, mat: Float32Array): void
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setWorldMatrix(entityId: number, mat: Float32Array): void
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getChildren(entityId: number): number[]
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getChildCount(entityId: number): number
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getChild(entityId: number, index: number): number
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setPosition(entityId: number, x: number, y: number, z: number): void
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setQuaternion(entityId: number, x: number, y: number, z: number, w: number): void
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setEulerAngles(entityId: number, x: number, y: number, z: number, order: number): void
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setScale(entityId: number, x: number, y: number, z: number): void
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addChildren(parentEntityId: number, entityIds: number[]): void
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* short name (after the last `:` / `|` — Mixamo `mixamorig:Hips`); a skin joint beats a plain node
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/** Live intensity for any light (sun: lux, point: lumens) — a flash animates instead of rebuilding. */
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/** `iblFetchId` (optional, -1 = none) names the scene's own probe; without it the host looks for a project-wide `ibl.ktx`. */
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* everything), `paperWhite` 1..8 = where the operator's white lands as a multiple of SDR white
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92
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* (the "HDR brightness" of a console calibration screen; clamped to the headroom). A host may
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93
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* pin either from its environment — the getters report what is in force. Optional. */
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94
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setHdrStrength?(strength: number): void
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95
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getHdrStrength?(): number
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96
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setHdrPaperWhite?(paperWhite: number): void
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97
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getHdrPaperWhite?(): number
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98
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/** Screen-space ambient occlusion: the contact darkening in creases and where objects meet the
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99
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* ground. `radius` is world-space metres, `power` the falloff contrast, `quality` 0 LOW … 3
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100
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* ULTRA (sample count — not the buffer resolution, which stays half-res).
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* Optional: hosts that predate it render without AO and the SDK skips the call. */
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102
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setAmbientOcclusionOptions?(sceneId: number, enabled: boolean, intensity: number, radius: number, power: number, quality: number): void
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103
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/** Distance fog / aerial perspective. `color` is packed 0xRRGGBB used as a TINT on the
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104
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* in-scattered ambient — the engine multiplies it by the environment luminance, so white means
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105
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* "as bright as the ambient" and it is NOT the absolute-radiance convention `setSkybox` uses.
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106
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* `density` = extinction per metre at `height`, `heightFalloff` 1/m (0 = uniform),
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* `cutOff` <= 0 = apply at every distance (the skybox included — that is what blends the
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* horizon), `fromIbl` = take the colour from the environment in the view direction and tint
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* it by `color`.
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110
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* Optional: hosts that predate it render without fog and the SDK skips the call. */
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111
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setFogOptions?(sceneId: number, enabled: boolean, color: number, distance: number, density: number, height: number, heightFalloff: number, maxOpacity: number, cutOff: number, fromIbl: boolean): void
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112
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setSkybox(sceneId: number, color: number): void
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/** Draw the scene's IBL environment as the sky instead of a flat colour. No-op until the IBL
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* exists (setDefaultIbl runs first). Optional: hosts that predate it keep the flat skybox. */
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115
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setSkyboxFromEnvironment?(sceneId: number): void
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116
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/** The sky from its own KTX1 cubemap. `fetchId` is a local-resource id (`_creatorUtils.fetchLocal`
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117
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* / an `asset()` handle), pointing at cmgen's `<name>_skybox.ktx` — the sharp single-mip file,
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118
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* not the roughness-prefiltered `_ibl.ktx` beside it. Optional: hosts that predate it keep the
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119
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* flat skybox. */
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setSkyboxTexture?(sceneId: number, fetchId: number): void
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121
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setSceneMultiSampleAntiAliasing(sceneId: number, enabled: boolean, scale: number): void
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122
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/** Filament View::setStencilBufferEnabled (Scene.stencil). Optional. */
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123
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setSceneStencil?(sceneId: number, enabled: boolean): void
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124
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/** Render resolution: `renderScale` (0.25–1) = fixed 3D-buffer scale vs the viewport (the UI is
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125
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* untouched; a host that owns the 3D texture resizes it, one rendering into the swapchain may
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126
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* ignore it), `dynamicResolution` = engine-adaptive scaling under that down to `minScale`.
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127
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* Optional: older hosts predate it and the SDK skips the call. */
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128
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setSceneRenderOptions?(sceneId: number, renderScale: number, dynamicResolution: boolean, minScale: number): void
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129
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/** Anisotropic filtering for every texture bound FROM HERE ON (1 = off, 2 = the engine default,
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* 16 = max; clamped). Engine-wide rather than per scene, because a sampler is baked when its
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131
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* texture is bound — a glTF binds during `Model.load`, and two scenes cannot disagree about a
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132
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* texture they share. Call it before loading the assets it should apply to; `SceneOptions.
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133
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* anisotropy` does that automatically (a scene's env runs before its nodes build). Optional:
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134
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* hosts that predate it keep isotropic filtering and the SDK skips the call. */
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135
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setTextureAnisotropy?(level: number): void
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136
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/** Engine-wide cap on texture size (`Texture.maxSize` / `SceneOptions.maxTextureSize`): a
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137
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* KTX2 wider or taller than `size` loses its top mip levels on load, a glTF PNG/JPEG is
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138
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* downsampled; 0 = no cap. Reaches textures created AFTER the call — a loaded level keeps
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139
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* its textures, so a settings menu applies it on the next level load. `createTexture` flag
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140
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* 2 (FULL_SIZE) exempts one texture (lightmap pages). Optional: hosts that predate it load
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141
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* full-size textures and the SDK skips the call. */
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142
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setTextureMaxSize?(size: number): void
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143
|
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/** Depth-reading effects on / off (`scene.setDepthEffects`): soft particles (`depthFade`) and
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144
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* projected decals read the scene depth, which costs a half-res depth pre-pass of every opaque
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145
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* draw. Off = no pre-pass, hard-edged particles, decal sets draw nothing. Engine-wide, live.
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146
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* Optional: hosts that predate it keep the effects and the SDK skips the call. */
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147
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setDepthEffects?(enabled: boolean): void
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148
|
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/** LOD distance (`scene.setLodBias`): the LOD pass' screen-size thresholds × `bias` — 2 = every
|
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149
|
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* level switches at half the distance, 0.5 = full detail twice as far; 1 = the defaults
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150
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* (0.30 / 0.12 / 0.05 of the viewport height). Engine-wide, live, clamped 0.25..8. Optional:
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151
|
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* hosts without the LOD pass ignore it and the SDK skips the call. */
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152
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setLodBias?(bias: number): void
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153
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setMaterialGlobalParameter(sceneId: number, i: number, x: number, y: number, z: number, w: number): void
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154
|
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getCameraFov(sceneId: number, fovType: number): number
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155
|
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/** The scene camera's projection: VERTICAL fov in degrees + near/far clip distances (defaults
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156
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* 60 / 0.01 / 1000). Aspect stays host-owned — the host STORES these per scene and re-applies
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157
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* them whenever the viewport changes, so one call outlives every resize. Optional: hosts that
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158
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* predate it keep the fixed defaults and the SDK feature-detects (Camera.setProjection). */
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159
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setCameraProjection?(sceneId: number, fov: number, near: number, far: number): void
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160
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-
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161
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getMatrix(entityId: number, mat: Float32Array): boolean
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162
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getWorldMatrix(entityId: number, mat: Float32Array): void
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163
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getWorldPosition(entityId: number, mat: Float32Array): void
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164
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getWorldDirection(entityId: number, mode: number, mat: Float32Array): void
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165
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-
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166
|
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getWorldMatrixInverse(entityId: number, mat: Float32Array): void
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167
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getCameraViewDirection(sceneId: number, screenX: number, screenY: number, mat: Float32Array): void
|
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168
|
-
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169
|
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/** `uv1` (optional, 2 floats per vertex) is the lightmap UV set (Geometry.uv1); absent → the
|
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170
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* host duplicates `uv` into UV1. Hosts that predate the argument ignore it. */
|
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171
|
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/** `colors` (Geometry.colors) is 4 bytes RGBA per vertex for a `requires: [color]` material;
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172
|
-
* a host that predates it draws the mesh white. */
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173
|
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setMesh(entityId: number, materialId: number, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, meshType: number, uv1?: Float32Array, colors?: Uint8Array): void
|
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174
|
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// Terrain (gl/Terrain.ts ↔ creator-gl/src/terrain.cpp, docs/terrain-plan.md §1.4): a heightmap grid of
|
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175
|
-
// sizeX × sizeZ samples `cellSize` apart (+X across columns, +Z across rows, height on +Y, sample 0 at
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176
|
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// the node origin), drawn as one renderable per `chunk`×`chunk` cells on internal children of the
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177
|
-
// entity (u16 indices → chunk ≤ 255). `holes` = one byte per sample, 1 = hole (a triangle exists only
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178
|
-
// when its three samples are valid — the same rule as the Jolt height field), null = none. UV0 = local
|
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179
|
-
// XZ in metres, UV1 = the terrain's unit square. Returns the chunk count (0 = refused). terrainUpdate
|
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180
|
-
// re-reads the FULL arrays and rebuilds the chunks the sample rectangle touches. All optional: a host
|
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181
|
-
// without them gets the SDK's own chunk meshes through setMesh (gl/terrainMesh.ts).
|
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182
|
-
terrainCreate?(entityId: number, materialId: number, heights: Float32Array, sizeX: number, sizeZ: number, cellSize: number, chunk: number, holes: Uint8Array | null): number
|
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183
|
-
terrainUpdate?(entityId: number, heights: Float32Array, holes: Uint8Array | null, x0: number, z0: number, w: number, h: number): void
|
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184
|
-
terrainSetMaterial?(entityId: number, materialId: number): void
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185
|
-
terrainSetShadows?(entityId: number, cast: boolean, receive: boolean): void
|
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186
|
-
// Instanced mesh (gl/InstancedMesh.ts ↔ creator-gl/src/instanced.cpp): `count` transforms,
|
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187
|
-
// column-major 4×4 local to the node, all-zero = hidden. setInstanceTransforms writes
|
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188
|
-
// matrices.length / 16 of them starting at `first` (a subarray view is fine — consumed synchronously).
|
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189
|
-
createInstancedMesh(entityId: number, materialId: number, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, count: number): void
|
|
190
|
-
setInstanceTransforms(entityId: number, matrices: Float32Array, first: number): void
|
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191
|
-
setInstancedMeshMaterial(entityId: number, materialId: number): void
|
|
192
|
-
setInstancedMeshShadows(entityId: number, cast: boolean, receive: boolean): void
|
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193
|
-
setCulling(entityId: number, culling: boolean): void
|
|
194
|
-
/** Filament RenderableManager::setPriority — the coarse draw order, 0..7 (Mesh.renderPriority).
|
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195
|
-
* Optional: an older host leaves everything at the default 4. */
|
|
196
|
-
setRenderPriority?(entityId: number, priority: number): void
|
|
197
|
-
/** Filament MaterialInstance::setDepthCulling / setDepthWrite — per-instance overrides of the
|
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198
|
-
* depth state baked into the shader package (Material.depthTest / depthWrite). Optional. */
|
|
199
|
-
setMaterialDepthTest?(materialInstanceId: number, enable: boolean): void
|
|
200
|
-
setMaterialDepthWrite?(materialInstanceId: number, enable: boolean): void
|
|
201
|
-
/** Filament MaterialInstance::setCullingMode: 0 none (double-sided), 1 front, 2 back. Optional. */
|
|
202
|
-
setMaterialCulling?(materialInstanceId: number, mode: number): void
|
|
203
|
-
/** Filament MaterialInstance stencil state in one call (Material.stencil): `test` 0 always, 1 never,
|
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204
|
-
* 2 less, 3 lessEqual, 4 greater, 5 greaterEqual, 6 equal, 7 notEqual; the ops 0 keep, 1 zero,
|
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205
|
-
* 2 replace, 3 increment, 4 decrement, 5 invert. Optional. */
|
|
206
|
-
setMaterialStencil?(materialInstanceId: number, write: boolean, test: number, ref: number, onPass: number, onFail: number, onDepthFail: number, readMask: number, writeMask: number): void
|
|
207
|
-
setCastShadows(entityId: number, culling: boolean): void
|
|
208
|
-
setReceiveShadows(entityId: number, culling: boolean): void
|
|
209
|
-
|
|
210
|
-
/** Decode a fetched image into a texture. `flags` (optional, Texture.load): bit 1 = LINEAR data
|
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211
|
-
* (a normal map — store RGBA8, not sRGB); unset / absent = colour, sRGB. A host that ignores
|
|
212
|
-
* it loads colour correctly and normal maps wrongly. KTX2 decides by its own header. */
|
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213
|
-
createTexture(systemId: number, onComplete: (id: number, width: number, height: number) => void, onReject: () => void, flags?: number): void
|
|
214
|
-
// Texture from a baked _creatorCanvas surface (RGBA8, already rasterized — synchronous, no decode).
|
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215
|
-
createTextureFromCanvas(surfaceId: number): number
|
|
216
|
-
updateTextureFromCanvas(texId: number, surfaceId: number): void
|
|
217
|
-
/** A texture from raw UBYTE pixels — `channels` 1–4, row-major, `width*height*channels` bytes, no
|
|
218
|
-
* mips; `srgb` selects the sRGB internal format for 3/4 channels (colour) vs linear (data — a
|
|
219
|
-
* terrain's control map). The bytes are copied. Returns 0xFFFFFFFF on failure. `updateTexturePixels`
|
|
220
|
-
* re-uploads a sub-rectangle with the creation channel count. Optional (Texture.fromPixels throws). */
|
|
221
|
-
createTexturePixels?(width: number, height: number, channels: number, data: Uint8Array, srgb: boolean): number
|
|
222
|
-
updateTexturePixels?(textureId: number, x: number, y: number, width: number, height: number, data: Uint8Array): void
|
|
223
|
-
|
|
224
|
-
createMaterial(systemId: number): number
|
|
225
|
-
createMaterialS(name: string): number
|
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226
|
-
setMaterial(entityId: number, materialId: number, index: number): void
|
|
227
|
-
getMaterial(entityId: number, index: number): number
|
|
228
|
-
|
|
229
|
-
setUniformRgb(materialId: number, uniform: string, color: number): void
|
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230
|
-
setUniformRgba(materialId: number, uniform: string, color: number): void
|
|
231
|
-
setUniformFloat(materialId: number, uniform: string, value: number): void
|
|
232
|
-
setUniformBoolean(materialId: number, uniform: string, value: boolean): void
|
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233
|
-
setUniformTexture(materialId: number, uniform: string, systemId: number, wrapS: number, wrapT: number): void
|
|
234
|
-
setUniformArray(materialId: number, uniform: string, value: Float32Array): void
|
|
235
|
-
setUniformNull(materialId: number, uniform: string): void
|
|
236
|
-
|
|
237
|
-
attachCameraToAR(sceneId: number, cameraEntityId: number, onProjectionChange: (mat: Float32Array, fov: number) => void): void
|
|
238
|
-
getDisplaySize(): Float32Array
|
|
239
|
-
|
|
240
|
-
setVisible(entityId: number, visible: boolean): void
|
|
241
|
-
isVisible(entityId: number): boolean
|
|
242
|
-
|
|
243
|
-
createGlb(systemId: number, onComplete: (buff: number) => void, onReject: () => void): void
|
|
244
|
-
setGlbCulling(entityId: number, culling: boolean): void
|
|
245
|
-
/** Optional. True when the host refits a skinned model's frustum-culling bounds to its joints every
|
|
246
|
-
* frame (creator-gl animation/skinning.cpp), i.e. culling is safe for animated GLBs. Model.load
|
|
247
|
-
* defaults culling ON only where this returns true; absent / false = the always-draw default. */
|
|
248
|
-
skinnedCullingSupported?(): boolean
|
|
249
|
-
/** Optional. Level-of-detail override for a GLB instance (docs/lod-plan.md): `mesh` / `anim` are -1 for
|
|
250
|
-
* automatic (the engine picks by screen size and visibility) or a forced level 0..3. Backs Model.lod
|
|
251
|
-
* and Animator.lod; a host without it (no LOD pass) leaves everything at full detail. */
|
|
252
|
-
setLod?(entityId: number, mesh: number, anim: number): void
|
|
253
|
-
|
|
254
|
-
// Render-synced aspect update(dt) dispatch, called from inside render(). Early = before the physics
|
|
255
|
-
// step; late = after animations/particles, just before draw. Single-slot per phase (the SDK's Aspect
|
|
256
|
-
// dispatcher registers one callback per phase that iterates its ordered updater list).
|
|
257
|
-
setEarlyUpdate(cb: (dt: number) => void): void
|
|
258
|
-
setLateUpdate(cb: (dt: number) => void): void
|
|
259
|
-
/** FIXED phase - the SDK's `updateFixed`: once per physics substep with dt = 1/60 exactly, BEFORE
|
|
260
|
-
* that substep's Jolt step (move commands / velocities written here feed the same step). Under
|
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261
|
-
* `setTimeScale` the NUMBER of substeps changes, never the dt; at most 4 per frame. `null` clears it -
|
|
262
|
-
* registered lazily, only once an aspect declares the phase (one flag check per substep otherwise).
|
|
263
|
-
* Optional: a host without it gets the SDK's own 1/60 accumulator inside the early phase. */
|
|
264
|
-
setFixedUpdate?(cb: ((dt: number) => void) | null): void
|
|
265
|
-
/** The engine's clock multiplier for physics / animators / particles (1 normal, 0 frozen) — the
|
|
266
|
-
* SDK's `Time.scale` / `Time.paused` pushed down so the sims stay in step with game code. The
|
|
267
|
-
* two aspect phases still receive the RAW wall-clock dt (the SDK scales it itself). Optional:
|
|
268
|
-
* a host without it keeps its sims at wall-clock speed. */
|
|
269
|
-
setTimeScale?(scale: number): void
|
|
270
|
-
// Physics contact/sensor events (drained after each step): a/b = entity ids, type 0 enter / 1 exit.
|
|
271
|
-
setOnPhysicsEvent(cb: (a: number, b: number, type: number) => void): void
|
|
272
|
-
|
|
273
|
-
// ---- Animation system (docs/animation-v2-plan.md): AnimationClip + Animator — THE skeletal animation
|
|
274
|
-
// path, evaluated by creator-anim on every host. A clip set is parsed straight from GLB bytes (tracks
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275
|
-
// target bone NAMES, no entities); a model's embedded clips are registered by createGlb (getGlbClipSet,
|
|
276
|
-
// 0 = none). An Animator binds clips to one node hierarchy by name; the native evaluator runs the WHOLE
|
|
277
|
-
// per-frame loop (sources, transitions, blend spaces, one-shot hand-over, root motion) — the SDK only
|
|
278
|
-
// issues play/stop/blend calls and has no tick. Skinning is flushed AFTER the late phase so IK /
|
|
279
|
-
// procedural joint writes land in the skin.
|
|
280
|
-
// TRANSITIONS ARE INERTIAL, NOT CROSSFADES: a layer evaluates exactly ONE source (its one-shot, its
|
|
281
|
-
// loop, or nothing); a switch records the difference between the pose the layer SHOWED and the pose the
|
|
282
|
-
// new source shows and decays it away over `fade` seconds (halflife = 0.4 × fade). A replaced source is
|
|
283
|
-
// silent from that moment — it costs nothing, its weight is 0 at once, and it may be replaced again
|
|
284
|
-
// mid-transition (the offset is re-recorded from the displayed pose). `fade` 0 = cut.
|
|
285
|
-
loadClips(systemId: number, onComplete: (clipSetId: number) => void, onReject: (err: unknown) => void): void
|
|
286
|
-
// names = newline-joined track targets; data = [trackCount, duration (<=0 → max key time), (path 0 T/1 R/2 S,
|
|
287
|
-
// interp 0 linear/1 step/2 cubic, comps, keyCount, times…, values…)*]. Returns a one-clip set id (0 = bad).
|
|
288
|
-
createClipFromTracks(names: string, data: Float32Array): number
|
|
289
|
-
getClipSetInfo(clipSetId: number): { name: string, duration: number, trackCount: number }[]
|
|
290
|
-
// A clip DERIVED from one of the set as a NEW single-clip set (index 0) — AnimationClip.from(clip, { mirror,
|
|
291
|
-
// from, to }): the mirror (left ↔ right on the set's own rig, the GLB's node tree: contacts swapped, heading
|
|
292
|
-
// negated), then the [start, end] window re-timed to 0 (start < 0 = whole, end < 0 = the clip's end; boundary
|
|
293
|
-
// values interpolated in, events re-timed). 0 = bad id / range, or a mirror asked of a set without a rig.
|
|
294
|
-
deriveClip(clipSetId: number, clip: number, mirror: boolean, start: number, end: number): number
|
|
295
|
-
// Clip events on the CLIP: normalized times (sorted ascending). Every slot bound to the clip, in every
|
|
296
|
-
// animator, fires slot event type 4 + i on crossing event i. Empty = clear.
|
|
297
|
-
setClipEvents(clipSetId: number, clip: number, times: Float32Array): void
|
|
298
|
-
getGlbClipSet(entityId: number): number
|
|
299
|
-
destroyClipSet(clipSetId: number): void
|
|
300
|
-
animatorCreate(entityId: number): number // 0 = not a transform node
|
|
301
|
-
animatorDestroy(animatorId: number): void // leaves the skeleton in rest pose
|
|
302
|
-
// One (clip, layer) slot, silent until played / made a blend member. slot index or -1.
|
|
303
|
-
animatorBind(animatorId: number, clipSetId: number, clipIndex: number, layer: number): number
|
|
304
|
-
animatorBoundTracks(animatorId: number, slot: number): number
|
|
305
|
-
// The layer's LOOP: member slots + positions (dims 1: x per member, 2: x,y; one member = a plain looping
|
|
306
|
-
// clip). The members share ONE cycle clock, each placed on it LINEARLY by `phases` — two floats per member,
|
|
307
|
-
// (offset, cycles): φ(t) = offset + cycles · t / duration, 0 at a left-foot-down (measured offline
|
|
308
|
-
// from the clip's foot marks). An empty array, or cycles <= 0 for a member = normalized time (0, 1) and no
|
|
309
|
-
// cycle to phase-match to — the clock never reads the clip's marks. animatorSetBlendValue picks the mix (1D linear between neighbours /
|
|
310
|
-
// 2D gradient band). Setting it takes the layer over from whatever it shows — the previous loop and any
|
|
311
|
-
// one-shot on it go silent — with a transition of `fade`. Empty = no loop. speed = the members' rate.
|
|
312
|
-
animatorSetBlend(animatorId: number, layer: number, dims: 1 | 2, slots: Uint16Array, positions: Float32Array, fade: number, speed: number, phases: Float32Array): void
|
|
313
|
-
animatorSetBlendValue(animatorId: number, layer: number, x: number, y: number): void
|
|
314
|
-
// Play a slot as the layer's one-shot, transitioned in over fadeIn (0 = cut) from whatever the layer
|
|
315
|
-
// showed (playing a blend MEMBER brings the whole blend back instead). A non-looping one-shot plays to its
|
|
316
|
-
// end and hands the layer back to the loop THERE, the return transition taking fadeOut from its last pose
|
|
317
|
-
// (0 = cut back; on a loopless layer hold the last frame).
|
|
318
|
-
// restart = rewind even if already playing (a restart is a new source: it transitions from the pose shown).
|
|
319
|
-
animatorPlay(animatorId: number, slot: number, loop: boolean, speed: number, fadeIn: number, fadeOut: number, restart: boolean): void
|
|
320
|
-
// TURN WARP for the slot's current play (right after animatorPlay): the node's turn from the clip's baked heading is
|
|
321
|
-
// scaled to `radians` total; the pose keeps its own turn, the extra pivots about the planted foot. enabled false =
|
|
322
|
-
// the clip's own turn. Optional: older hosts lack it.
|
|
323
|
-
animatorSlotSetTurn?(animatorId: number, slot: number, radians: number, enabled: boolean): void
|
|
324
|
-
// WINDOW of the slot's current play (right after animatorPlay): the one-shot runs [start, end] clip seconds — enters
|
|
325
|
-
// at start (at end when backwards) if the play rewound, completes + hands over at end, clip events outside never fire.
|
|
326
|
-
// end < 0 = the clip's end. Loops ignore it. Optional: older hosts lack it (the whole clip plays).
|
|
327
|
-
animatorSlotSetWindow?(animatorId: number, slot: number, start: number, end: number): void
|
|
328
|
-
// Release over `fade` (a transition toward what is left — the loop, or the rest pose): one slot; a
|
|
329
|
-
// layer's one-shot + loop (slot -1); everything (layer -1).
|
|
330
|
-
animatorStop(animatorId: number, layer: number, slot: number, fade: number): void
|
|
331
|
-
animatorSeek(animatorId: number, slot: number, time: number): void // seeking a blend member moves the blend
|
|
332
|
-
animatorGetSlotTime(animatorId: number, slot: number): number
|
|
333
|
-
animatorGetSlotWeight(animatorId: number, slot: number): number // 1 = the layer's source, a loop member = its share, else 0
|
|
334
|
-
// Layer config: weight 0–1; additive = each slot's DELTA vs its clip's first frame on top of the layers
|
|
335
|
-
// below; maskRoot = bone name(s, '\n'-separated) whose subtrees the layer drives ("" = all).
|
|
336
|
-
animatorSetLayer(animatorId: number, layer: number, weight: number, additive: boolean, maskRoot: string): void
|
|
337
|
-
// ANTICIPATION for the layer's next source change: the transition starts with -amount x the new source's
|
|
338
|
-
// joint velocity (a wind-up against the coming motion), consumed by that switch. Optional: older hosts lack it.
|
|
339
|
-
animatorSetLayerAnticipation?(animatorId: number, layer: number, amount: number): void
|
|
340
|
-
animatorSetGlobal(animatorId: number, speed: number, paused: boolean): void
|
|
341
|
-
// Root motion: "" off, "*" auto (the shallowest joint a base-layer clip translates), else a bone name. The
|
|
342
|
-
// root's horizontal travel (animator-node frame) is stripped from the pose and, per apply: 0 accumulated
|
|
343
|
-
// only (animatorGetRootMotion copies + clears out[3]), 1 added to the node's transform, 2 fed to the
|
|
344
|
-
// CharacterController on the node or an ancestor as a world velocity (falls back to 1 without one).
|
|
345
|
-
/** `apply` bits 0–1: 0 accumulate only / 1 move the node / 2 feed the CharacterController; bit 2 (+4): the
|
|
346
|
-
* root joint's yaw about the node's up is root motion too (off the pose, onto the node the travel lands on). */
|
|
347
|
-
animatorSetRootMotion(animatorId: number, bone: string, apply: number): void
|
|
348
|
-
animatorGetRootMotion(animatorId: number, out: Float32Array): void
|
|
349
|
-
// Slot events: 0 completed (non-loop end) / 1 loop wrapped / 2 settled (no longer a source, after a stop
|
|
350
|
-
// or a replacement) / 3 HAND-OVER (a one-shot's return starts — for the SDK the clip is over; what the app
|
|
351
|
-
// starts in response takes the layer over instead) / 4+i clip event i. Single-slot (routed by animatorId).
|
|
352
|
-
setOnAnimatorEvent(callback: (animatorId: number, slot: number, type: number) => void): void
|
|
353
|
-
// ---- contacts, phase, root curves (docs/animation-v2-plan.md §2.5–2.6) ----
|
|
354
|
-
// Every clip bound to a skeleton is baked once against it: when each foot is planted, the gait phase
|
|
355
|
-
// φ(t) (0 at a left-foot-down, 0.5 at a right-foot-down, unwrapped over the clip; absent for a clip
|
|
356
|
-
// with no gait cycle) and the root's cumulative travel / yaw / speed. A controller asks these instead
|
|
357
|
-
// of shipping measured tables of its own.
|
|
358
|
-
// The feet: '\n'-joined bone names per side (foot[, toe/ball]); both "" = classify by name. Re-bakes.
|
|
359
|
-
animatorSetFeet(animatorId: number, left: string, right: string): void
|
|
360
|
-
// One curve of a slot's clip at `time` seconds (< 0 = the slot's clock now): which 0 φ (-1 = no gait)
|
|
361
|
-
// / 1 travel (m) / 2 yaw (rad, + = left) / 3 speed (m/s) / 4-5 unit travel direction x / z
|
|
362
|
-
// (model space, held through stills — integrate dir × d(travel) for the root's 2D path).
|
|
363
|
-
animatorSlotCurveAt(animatorId: number, slot: number, which: 0 | 1 | 2 | 3 | 4 | 5 | 6, time: number): number
|
|
364
|
-
// out ← [curve sample dt, total travel (m), mean speed (m/s), in-place flag]. False = unbound slot.
|
|
365
|
-
animatorSlotCurveInfo(animatorId: number, slot: number, out: Float32Array): boolean
|
|
366
|
-
animatorSlotTurn(animatorId: number, slot: number): number // the clip's total root yaw, rad
|
|
367
|
-
// The first time the clip has turned `yaw` radians — where a turn is entered by a body already
|
|
368
|
-
// that far into the same turn, so the two read as one move.
|
|
369
|
-
animatorSlotTimeAtTurn(animatorId: number, slot: number, yaw: number): number
|
|
370
|
-
// What the LAYER shows, as a cycle phase in [0, 1) — its loop's clock, or its one-shot's φ; -1 = none.
|
|
371
|
-
animatorLayerPhase(animatorId: number, layer: number): number
|
|
372
|
-
// Seek the slot to the first time whose φ ≡ phase (mod 1); a blend member moves its whole group.
|
|
373
|
-
animatorSeekPhase(animatorId: number, slot: number, phase: number): void
|
|
374
|
-
// How far the slot's pose is from `target`'s at the same cycle phase, metres (joint distance +
|
|
375
|
-
// the velocity difference over 0.1 s, the planted foot weighted most) — what handing over to that
|
|
376
|
-
// clip would hand the inertializer. Fills `out` at the curve rate, returns the sample count.
|
|
377
|
-
// align: 0 = compare at the same cycle phase, 1 = at the same time (two clips that both begin
|
|
378
|
-
// from standing have no shared cycle to line up on).
|
|
379
|
-
animatorSlotFit(animatorId: number, slot: number, target: number, align: 0 | 1, out: Float32Array): number
|
|
380
|
-
// The earliest time in the slot where that hand-over costs no more than `tolerance` metres;
|
|
381
|
-
// atContact snaps to the next foot-down at or after it. -1 = never that close.
|
|
382
|
-
animatorSlotExit(animatorId: number, slot: number, target: number, tolerance: number, atContact: boolean, align: 0 | 1): number
|
|
383
|
-
// CYCLE ALIGNMENT by pose, no marks: given slot a's cycle (offA, cyclesA), the (offset, cycles) of slot b
|
|
384
|
-
// under which the two loops show the same pose at the same gait phase — b's cycle count searched over
|
|
385
|
-
// cyclesA × {1/3 … 3}, its offset on a fine grid. out = [offset, cycles, score (metres), margin (runner-up
|
|
386
|
-
// ≥ 0.2 cycle away minus the best; ~0 = ambiguous)]. Returns 1, or 0 when there is nothing to compare.
|
|
387
|
-
animatorSlotAlign(animatorId: number, a: number, b: number, offA: number, cyclesA: number, out: Float32Array): number
|
|
388
|
-
// Contact spans as (side 0 left / 1 right, from, to, atX, atY, atZ) sextuplets (seconds, model space);
|
|
389
|
-
// returns the span count, filling `out` up to its capacity.
|
|
390
|
-
animatorSlotContacts(animatorId: number, slot: number, out: Float32Array): number
|
|
391
|
-
// A CLIMBING clip's tread levels (model-space plant heights, sorted ascending): out[0] = the
|
|
392
|
-
// riser (median level spacing), out[1..] = the levels, filled up to out's capacity. Returns the
|
|
393
|
-
// level count — 0 for a flat clip.
|
|
394
|
-
animatorSlotTreads(animatorId: number, slot: number, out: Float32Array): number
|
|
395
|
-
// The clip's baked physics at `time` seconds (< 0 = the slot's current time), unit body mass,
|
|
396
|
-
// model space: out11 = COM position xyz, COM velocity xyz (= linear momentum per kg), angular
|
|
397
|
-
// momentum about the COM xyz, then per-foot support left/right (contact-gated, seesaw split,
|
|
398
|
-
// scaled by the vertical force proxy — > 1 on a landing, 0 in flight). 0 = no body segments
|
|
399
|
-
// classified on this skeleton.
|
|
400
|
-
animatorSlotPhysics(animatorId: number, slot: number, time: number, out: Float32Array): number
|
|
401
|
-
// The clip's MATCHING FEATURE ROW at `time` (37 floats, the clip's heading frame at that time —
|
|
402
|
-
// x lateral (+ left), y up, z forward): 0–5 feet positions (relative to the pelvis' ground
|
|
403
|
-
// point), 6–11 feet velocities, 12–14 pelvis velocity, 15 pelvis height, 16–18 COM velocity,
|
|
404
|
-
// 19–20 support L/R, 21–22 contact phase L/R, 23 yaw angular momentum, 24–31 the clip's own
|
|
405
|
-
// path 0.3/0.6/1.0/1.5 s ahead as (lateral, forward) pairs, 32–35 facing change at those
|
|
406
|
-
// horizons (rad, + = left), 36 cyclic flag. Returns 37, or 0 without a leg chain.
|
|
407
|
-
animatorSlotFeatures(animatorId: number, slot: number, time: number, out: Float32Array): number
|
|
408
|
-
// The calibrated knee HINGE AXIS of a side (0 left / 1 right): a unit vector in the thigh's local
|
|
409
|
-
// frame — a skeleton property, measured over every bound clip's knee rotation track. out8 = axis
|
|
410
|
-
// xyz, spread mean (rad), spread max (rad), measurement count, 0, 0. 0 = no leg / no knee motion.
|
|
411
|
-
animatorKneeAxis(animatorId: number, side: number, out: Float32Array): number
|
|
412
|
-
// The knee's bend plane of a slot's clip at `time` seconds (< 0 = the slot's current time),
|
|
413
|
-
// predicted from the hinge axis + the clip's own thigh rotation — continuous even where the leg
|
|
414
|
-
// is straight. out6 = pole xyz (unit, model space, toward the knee — a two-bone solver's bend
|
|
415
|
-
// direction), then the plane normal xyz. 0 = uncalibrated / no leg.
|
|
416
|
-
animatorSlotKneePole(animatorId: number, slot: number, side: number, time: number, out: Float32Array): number
|
|
417
|
-
// Step warp v2: stride scales the feet's travel-direction offsets from the hips (uniform through
|
|
418
|
-
// stance and swing), lift = metres ADDED to their height (swing-gated by the contact marks;
|
|
419
|
-
// 0 = neutral, negative = a shuffle; half of what it adds raises the pelvis, capped by the
|
|
420
|
-
// planted legs' remaining extension), pitchDeg rotates each foot about its lateral axis
|
|
421
|
-
// (+ = toes up), slopeDeg the invisible staircase (+ = ascending: foot heights follow the
|
|
422
|
-
// incline + the feet auto-pitch; the HOST climbs the body at tan(slope) × the stride-scaled
|
|
423
|
-
// travel, which holds each planted foot's world height constant on its tread). Solved in the
|
|
424
|
-
// calibrated knee hinge plane with a soft reach; the pelvis lowers by any leg's overreach
|
|
425
|
-
// (marks-weighted, spring-followed, zero when nothing overreaches). 1/0/0/0 = identity;
|
|
426
|
-
// on false = off.
|
|
427
|
-
animatorSetStepWarp(animatorId: number, on: boolean, stride: number, lift: number, pitchDeg: number, slopeDeg: number): void
|
|
428
|
-
// Footsteps: a contact that BEGAN this evaluation on what the base layer shows — side 0 left / 1 right,
|
|
429
|
-
// x/y/z = the foot's WORLD position at the plant. Fired after the frame's transform commit.
|
|
430
|
-
setOnAnimatorStep(callback: (animatorId: number, side: number, x: number, y: number, z: number) => void): void
|
|
431
|
-
|
|
432
|
-
// ---- drives + warping ----
|
|
433
|
-
// The character's world velocity this frame: the speed the stride warp fits the stride to and the
|
|
434
|
-
// direction the orientation warp turns the lower body toward.
|
|
435
|
-
animatorSetMotion(animatorId: number, vx: number, vy: number, vz: number): void
|
|
436
|
-
// Cumulative capsule travel (m) and yaw (rad, + = left) — what a slot's distance / angle drive reads.
|
|
437
|
-
animatorSetDriveInput(animatorId: number, distance: number, angle: number): void
|
|
438
|
-
// Drive a slot's clock by a quantity instead of time: 0 time / 1 distance / 2 angle. `entry` is the
|
|
439
|
-
// curve value that corresponds to NOW (a start 0; a stop with D metres left: total travel − D), so
|
|
440
|
-
// the clip is entered where it already agrees with the body. Stalls fall back to time.
|
|
441
|
-
animatorSetSlotDrive(animatorId: number, slot: number, mode: 0 | 1 | 2, entry: number): void
|
|
442
|
-
// [stride on, stride min, stride max, orient on, orient max°, orient time, min speed, pelvis drop]
|
|
443
|
-
animatorSetWarpParams(animatorId: number, params: Float32Array): void
|
|
444
|
-
|
|
445
|
-
// ---- feet: foot lock + ground IK (docs/animation-v2-plan.md §2.9) ----
|
|
446
|
-
// The feet stage runs in WORLD space inside the evaluation, after the clips are composited: a foot
|
|
447
|
-
// the shown clip calls planted is pinned where it landed and the leg re-solved to keep it there
|
|
448
|
-
// while the body moves on (the lock), and each foot is put on the ground the ENGINE probed under it,
|
|
449
|
-
// the pelvis lowered so the leg reaches (ground IK). The engine casts the probe rays itself against
|
|
450
|
-
// what a character can stand on (static + moving solids; never the character's own bodies, debris
|
|
451
|
-
// or sensors) and reads the CharacterController's ground state — nothing per frame from the SDK.
|
|
452
|
-
// [ik on, lock on, pelvis drop m, unlock distance m, lock-in s, lock-out s, pelvis spring s,
|
|
453
|
-
// align to ground normal 0..1, probe half-length m, detector max speed m/s, detector max height m]
|
|
454
|
-
// Optional: a host without it has no feet stage (the legs stay as animated).
|
|
455
|
-
animatorSetFeetParams?(animatorId: number, params: Float32Array): void
|
|
456
|
-
// One foot after this frame's evaluation, side 0 left / 1 right: out ← [locked, lock weight,
|
|
457
|
-
// anchor xyz, target xyz] (world) — a debug overlay's beam under the foot. False = no such foot.
|
|
458
|
-
animatorFootState?(animatorId: number, side: number, out: Float32Array): boolean
|
|
459
|
-
|
|
460
|
-
// ---- IK chains + sockets (creator-anim anchors.cpp: the gun-master rig's hands) ----
|
|
461
|
-
// The chains are solved in the engine's LATE pass — after the app's update(dt) phase, before the
|
|
462
|
-
// dynamic bones and the skin flush — on the joints as the app left them: a world-target chain reaches
|
|
463
|
-
// the point / rotation given (or its target NODES, read by the engine then), an ANCHORED chain rides
|
|
464
|
-
// a live socket, keeping the animated end bone's pose relative to the same socket on the take's
|
|
465
|
-
// donor and following the playing clips' anchor spans between sockets. Nothing per frame from the
|
|
466
|
-
// SDK. Optional: a host without them has inert IK (the SDK warns once).
|
|
467
|
-
// kind 0 two-bone (the chain = the end entity, its parent, its grandparent) / 1 look-at. 0 = the
|
|
468
|
-
// entity is no joint of the animator.
|
|
469
|
-
animatorIkCreate?(animatorId: number, kind: 0 | 1, endEntityId: number): number
|
|
470
|
-
animatorIkDestroy?(animatorId: number, ik: number): void
|
|
471
|
-
// CANIM_IK_* order: [target xyz, pole xyz, has pole, weight, rotation xyzw, rotation weight, look-at
|
|
472
|
-
// axis xyz, look-at limit°, enabled, anchor time s].
|
|
473
|
-
animatorIkSet?(animatorId: number, ik: number, params: Float32Array): void
|
|
474
|
-
// Nodes the engine reads every late pass (0 = none): the target's world position, the pole's, the
|
|
475
|
-
// rotation node's world rotation — in place of the fixed floats above.
|
|
476
|
-
animatorIkNodes?(animatorId: number, ik: number, targetEntity: number, poleEntity: number, rotationEntity: number): void
|
|
477
|
-
// Anchor the chain to the live socket ('' = a world-target chain).
|
|
478
|
-
animatorIkAnchor?(animatorId: number, ik: number, socket: string): void
|
|
479
|
-
// out ← [reach error m, anchor delta m, anchor delta rad, applied weight]. False = no such chain.
|
|
480
|
-
animatorIkState?(animatorId: number, ik: number, out: Float32Array): boolean
|
|
481
|
-
// A socket: set '' = live, else a donor's name; on joint `jointEntityId` (a bone of the animator). A
|
|
482
|
-
// NODE socket (nodeEntityId != 0) is that entity, read every late pass (its world → the joint's
|
|
483
|
-
// space); else trs = [t.xyz, r.xyzw] fixed in the joint's space. No node and null trs = remove.
|
|
484
|
-
animatorSetSocket?(animatorId: number, set: string, name: string, jointEntityId: number, nodeEntityId: number, trs: Float32Array | null): void
|
|
485
|
-
// A clip's anchor spans for one bone: the donor set, one '\n'-joined socket name per span ('' = the
|
|
486
|
-
// joint itself), spans = (from, to, rotation 0..1) per span in NORMALIZED time. Empty spans + donor
|
|
487
|
-
// '' = remove; a clip without data takes no part in the anchor blend.
|
|
488
|
-
setClipAnchors?(clipSetId: number, clip: number, bone: string, donor: string, sockets: string, spans: Float32Array): void
|
|
489
|
-
|
|
490
|
-
// ---- locomotion: the movement model + the clip selector, both engine-side ----
|
|
491
|
-
// The intent (`locoSetInput`) becomes a desired velocity; the simulated velocity springs toward it
|
|
492
|
-
// one fixed substep at a time (`locoStep`, given the capsule's place), and `locoUpdate` — called
|
|
493
|
-
// before the animators are evaluated — picks and drives what the base layer shows. The host moves
|
|
494
|
-
// the character with the velocity and facing it reads back: in displacement `code` the animation
|
|
495
|
-
// never moves the body, so "how fast am I" is an input to the animation, not an output of it.
|
|
496
|
-
locoCreate(animatorId: number): number
|
|
497
|
-
locoDestroy(loco: number): void
|
|
498
|
-
// [halflife walk, halflife run, halflife facing, speed walk, speed run, speed sprint, deadzone,
|
|
499
|
-
// turn min°, turn big°, blend, stop blend, start tap, resume, predict, displacement (0 code /
|
|
500
|
-
// 1 data / 2 hybrid), mode (0 rules / 1 matching), match interval, match blend, spin min°, turn
|
|
501
|
-
// rate cap (deg/s, 0 = uncapped), halflife braking, hybrid adjustment clamp (m/s)]
|
|
502
|
-
locoSetParams(loco: number, params: Float32Array): void
|
|
503
|
-
locoDefaults(out: Float32Array): void
|
|
504
|
-
// Register a bound slot: kind 0 idle / 1 gait / 2 start / 3 stop / 4 turn / 5 match / 6 spin
|
|
505
|
-
// (a turn on the spot); `angle` degrees (+ = left) for the starts / turns / spins, `speed` m/s for
|
|
506
|
-
// a gait (0 = the clip's own measured speed), `gait` the gait a transition belongs to (0 walk /
|
|
507
|
-
// 1 run / 2 sprint, -1 = any) — a walking body plays the walking starts, stops and turns.
|
|
508
|
-
locoSetEntry(loco: number, slot: number, kind: number, angle: number, speed: number, gait: number): void
|
|
509
|
-
locoClearSet(loco: number): void
|
|
510
|
-
// [dir x, dir z, magnitude 0–1, face x, face z, gait 0 walk / 1 run / 2 sprint] — the facing is
|
|
511
|
-
// independent of the movement: a released key with a heading still owed turns the body on the spot.
|
|
512
|
-
locoSetInput(loco: number, input: Float32Array): void
|
|
513
|
-
// One simulation step at the capsule's world place — from the fixed substep loop.
|
|
514
|
-
locoStep(loco: number, dt: number, px: number, py: number, pz: number): void
|
|
515
|
-
// Run the selector for this frame — before the animators are evaluated.
|
|
516
|
-
locoUpdate(loco: number, dt: number): void
|
|
517
|
-
// out ← [state (0 idle / 1 start / 2 move / 3 turn / 4 stop / 5 spin), speed, vel x/y/z, yaw (rad,
|
|
518
|
-
// 0 = +Z, + = toward +X), yaw rate, phase, state sequence, then 3 × (x, z, dir x, dir z) predicted
|
|
519
|
-
// at +0.2 / +0.4 / +0.7 s].
|
|
520
|
-
locoRead(loco: number, out: Float32Array): void
|
|
521
|
-
// Why the last STOP was the one played: one row of 9 floats per candidate weighed — [slot, entry
|
|
522
|
-
// time, metres it still travels, metres the body needs, seconds to its next foot-down, foot-downs
|
|
523
|
-
// left, flags (1 = its phase matched, 2 = at/after its first foot-down, 4 = played, 8 = entered
|
|
524
|
-
// ahead of that foot-down by its pose), score, pose distance from what showed (m, -1 = not
|
|
525
|
-
// measured)]. Returns the rows written. A debug read; absent on hosts predating it.
|
|
526
|
-
locoStopReport?(loco: number, out: Float32Array): number
|
|
527
|
-
// Build the motion-matching database over the registered set (selector mode 1); returns frames.
|
|
528
|
-
locoBuildDatabase(loco: number): number
|
|
529
|
-
|
|
530
|
-
/** Subtree AABB in the entity's OWN local space (its own transform excluded) as
|
|
531
|
-
* [minX,minY,minZ, maxX,maxY,maxZ] — zeros for an empty / not-yet-loaded subtree. What
|
|
532
|
-
* `Shape.fit()` measures. Optional: absent on hosts predating the binding. */
|
|
533
|
-
computeBoundingBox?(entityId: number): Float32Array
|
|
534
|
-
/** DEBUG pick: the closest TRIANGLE under a screen point (logical px) among the loaded GLB instances —
|
|
535
|
-
* entityId = one Model's root, 0 = every instance — CPU-skinned with the joints' CURRENT pose, both
|
|
536
|
-
* faces. JSON string (`Model.pickTriangle` parses it: node, mesh, primitive, triangle, hit point,
|
|
537
|
-
* the three vertices with their raw JOINTS_0/WEIGHTS_0 pairs), "" on a miss. One full CPU skin per
|
|
538
|
-
* call — click-rate only. Optional: a debug tool, hosts may lack it. */
|
|
539
|
-
pickTriangle?(entityId: number, screenX: number, screenY: number): string
|
|
540
|
-
setColliderFromMesh(entityId: number, meshEntityId: number, form: number): void
|
|
541
|
-
setColliderBox(entityId: number, centerX: number, centerY: number, centerZ: number, sizeX: number, sizeY: number, sizeZ: number): void
|
|
542
|
-
setColliderSphere(entityId: number, centerX: number, centerY: number, centerZ: number, radius: number): void
|
|
543
|
-
|
|
544
|
-
// JoltPhysics. motionType: 0 static / 1 kinematic / 2 dynamic.
|
|
545
|
-
physicsHasSupport(): boolean
|
|
546
|
-
/** Lightmap bake (packages/creator-bake) — a dev-time tool compiled into the desktop host only; `lightmapBake` exists
|
|
547
|
-
* only where `lightmapHasSupport()` is true. Describes the given static instances (GLB roots / Mesh entities;
|
|
548
|
-
* `keysJoined` = one key per id, '
|
|
549
|
-
'-joined), the scene's brightest sun, its point lights (spherical emitters of
|
|
550
|
-
* `lightRadius` metres) and its IBL to the bake, which traces them on the NVIDIA card — direct light plus
|
|
551
|
-
* `bounceRays` Lambertian paths of `bounces` vertices per texel (0 / 0 = direct only) with `patchSamples` next-event
|
|
552
|
-
* samples over the bright patches of a first direct pass — and writes
|
|
553
|
-
* `<outDir>/<stem>.bake` + `<stem>-light[_n].ktx2` (irradiance in lux / lightScale, BC6H) + `<stem>-aux[_n].ktx2`
|
|
554
|
-
* (sun / sky visibility + light direction); `split` adds `<stem>-direct[_n]` / `-indirect[_n]` page sets for the
|
|
555
|
-
* SDK's two views; `denoise` runs OptiX's AI denoiser over 0 nothing, 1 the indirect part, 2 + the sky and the lamps, 3 + the sun; `filter` = the texel's reconstruction filter radius in texels (1 = ±1 texel tent, 0.5 = within the texel, 0 = the centre alone);
|
|
556
|
-
* `probeSpacing` > 0 places REFLECTION PROBES on a grid of that many metres and writes `<stem>-probes.ktx2` (a BC6H atlas of octahedral
|
|
557
|
-
* maps: one column of roughness-level tiles per probe, captured with `probeSize`² cube faces and `probeRays` paths per texel; the scene's
|
|
558
|
-
* IBL cubemap is what an escaping ray sees; `probeIndoor` keeps only the probes under a roof (an open share of the sphere of at most 15 %) — the
|
|
559
|
-
* outdoors reflects the sky through the texel's baked sky visibility instead; `volumeSpacing` (metres, 0 = none) bakes THE LIGHT GRID for movers — `<name>.lgrid`, named in the .bake's `volume`: per cell
|
|
560
|
-
* in free space an ambient cube without the direct sun, links between neighbours a ray connects (what `setAmbientCube`
|
|
561
|
-
* is fed from); `minSize` (metres, 0 = off) leaves every instance smaller than that along every axis out of the atlas — an occluder
|
|
562
|
-
* only, `"small": true` + its `light` (an ambient cube baked where it stands) in the .bake, applied by lightmapObjectApply; `probeLayout` 0 = ROOMS (indoor points slide to their
|
|
563
|
-
* room's middle and merge: one probe per room), 1 = GRID; `probeBox` = 6 floats, min xyz + max xyz, keeps the grid inside that box — null = the
|
|
564
|
-
* receivers' bounds) and the grid into the .bake; `debugDir` (optional) gets the float layers per page. Synchronous; progress on stdout as
|
|
565
|
-
* "[lightmap] …" lines, "[lightmap] done" on success. */
|
|
566
|
-
lightmapHasSupport?(): boolean
|
|
567
|
-
lightmapBake?(outDir: string, stem: string, entityIds: Uint32Array, keysJoined: string, size: number, texel: number, pages: number,
|
|
568
|
-
sunRays: number, skyRays: number, lightRays: number, lightRadius: number, sunAngleDeg: number, bias: number, seed: number,
|
|
569
|
-
bounceRays: number, bounces: number, patchSamples: number, split: boolean, denoise: number, filter: number,
|
|
570
|
-
probeSpacing: number, probeSize: number, probeRays: number, probeIndoor: boolean, probeLayout: number, probeBox: Float32Array | null, minSize: number, volumeSpacing: number, emissiveNits: number, detailTexels: number, debugDir?: string,
|
|
571
|
-
transmit?: string): boolean
|
|
572
|
-
/** Lightmap consumption: the next createGlb takes lightmap.filamat (the material behind that instance id) for its
|
|
573
|
-
* OPAQUE materials and the masked twin for its MASK materials instead of the ubershader, and keeps TEXCOORD_1;
|
|
574
|
-
* BLEND (glass) materials always keep the ubershader. 0xFFFFFFFF clears. The same call arms the foliage tier. */
|
|
575
|
-
setNextGlbLightmapped?(materialInstanceId: number, maskedMaterialInstanceId?: number): void
|
|
576
|
-
/** The level-wide scale every lightmap-material instance shares (present and future): lux per encoded 1.0 of the
|
|
577
|
-
* light atlas — the .bake's `lightScale` times whatever multiplier a debug knob wants. `emissiveNits` = the bake's
|
|
578
|
-
* radiance of emission 1.0 (the .bake's `emissiveNits`): over 0 the statics' glow is drawn scene-referred with it -
|
|
579
|
-
* a panel looks as bright as the light it gives; 0 = screen-referred. */
|
|
580
|
-
lightmapSetOptions?(lightScale: number, emissiveNits?: number): void
|
|
581
|
-
/** A MOVER'S SUN SHADOW ON THE BAKED STATICS: (dx, dy, dz) = TO the sun, (r, g, b) = its illuminance in lux, `on` =
|
|
582
|
-
* the level's aux pages end in the bake's SUN MAP (the .bake's `sunMap`; never true without it). The lightmap
|
|
583
|
-
* material takes the sun's part out of the baked light where the real-time shadow map says "in shadow". */
|
|
584
|
-
lightmapSunSet?(dx: number, dy: number, dz: number, r: number, g: number, b: number, on: boolean, levels?: number): void
|
|
585
|
-
/** The lightmap material's DATA views, level-wide: 0 = the picture, 1 lighting only (a white diffuse material under the camera's exposure), 2 albedo, 3 geometric normal,
|
|
586
|
-
* 4 shading normal, 5 sun visibility, 6 sky visibility, 7 the atlas texel checker (tinted per instance), 8 light
|
|
587
|
-
* direction, 9 false-colour log10 lux over [p1, p2], 10 relief (E on the shading normal / E), 13 what the specular
|
|
588
|
-
* reflects (the probe along the reflection, or the sky + baked light without one), 14 the probe map (grey = the probes' share of the reflection, tinted by the texel's pair), 15 the sky's path of the reflection alone, 16 the probes' path alone. */
|
|
589
|
-
lightmapDebug?(mode: number, p0?: number, p1?: number, p2?: number, p3?: number): void
|
|
590
|
-
/** The level's reflection probes, level-wide (every lightmap-material instance, present and future): the octahedral
|
|
591
|
-
* atlas as a loaded texture (`<stem>-probes.ktx2`, `Texture.load` like a page), its layout (`oct` = level 0's tile edge,
|
|
592
|
-
* `levels`, `perRow`), the probe count and the range the probe maps' records decode with (the .bake's `probes.encode`:
|
|
593
|
-
* lo xyz, size xyz). WHICH probes a pixel reflects is baked into the pages: every aux page carries its probe map
|
|
594
|
-
* under the page (per 4 x 4 block of texels the two probes those texels SEE — rays at bake time — and their weight).
|
|
595
|
-
* Returns the probe count; an invalid texture id clears. */
|
|
596
|
-
lightmapProbesSet?(atlasTextureId: number, oct: number, levels: number, perRow: number, count: number,
|
|
597
|
-
lox: number, loy: number, loz: number, sx: number, sy: number, sz: number): number
|
|
598
|
-
/** Bind the light page + the aux page + this instance's rect (uv1 * [sx, sy] + [ox, oy]) on every lightmap-material
|
|
599
|
-
* instance of the entity (a GLB instance's renderables, or a Mesh entity's own) and move those renderables to light
|
|
600
|
-
* channel 1 alone — a baked static takes nothing from the real-time sun and lamps (channel 0). Returns how many
|
|
601
|
-
* material instances took it (0 = not loaded lightmapped). */
|
|
602
|
-
lightmapApply?(entityId: number, lightTextureId: number, auxTextureId: number, sx: number, sy: number, ox: number, oy: number, group?: number): number
|
|
603
|
-
/** A SMALL STATIC the atlas left out (the bake's `minSize`: `small` + `light` in the .bake): no rect — the light
|
|
604
|
-
* baked where it stands goes into its material parameters. `data` = 27 floats: the ambient cube — per side of its
|
|
605
|
-
* bounds (+x -x +y -y +z -z) the irradiance rgb in lux and the sky visibility — then probe a, probe b, a's weight
|
|
606
|
-
* (65535 = no probe, 65534 = the sky). The textures = any page of the level (the probes' records sit under every
|
|
607
|
-
* aux page). Returns the material instances that took it (0 = not loaded lightmapped). */
|
|
608
|
-
lightmapObjectApply?(entityId: number, lightTextureId: number, auxTextureId: number, data: Float32Array, group?: number): number
|
|
609
|
-
/** BAKED AMBIENT LIGHT for a mover, or anything on a standard or custom LIT shader: every renderable of the GLB
|
|
610
|
-
* instance (or the Mesh entity) takes its diffuse indirect light from `data`'s ambient cube instead of the scene's
|
|
611
|
-
* IBL, and the IBL's reflections through the sky visibility. `data` = 25 or 26 floats: six sides (+x -x +y -y +z -z) of
|
|
612
|
-
* irradiance rgb in lux + one unused float each, the sky visibility (0 a room .. 1 the open sky), then optionally the
|
|
613
|
-
* baked SUN visibility (1 when absent): the real-time directional light on it is multiplied by it — the baked
|
|
614
|
-
* statics' shadow, they cast none in real time while a light grid is loaded. Lamps stay as they are. Cheap per frame. `null` = back to the IBL. Returns the renderables touched. */
|
|
615
|
-
setAmbientCube?(entityId: number, data: Float32Array | null): number
|
|
616
|
-
/** THE LIGHT GRID for movers (`lecodes lightmap bake` writes `<name>.lgrid`, the .bake's `volume` names it):
|
|
617
|
-
* `lightVolumeLoad(fetchId)` hands the engine the fetched file (false = not a grid); `lightVolumeTrack(entityId, on)`
|
|
618
|
-
* marks a GLB instance root or a Mesh entity as a MOVER — every frame the engine gives it the ambient cube of the
|
|
619
|
-
* place it is at (`setAmbientCube`), blended from the reachable cells around it and eased over ~0.12 s;
|
|
620
|
-
* `fixed` = a STATIC the atlas left out (glass, a material the lightmap shader declines): sampled once a grid, and
|
|
621
|
-
* ignored when every primitive of it is baked;
|
|
622
|
-
* `lightVolumeSample(x, y, z)` = that cube at a point (26 floats, null = no grid or no valid cell near), for tools;
|
|
623
|
-
* `lightVolumeClear()` drops the grid and every mover's cube. */
|
|
624
|
-
lightVolumeLoad?(fetchId: number): boolean
|
|
625
|
-
lightVolumeTrack?(entityId: number, on: boolean, fixed?: boolean): void
|
|
626
|
-
lightVolumeClear?(): void
|
|
627
|
-
lightVolumeSample?(x: number, y: number, z: number): Float32Array | null
|
|
628
|
-
/** A light's channels (Filament's, 0..7). Every light is on channel 0 at creation; one that must reach BAKED statics
|
|
629
|
-
* too (an unbaked lamp, a muzzle flash) is added to channel 1. */
|
|
630
|
-
setLightChannel?(entityId: number, channel: number, enable: boolean): void
|
|
631
|
-
/** Shadow flags on every renderable of a GLB instance (Mesh has setCastShadows/setReceiveShadows). */
|
|
632
|
-
setGlbShadows?(entityId: number, cast: boolean, receive: boolean): void
|
|
633
|
-
/** Foliage — the vegetation tier (`foliage.filamat` / `foliage-masked.filamat`, armed per model
|
|
634
|
-
* through setNextGlbLightmapped; the engine knows the tier by its `benders` parameter). Level-wide wind: direction on
|
|
635
|
-
* the ground (normalised by the host), strength = metres of sway at bendHeight, speed rad/s, gust 0..1. Applies to
|
|
636
|
-
* every foliage instance, present and future. */
|
|
637
|
-
foliageSetWind?(dirX: number, dirZ: number, strength: number, speed: number, gust?: number): void
|
|
638
|
-
/** Level-wide sway options: bendHeight = metres above the instance origin where the full sway / touch applies,
|
|
639
|
-
* touchStrength = metres a bender pushes, variation 0..1 = per-copy tint, sunWrap 0..1 = wrapped Lambert. */
|
|
640
|
-
foliageSetOptions?(bendHeight: number, touchStrength: number, variation: number, sunWrap: number): void
|
|
641
|
-
/** An entity whose live world position bends the vegetation within `radius` metres; <= 0 removes it. The host
|
|
642
|
-
* writes the 8 benders nearest the camera to the shader each frame. */
|
|
643
|
-
foliageSetBender?(entityId: number, radius: number): void
|
|
644
|
-
/** Distance fade for every instance of the entity's ASSET (present and future): the cards thin out between `start`
|
|
645
|
-
* and `end` metres from the camera and past `end` the LOD pass takes the instance out of the scene. end 0 = none. */
|
|
646
|
-
foliageSetFade?(entityId: number, start: number, end: number): void
|
|
647
|
-
physicsConfigure(gx: number, gy: number, gz: number, maxBodies: number): void
|
|
648
|
-
setInterpolation(enabled: boolean): void
|
|
649
|
-
// Shape/Physics/Trigger aspects: build a shape once, create bodies from it.
|
|
650
|
-
physicsBuildBox(hx: number, hy: number, hz: number): number
|
|
651
|
-
physicsBuildSphere(radius: number): number
|
|
652
|
-
physicsBuildCylinder(halfHeight: number, radius: number): number
|
|
653
|
-
physicsBuildCapsule(halfHeight: number, radius: number): number
|
|
654
|
-
/** Mesh shape from node-local triangles. convex=false → triangle mesh (static/kinematic/pick/character
|
|
655
|
-
* only; physicsCreateBody returns 0 for a dynamic one), convex=true → convex hull (any motion).
|
|
656
|
-
* (sx,sy,sz) = world scale, applied natively. Returns 0 if the shape can't be built. */
|
|
657
|
-
physicsBuildMesh(vertices: Float32Array, indices: Uint32Array, convex: boolean, sx: number, sy: number, sz: number): number
|
|
658
|
-
/** Same from a loaded GLB root (non-skinned primitives, bind pose, baked sub-node transforms; cached per asset). */
|
|
659
|
-
physicsBuildMeshFromEntity(entityId: number, convex: boolean, sx: number, sy: number, sz: number): number
|
|
660
|
-
/** Terrain collider (Shape { heightfield: true }, docs/terrain-plan.md §1.4): a Jolt HeightFieldShape over
|
|
661
|
-
* the grid `terrainCreate` draws (same arrays, same hole rule). Static / kinematic / pick / character
|
|
662
|
-
* ground only. (sx,sy,sz) = world scale. `physicsUpdateHeightField` rewrites a sample rectangle in
|
|
663
|
-
* place from the FULL arrays (live bodies keep the shape); heights beyond the range chosen at build
|
|
664
|
-
* time (25 % headroom) clamp — the SDK rebuilds the shape when an edit leaves that range. Optional. */
|
|
665
|
-
physicsBuildHeightField?(heights: Float32Array, sizeX: number, sizeZ: number, cellSize: number, holes: Uint8Array | null, sx: number, sy: number, sz: number): number
|
|
666
|
-
physicsUpdateHeightField?(shapeId: number, heights: Float32Array, sizeX: number, sizeZ: number, x0: number, z0: number, w: number, h: number, holes: Uint8Array | null): void
|
|
667
|
-
/** A loaded GLB root's triangle soup — the one `physicsBuildMeshFromEntity` collides — as 9 floats per
|
|
668
|
-
* triangle in the asset root's space (empty when the entity is not a GLB). `Terrain.conform` stamps a
|
|
669
|
-
* road model into the ground with it. Optional. */
|
|
670
|
-
glbTriangles?(entityId: number): Float32Array
|
|
671
|
-
/** Offset a built shape's centre from the node's origin (Shape `origin`) — world units in the
|
|
672
|
-
* body's rotated, UNSCALED frame, sitting outside a mesh shape's scale wrapper. Sets rather
|
|
673
|
-
* than accumulates; (0,0,0) clears it. Optional: an older host just centres on the node. */
|
|
674
|
-
physicsSetShapeOrigin?(shapeId: number, x: number, y: number, z: number): void
|
|
675
|
-
/** Swap a live body's shape, keeping its id, velocity and transform (Shape.fit / a re-attach).
|
|
676
|
-
* updateMass recomputes the inertia tensor. Refuses a triangle mesh on a dynamic body. */
|
|
677
|
-
physicsSetBodyShape?(bodyId: number, shapeId: number, updateMass: boolean): void
|
|
678
|
-
physicsDestroyShape(shapeId: number): void
|
|
679
|
-
/** sensor = trigger (overlap events, no response); pickOnly = raycast-only, non-colliding body. */
|
|
680
|
-
physicsCreateBody(entityId: number, shapeId: number, motion: number, mass: number, sensor: boolean, pickOnly: boolean): number
|
|
681
|
-
physicsSetPickable(bodyId: number, pickable: boolean): void
|
|
682
|
-
/** Surface friction of one body (0 = ice, ~1 = grippy asphalt). Values COMBINE as sqrt(a * b), so
|
|
683
|
-
* a low value on either side dominates. New bodies start at 0.6 — a neutral solid surface.
|
|
684
|
-
* The vehicle wheel cast reads the GROUND body's value — this is what caps a car's cornering. */
|
|
685
|
-
physicsSetFriction(bodyId: number, friction: number): void
|
|
686
|
-
physicsGetFriction(bodyId: number): number
|
|
687
|
-
/** Ray vs pickable bodies → hit entity id (0 = miss); fills `out` = [px,py,pz,nx,ny,nz,fraction]. */
|
|
688
|
-
physicsRaycast(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, maxDist: number, out?: Float32Array): number
|
|
689
|
-
/** Dev-time dump of the static collision geometry (docs/navmesh-plan.md §4) — the input of
|
|
690
|
-
* `lecodes navmesh bake`: every STATIC solid body's triangles in world space, as an NGEO file at
|
|
691
|
-
* `outPath`. `entityIds`/`areas` are per-entity overrides (area 0..15, 255 unwalkable, 254 skip).
|
|
692
|
-
* Returns the triangle count (-1 = failed). Desktop hosts with physics only. */
|
|
693
|
-
physicsStaticGeometry?(outPath: string, entityIds: Uint32Array, areas: Uint8Array): number
|
|
694
|
-
// CharacterController (Jolt CharacterVirtual). The character steps on the engine's FIXED clock like
|
|
695
|
-
// every body (frame-rate independent) and is render-interpolated; the engine owns its gravity, so
|
|
696
|
-
// the SDK never ticks it. Both velocity halves are LATCHED STATE, never one-shot events — JS runs
|
|
697
|
-
// once per frame while the sim runs 0..4 sub-steps, so a one-shot would double-apply or vanish.
|
|
698
|
-
// groundState: 0 OnGround / 1 OnSteepGround / 2 NotSupported / 3 InAir.
|
|
699
|
-
characterCreate(entityId: number, shapeId: number, maxSlopeDeg: number): number
|
|
700
|
-
characterDestroy(charId: number): void
|
|
701
|
-
/** This frame's HORIZONTAL command (world units/s), cleared once a step consumes it — no command
|
|
702
|
-
* means standing still, not coasting. Held across the frame's sub-steps, and it takes the axis
|
|
703
|
-
* back from a latched velocity: the last writer owns X/Z. */
|
|
704
|
-
characterMove(charId: number, x: number, z: number): void
|
|
705
|
-
/** The same command including the vertical — free mode (gravityScale 0): swimming / flying. */
|
|
706
|
-
characterMoveFree(charId: number, x: number, y: number, z: number): void
|
|
707
|
-
/** Seed the LATCHED ballistic vertical (jump / dash). No ground check. */
|
|
708
|
-
characterSetVerticalVelocity(charId: number, vy: number): void
|
|
709
|
-
/** Latch the whole velocity — it persists until a characterMove takes the axis back (knockback,
|
|
710
|
-
* wall jump, launch pad, weightless flight). Gravity still acts on the vertical. */
|
|
711
|
-
characterSetVelocity(charId: number, x: number, y: number, z: number): void
|
|
712
|
-
/** Multiplier over the world gravity; 0 = free mode, which ALSO disables stick-to-floor + stairs. */
|
|
713
|
-
characterSetGravityScale(charId: number, scale: number): void
|
|
714
|
-
characterSetMaxSlope(charId: number, maxSlopeDeg: number): void
|
|
715
|
-
/** Swap the collider live (crouch / stand up), keeping the FEET planted. Returns false when the new
|
|
716
|
-
* shape doesn't fit where the character stands — nothing changed, so the caller retries later and
|
|
717
|
-
* that retry is an exact headroom test. Optional: a host without it can't resize a character. */
|
|
718
|
-
characterSetShape?(charId: number, shapeId: number): boolean
|
|
719
|
-
/** The velocity the solver ENDED UP with after the last step (post-collision), not the command. */
|
|
720
|
-
characterGetVelocity(charId: number, out: Float32Array): void
|
|
721
|
-
characterGetGroundState(charId: number): number
|
|
722
|
-
/** Discontinuous move (spawn / respawn / teleport) — also resets the interpolation pair. */
|
|
723
|
-
characterSetPosition(charId: number, x: number, y: number, z: number): void
|
|
724
|
-
// Vehicle (Jolt VehicleConstraint + WheeledVehicleController). One settings BLOB, so tuning knobs
|
|
725
|
-
// never grow this ABI — layout (floats):
|
|
726
|
-
// header[34]: version(15), mass, comAuto, comY,
|
|
727
|
-
// engTorque, engMaxRpm, engIdleRpm (0 = no floor: the engine can stall, the game
|
|
728
|
-
// holds idle and cranks it), engInertia, engBraking, clutchStrength,
|
|
729
|
-
// diffRatio (<= 0 = a fully OPEN differential),
|
|
730
|
-
// antiRoll (the bar's stiffness as a FRACTION of the wheel spring; 0 = no bars),
|
|
731
|
-
// maxTiltDeg,
|
|
732
|
-
// aeroDownforce, aeroDrag (each a fraction of the car's own WEIGHT at 30 m/s, scaled
|
|
733
|
-
// by v² from there; 0/0 = no aero, Jolt's own behaviour),
|
|
734
|
-
// steerMode (0 = `steer` is the wheel angle as a fraction of the lock; 1 = `steer`
|
|
735
|
-
// is where the driver's HANDS aim a steering column the engine integrates every
|
|
736
|
-
// sub-step: I·θ̈ = T_hand + T_align·(1 − assist) + T_stop − damping·θ̇ − friction,
|
|
737
|
-
// T_hand = clamp(handStiffness·(steer·lock − θ), ±handTorque·steerForce),
|
|
738
|
-
// steerForce = the input's per-frame hold — the game's policy on when the hands let go,
|
|
739
|
-
// T_align = the steered tires' lateral force × (pneumatic trail collapsing to
|
|
740
|
-
// trailFloor × trail at the curve's peak + caster) — heavy at speed, light past
|
|
741
|
-
// the peak, self-centring, counter-steering in a slide),
|
|
742
|
-
// colInertia, colDamping, colFriction (the patch's dry friction, fades out by 1.5 m/s),
|
|
743
|
-
// colCaster, colTrail, colTrailFloor (the aligning torque's arms — read in BOTH
|
|
744
|
-
// modes; steerTorque is reported either way, the force-feedback signal),
|
|
745
|
-
// colHandTorque, colHandStiffness, colAssist (power steering),
|
|
746
|
-
// colRateDeg (the HANDS' top turning speed, deg/s — they cannot push a wheel that
|
|
747
|
-
// outruns them, they can still hold it; the free column is uncapped; 0 = none),
|
|
748
|
-
// colStopDeg, colStopTorque, colStopDamping (the end stop: over the last colStopDeg
|
|
749
|
-
// before the lock the rack pushes back colStopTorque × depth² N·m and damps by
|
|
750
|
-
// colStopDamping × depth N·m·s/rad — progressive, viscous rubber; 0 band = the
|
|
751
|
-
// hard clamp only),
|
|
752
|
-
// colBearing (the column's own dry friction, N·m, at any speed — rack and bearings),
|
|
753
|
-
// colHandRamp (seconds the hands' torque builds to colHandTorque over; 0 = instant),
|
|
754
|
-
// clutchCapacity (N·m the clutch passes before it slips, × the clutch scalar; 0 = Jolt's
|
|
755
|
-
// viscous clutch alone),
|
|
756
|
-
// wheelCount, curveCount
|
|
757
|
-
// + curveCount * 2: the engine's normalized torque curve (x = rpm/maxRpm, y = torque/maxTorque);
|
|
758
|
-
// 0 points keeps Jolt's default
|
|
759
|
-
// + per wheel, VARIABLE length: 15 fixed floats — px, py, pz, radius, width, maxSteerDeg,
|
|
760
|
-
// driven (the wheel's SHARE of the engine's torque: an axle's share is the sum
|
|
761
|
-
// of its two, the left/right split their ratio; every wheel 0 = no drive at
|
|
762
|
-
// all), axle, travel, stiffness, damping,
|
|
763
|
-
// traction (the longitudinal impulse clamp as a multiple of friction × load;
|
|
764
|
-
// 1 = the physical tire, Jolt's sample runs 10), circle (friction circle 0..1:
|
|
765
|
-
// the share of lateral capacity the longitudinal impulse in use takes away;
|
|
766
|
-
// 0 = the two axes independent), sideCount, forwardCount — then
|
|
767
|
-
// sideCount × (slip angle °, friction) and forwardCount × (slip ratio,
|
|
768
|
-
// friction). Tire curves are POINTS the SDK sends (its presets are SDK-side);
|
|
769
|
-
// 0 points keeps Jolt's own curve.
|
|
770
|
-
// In steerMode 0 the steering input is RAW: `steer` × each wheel's maxSteerDeg, per fixed step —
|
|
771
|
-
// any taper / rate limit is the game's. In mode 1 `steer` is where the hands aim the wheel.
|
|
772
|
-
// NO gear list, no pedals and no wheel node ids: the gearbox is the game's (a ratio + clutch in
|
|
773
|
-
// the input vector), the brakes are a torque per wheel in the same vector, and the game poses its
|
|
774
|
-
// wheel models itself from the state. Chassis space is forward -Z / up +Y (matching node.forward);
|
|
775
|
-
// wheel positions are suspension attachment points in unscaled chassis space; `axle` pairs wheels
|
|
776
|
-
// for the differentials + anti-roll bars.
|
|
777
|
-
vehicleCreate(entityId: number, shapeId: number, settings: Float32Array): number
|
|
778
|
-
vehicleDestroy(vehicleId: number): void
|
|
779
|
-
/** ONE input vector, latched and applied once per fixed step: [throttle 0..1, steer −1..1 (a
|
|
780
|
-
* fraction of the wheels' maxSteerDeg, applied as is; with a column, where the hands aim),
|
|
781
|
-
* steerForce 0..1 (with a column: how firmly the hands hold the wheel — the game's per-frame
|
|
782
|
-
* policy on letting go; without one, ignored), ratio (the ONE gear ratio the car runs: 0 =
|
|
783
|
-
* neutral, negative = reverse — the engine never sees a gear list), clutch 0..1 (scales the clutch
|
|
784
|
-
* in the coupled engine/wheel solve), brake_0 … brake_n (N·m of brake torque per wheel, this
|
|
785
|
-
* step)]. A shorter vector leaves the rest as it was. Sticky; a non-zero throttle, steer or brake
|
|
786
|
-
* wakes a sleeping car. */
|
|
787
|
-
vehicleSetInput(vehicleId: number, input: Float32Array): void
|
|
788
|
-
/** Re-apply the TUNABLE half of the blob (same layout) to a live car — differential, per-wheel tire
|
|
789
|
-
* curves / traction / circle, engine torque/RPM/curve, clutch strength + capacity, steer lock, the
|
|
790
|
-
* column, anti-roll stiffness, tilt limit. Structural values (mass, centre of mass, wheel geometry,
|
|
791
|
-
* the driven shares, suspension, whether an axle has a bar) are ignored: those need a re-create. */
|
|
792
|
-
vehicleSetTuning?(vehicleId: number, settings: Float32Array): void
|
|
793
|
-
/** out = [speed, rpm, wheelsInContact, vx, vy, vz, wx, wy, wz, steerDeg, steerTorque] (w = chassis
|
|
794
|
-
* angular velocity, rad/s; steerDeg = where the road wheels are, right-positive; steerTorque = the
|
|
795
|
-
* tires' self-aligning torque on the steering, N·m, + = pulls right — the force-feedback signal,
|
|
796
|
-
* reported in both steering modes)
|
|
797
|
-
* + per wheel [contact, slipLong, slipAngleDeg, suspensionLength, steerDeg, spin, fLat, fLong, vLat, vSlip, load]
|
|
798
|
-
* (fLat/fLong = the tire's forces, N, + = to its right / pushing the car forward; vLat/vSlip = the
|
|
799
|
-
* patch's sliding speeds, m/s, + = to the right / tread spinning up — force × speed is heat; load =
|
|
800
|
-
* the suspension's force on the wheel, N). slipLong is SIGNED (+ spinning up, − locking) and so is
|
|
801
|
-
* slipAngleDeg (+ the patch sliding to the tire's right). suspensionLength, steerDeg and spin are
|
|
802
|
-
* what a wheel model's pose is built from — by the game, the SDK only exposes them. */
|
|
803
|
-
vehicleGetState(vehicleId: number, out: Float32Array): void
|
|
804
|
-
/** Teleport upright and clear all motion (velocities, engine RPM, wheel spin); the input vector is
|
|
805
|
-
* zeroed — the SDK re-sends its own on the next early pass. */
|
|
806
|
-
vehicleReset(vehicleId: number, x: number, y: number, z: number, qx: number, qy: number, qz: number, qw: number): void
|
|
807
|
-
/** The chassis rigid body, for the plain body calls (physicsApplyImpulse, …). 0 if unknown. */
|
|
808
|
-
vehicleBodyId(vehicleId: number): number
|
|
809
|
-
// Ragdoll (Jolt Ragdoll): a Model's skeleton handed to physics — one dynamic body per listed bone
|
|
810
|
-
// (a capsule from the bone's origin to the next joint) joined to its parent part by a swing-twist
|
|
811
|
-
// constraint that carries a swing + twist MOTOR. Built ONCE from the pose the bones are in (that
|
|
812
|
-
// pose is the joints' neutral for the limits) and kept out of the world until ragdollActivate,
|
|
813
|
-
// which takes the bones' CURRENT pose and adds the bodies moving as the engine measured each bone
|
|
814
|
-
// over the last two frames (a swinging arm keeps swinging) plus a launch; from then on the engine
|
|
815
|
-
// writes the bodies' poses onto the bone entities every frame AFTER the animator, until
|
|
816
|
-
// ragdollDeactivate. POWERED (ragdollSetDrive): the motors pull every joint toward the relative
|
|
817
|
-
// rotation the ANIMATED pose shows (the engine hands the animator's pose to physics every frame,
|
|
818
|
-
// right after the animator wrote it and before the bodies overwrite it), and the root can be
|
|
819
|
-
// ANCHORED — the hips body kinematic on the animated hips — so a standing character stays in its
|
|
820
|
-
// animation while a hit jolts a limb and the motors bring it back; strength 0 with no anchor =
|
|
821
|
-
// limp. The skin joints under the hips that carry no part (the spine bones between two parts, the
|
|
822
|
-
// neck, the clavicles, fingers, toes) follow the animation while driven and HOLD their pose as the
|
|
823
|
-
// strength goes to 0 — a limp body never breathes with the loop playing underneath. Deactivating
|
|
824
|
-
// with a blend seeds the model's animator with the fallen pose, so whatever plays next
|
|
825
|
-
// transitions out of it (canimAnimatorSeedPose). Every body carries its bone entity as user
|
|
826
|
-
// data, so physicsRaycast / contact events name the bone. Optional: a host without it has no
|
|
827
|
-
// ragdolls.
|
|
828
|
-
// bones[partCount * 2]: bone entity, `to` entity (0 = a leaf: `length` along the parent's line;
|
|
829
|
-
// a leaf ROOT points along the model's up)
|
|
830
|
-
// settings — header[16]: version(3), partCount, stride(12), friction, linearDamping,
|
|
831
|
-
// angularDamping (0 = Jolt's own), collide (0 = everything, 1 = the STATIC world and
|
|
832
|
-
// other such ragdolls only: dynamic bodies, character controllers and vehicles pass
|
|
833
|
-
// through — Jolt's DEBRIS object/broadphase layer), freeze (1 = once every part of a
|
|
834
|
-
// LIMP body is asleep the bodies turn STATIC where they lie: the last pose keeps being
|
|
835
|
-
// written onto the bones, raycasts still hit, nothing wakes them, the solver skips
|
|
836
|
-
// them; ragdollActive reads false, ragdollDeactivate / ragdollActivate still work —
|
|
837
|
-
// activate makes the parts dynamic again), freezeAfter (seconds LIMP after which the
|
|
838
|
-
// freeze happens regardless; 0 = no cap), driveFrequency (Hz: the motors' position
|
|
839
|
-
// spring), driveDamping (ratio, 1 = critical), driveTorque (N·m per kg of the part:
|
|
840
|
-
// the motors' limit at strength 1), jointFriction (N·m per kg of the part: a torque
|
|
841
|
-
// that resists any joint motion, motor or not), limits (0 = the part cones below;
|
|
842
|
-
// 1 = LEARNED: at the first activation that finds clips bound to the model's
|
|
843
|
-
// animator the engine measures, per joint, how far the clips swing and twist it in
|
|
844
|
-
// its constraint frame and rebuilds the joints to those ranges — the motors never
|
|
845
|
-
// target a pose the limits forbid; no clips yet = the cones, measured at a later
|
|
846
|
-
// activation), limitsMargin (degrees added on each side of a learned range),
|
|
847
|
-
// reserved x1
|
|
848
|
-
// + partCount * 12: parentIndex (-1 = the root; always < the part's own index), radius, length
|
|
849
|
-
// (0 = up to the `to` bone), mass (kg; 0 = from the volume), swingDeg (cone
|
|
850
|
-
// half-angle), twistDeg (half-angle), hinge (0/1), hingeAxisX/Y/Z (in the MODEL
|
|
851
|
-
// node's space), hingeMinDeg, hingeMaxDeg — a hinge is a swing-twist whose cone is
|
|
852
|
-
// flat (2°) across the axis and [min, max] about it (a knee, an elbow)
|
|
853
|
-
ragdollCreate?(rootEntityId: number, bones: Uint32Array, settings: Float32Array): number
|
|
854
|
-
ragdollDestroy?(ragdollId: number): void
|
|
855
|
-
/** Pose the bodies from the bones' current transforms and add them to the world, each moving as
|
|
856
|
-
* its bone was measured over the last two frames, plus the launch (vx, vy, vz) on every body.
|
|
857
|
-
* Already active = re-wake + the launch. false = unknown id / no world. */
|
|
858
|
-
ragdollActivate?(ragdollId: number, vx: number, vy: number, vz: number): boolean
|
|
859
|
-
/** Take the bodies out of the world. The bones get the bodies' last pose written against the
|
|
860
|
-
* parents' CURRENT worlds (move the model node under the hips first), and with `blend` > 0 the
|
|
861
|
-
* model's animator is seeded with it: whatever plays next transitions from the fallen pose over
|
|
862
|
-
* `blend` seconds. */
|
|
863
|
-
ragdollDeactivate?(ragdollId: number, blend: number): void
|
|
864
|
-
/** In the world AND at least one body still awake (a settled ragdoll reads false). */
|
|
865
|
-
ragdollActive?(ragdollId: number): boolean
|
|
866
|
-
/** The rigid body of part `index` (for physicsApplyImpulseAt / velocities). 0 if unknown. */
|
|
867
|
-
ragdollBodyId?(ragdollId: number, index: number): number
|
|
868
|
-
/** The joint motors' strength (0..1 = the share of driveTorque; 0 = off = limp) and the root
|
|
869
|
-
* anchor (the hips body kinematic on the animated hips). Kept across activations; a driven or
|
|
870
|
-
* anchored body never freezes. */
|
|
871
|
-
ragdollSetDrive?(ragdollId: number, strength: number, anchor: boolean): void
|
|
872
|
-
// Dynamic bones (the SDK's DynamicBone; creator-anim canimDyn* behind creator-gl): secondary motion
|
|
873
|
-
// for tails, ears, hair and cloaks — a bone tree under one root simulated as Verlet particle chains
|
|
874
|
-
// (gravity, wind, drag, stiffness toward the animated shape, an angle cone, capsule / sphere
|
|
875
|
-
// colliders, a floor plane, bone length, neighbour links) in an engine stage AFTER the late phase
|
|
876
|
-
// and BEFORE the skin flush: the animator, an active ragdoll and late-phase JS bone writes are the
|
|
877
|
-
// input, the simulated local rotations the output. Bones the animator does not drive keep their
|
|
878
|
-
// bind pose as the target; driven ones follow their clip. Optional: a host without it shows the
|
|
879
|
-
// animation alone.
|
|
880
|
-
// bones[boneCount]: entity ids — the root first, every other bone a child of an earlier one.
|
|
881
|
-
// settings — header[28]: version(1), boneCount, boneStride(7), then the chain params: weight
|
|
882
|
-
// (0..1 animation → simulation; 0 = off, re-arms on the animated pose), follow (0..1 of
|
|
883
|
-
// the root's travel carried onto the particles; 0 = full whip), wind xyz (m/s², world),
|
|
884
|
-
// link (0..1 neighbour-link strength), rate (substep Hz, ≤ 4 substeps per frame),
|
|
885
|
-
// teleport (a root jump past this many metres resets the chain), floor (0/1), floor
|
|
886
|
-
// point xyz, floor normal xyz (the floor slots are overridden by dynamicBoneSetFloor),
|
|
887
|
-
// floorFriction (a Coulomb coefficient: a resting particle's slide loses up to friction · g · dt of
|
|
888
|
-
// speed per substep), iterations
|
|
889
|
-
// (constraint passes per substep, 1..8, default 4; a long rope may want 8), side (the
|
|
890
|
-
// cloth's outside, one-sided colliders: 0 none, 1 away from the root bone's axis, 2 the
|
|
891
|
-
// next xyz in the root bone's frame), side xyz, guideHold (0..1: guides re-applied after
|
|
892
|
-
// every constraint pass with this fraction of their weight; 0 = once before the passes),
|
|
893
|
-
// edges (1 = the bone segments and links collide with the capsules too, not only the particles),
|
|
894
|
-
// spin (> 0: the chain in the parent bone's rotating frame + its centrifugal / Euler forces × spin;
|
|
895
|
-
// 0 = the translational frame, no turn forces), spinInertia (s: the cloth's own rotation follows the body's with this time constant — behind on a start, past the back on a stop; 0 = glued)
|
|
896
|
-
// + boneCount × 7: radius (m), stiffness (0..1 per 1/60 s toward the animated shape), damping
|
|
897
|
-
// (0..1 velocity lost per 1/60 s), gravity (m/s² along world −Y), angleLimit (degrees off
|
|
898
|
-
// the animated direction, 0 = none), mass (relative, 0 = 1: a bone-length constraint
|
|
899
|
-
// moves its two ends in inverse proportion; the root is kinematic; < 0 = PINNED, the bone
|
|
900
|
-
// rides the animation), give (m, pinned bones: a soft pin — a collider may push the bone
|
|
901
|
-
// this far off its animated place, its local translation is written back too; 0 = hard)
|
|
902
|
-
// links: (a, b) bone index pairs held at their rest distance (a cloak's columns; two linked leaves
|
|
903
|
-
// link their virtual tips too, so a hem stays a hem); optional.
|
|
904
|
-
dynamicBoneCreate?(modelRootId: number, bones: Uint32Array, settings: Float32Array, links?: Uint16Array): number
|
|
905
|
-
dynamicBoneDestroy?(id: number): void
|
|
906
|
-
/** Retune a live chain: the same blob as create (the bone rows too when the count matches). */
|
|
907
|
-
dynamicBoneSet?(id: number, settings: Float32Array): void
|
|
908
|
-
/** The floor the particles stay above: mode 0 none / 1 the plane (point, normal) / 2 probe — the
|
|
909
|
-
* engine casts a ray from the chain root down every frame (the ground probe, the model root
|
|
910
|
-
* excluded) and uses the hit; no hit / no physics world = no floor that frame. */
|
|
911
|
-
dynamicBoneSetFloor?(id: number, mode: 0 | 1 | 2, x: number, y: number, z: number, nx: number, ny: number, nz: number): void
|
|
912
|
-
/** The next frame snaps the chain onto the animated pose (a teleport, a cut). */
|
|
913
|
-
dynamicBoneReset?(id: number): void
|
|
914
|
-
/** The colliders this chain collides with (dynamicBoneColliderCreate ids); replaces the list. */
|
|
915
|
-
dynamicBoneSetColliders?(id: number, colliderIds: Uint32Array): void
|
|
916
|
-
/** The particles' world positions (bones first, then the leaves' virtual tips), 3 floats each into
|
|
917
|
-
* `out`; returns the count written — a debug overlay. */
|
|
918
|
-
dynamicBoneParticles?(id: number, out: Float32Array): number
|
|
919
|
-
// guides: rows × 5 — bone index (in the chain's bone order), world x y z, weight — world points the
|
|
920
|
-
// bones' particles are drawn to before the constraints; null / empty clears; refreshed every frame
|
|
921
|
-
dynamicBoneTargets?(id: number, rows: Float32Array | null): void
|
|
922
|
-
/** A capsule a → b in the entity's local space (a == b = a sphere) that rides the entity — a bone
|
|
923
|
-
* of the body the chains must not pass through. Returns a collider id (0 on failure). */
|
|
924
|
-
/** `sided` 1 = one-sided: while the capsule moves away from the chain's `side` it puts a bone it has run into over to that side instead of carrying it (an arm under a cape); 0 = pushes to the nearest surface. */
|
|
925
|
-
dynamicBoneColliderCreate?(entityId: number, ax: number, ay: number, az: number, bx: number, by: number, bz: number, radius: number, sided: number): number
|
|
926
|
-
dynamicBoneColliderSet?(colliderId: number, ax: number, ay: number, az: number, bx: number, by: number, bz: number, radius: number, sided: number): void
|
|
927
|
-
dynamicBoneColliderDestroy?(colliderId: number): void
|
|
928
|
-
// Legacy coupled shape+body (still used by the worker RigidBody).
|
|
929
|
-
physicsCreateBox(entityId: number, hx: number, hy: number, hz: number, motionType: number, mass: number): number
|
|
930
|
-
physicsCreateSphere(entityId: number, radius: number, motionType: number, mass: number): number
|
|
931
|
-
physicsCreateCylinder(entityId: number, halfHeight: number, radius: number, motionType: number, mass: number): number
|
|
932
|
-
physicsSetLinearVelocity(bodyId: number, x: number, y: number, z: number): void
|
|
933
|
-
physicsGetLinearVelocity(bodyId: number, out: Float32Array): void
|
|
934
|
-
/** Angular velocity about each world axis, RADIANS/second — Jolt's unit; the SDK exposes degrees.
|
|
935
|
-
* The only way to stop a spin: a position write leaves both velocities untouched. */
|
|
936
|
-
physicsSetAngularVelocity?(bodyId: number, x: number, y: number, z: number): void
|
|
937
|
-
physicsGetAngularVelocity?(bodyId: number, out: Float32Array): void
|
|
938
|
-
physicsApplyImpulse(bodyId: number, x: number, y: number, z: number): void
|
|
939
|
-
physicsApplyImpulseAt?(bodyId: number, x: number, y: number, z: number, px: number, py: number, pz: number): void
|
|
940
|
-
physicsSetBodyPosition(bodyId: number, x: number, y: number, z: number): void
|
|
941
|
-
/** The rotation twin (normalized host-side). Both snap the body's render-interpolation pair, so a
|
|
942
|
-
* discontinuous move is drawn as one rather than as a one-frame slide/spin across the gap. */
|
|
943
|
-
physicsSetBodyRotation?(bodyId: number, qx: number, qy: number, qz: number, qw: number): void
|
|
944
|
-
physicsRemoveBody(bodyId: number): void
|
|
945
|
-
|
|
946
|
-
createMediaPlayerTexture(id: number): number
|
|
947
|
-
|
|
948
|
-
getName(entityId: number): string
|
|
949
|
-
setName(entityId: number, name: string): void
|
|
950
|
-
|
|
951
|
-
hasMesh(entityId: number): boolean
|
|
952
|
-
|
|
953
|
-
createARController(sceneId: number, cameraId: number, mode: string, onTrack: (entityId: number, track: boolean) => void): void
|
|
954
|
-
createRootAnchor(sceneId: number): number
|
|
955
|
-
createAnchor(sceneId: number, physicalWidth: number, systemId: number): number
|
|
956
|
-
|
|
957
|
-
// Particles. All emitter/curve config crosses as ONE Float32Array of [tag, payloadLen,
|
|
958
|
-
// ...payload] records, parsed once in creator-particles (CPART_TAG_* in creator-particles.h; the
|
|
959
|
-
// SDK mirror is in gl/Particles.ts, guarded by sdk/tests/particles-tags.test.ts). Unknown
|
|
960
|
-
// tags skip by length. maxParticles 0 = default (1000).
|
|
961
|
-
createParticleSystem(entityId: number, materialInstanceId: number, maxParticles: number): void
|
|
962
|
-
spawnParticles(entityId: number, count: number): void
|
|
963
|
-
setParticleSystemConfig(entityId: number, data: Float32Array): void
|
|
964
|
-
|
|
965
|
-
// Projected decals (creator-gl src/decals.h; SDK gl/DecalSet.ts). A set on an entity = one
|
|
966
|
-
// renderable of `capacity` (0 = 256) unit boxes drawn with the material instance (decal.filamat)
|
|
967
|
-
// — each box projects its atlas cell onto the opaque scene behind it through the scene depth
|
|
968
|
-
// buffer. A record is 27 floats in the SET entity's space: X Y Z axes scaled by the box's
|
|
969
|
-
// width / height / depth (Z = out of the surface), centre, atlas rect u0 v0 u1 v1, tint rgba,
|
|
970
|
-
// life (s, 0 = forever), fadeIn (s), fadeOut (s), capStart, capEnd (tilt of the image's bottom /
|
|
971
|
-
// top edge in unit space — mitred trail joints, 0 = square), alphaStart, alphaEnd (opacity
|
|
972
|
-
// multipliers at the bottom / top edge — a gradient along the image). addDecal returns the slot (0xFFFFFFFF = no
|
|
973
|
-
// set; a full set recycles its oldest); updateDecal keeps the slot's birth time. Optional:
|
|
974
|
-
// a host without them draws no decals (the SDK warns once).
|
|
975
|
-
createDecalSet?(entityId: number, materialInstanceId: number, capacity: number): void
|
|
976
|
-
addDecal?(entityId: number, record: Float32Array): number
|
|
977
|
-
updateDecal?(entityId: number, slot: number, record: Float32Array): void
|
|
978
|
-
removeDecal?(entityId: number, slot: number): void
|
|
979
|
-
clearDecals?(entityId: number): void
|
|
980
|
-
decalCount?(entityId: number): number
|
|
981
|
-
|
|
982
|
-
createNoise(): number
|
|
983
|
-
setNoiseFrequency(noiseId: number, frequency: number): void
|
|
984
|
-
setNoiseOctaves(noiseId: number, octaves: number): void
|
|
985
|
-
setNoiseFractalLunacrity(noiseId: number, lunacrity: number): void
|
|
986
|
-
setNoiseFractalGain(noiseId: number, fractalGain: number): void
|
|
987
|
-
getNoise2D(noiseId: number, x: number, y: number): number
|
|
988
|
-
getNoise3D(noiseId: number, x: number, y: number, z: number): number
|
|
989
|
-
|
|
990
|
-
captureImage(sceneId: number, onComplete: (bufferId: number, name: string, size: number) => void, onReject: () => void): void
|
|
991
|
-
}
|
|
992
|
-
|
|
993
|
-
// ---- 2D engine (sokol / creator-2d) ----------------------------------------------------------
|
|
994
|
-
// A 2D-only project loads ONLY creator2d.wasm — never Filament.
|
|
995
|
-
var _creator2d: {
|
|
996
|
-
backend: string
|
|
997
|
-
version(): number
|
|
998
|
-
render(nowMs: number): void
|
|
999
|
-
onUpdate(cb: (dt: number) => void): void
|
|
1000
|
-
offUpdate(cb: (dt: number) => void): void
|
|
1001
|
-
// Render-synced aspect update(dt) dispatch, called from inside c2dRender. Early = before the
|
|
1002
|
-
// physics step; late = after animations, just before draw. Single-slot per phase (the SDK's
|
|
1003
|
-
// Aspect dispatcher registers one callback that iterates its ordered updater list).
|
|
1004
|
-
setEarlyUpdate(cb: (dt: number) => void): void
|
|
1005
|
-
setLateUpdate(cb: (dt: number) => void): void
|
|
1006
|
-
/** Clock multiplier for the 2D physics step + sprite animations (see `_creator.setTimeScale`). */
|
|
1007
|
-
setTimeScale?(scale: number): void
|
|
1008
|
-
setOnAnimEvent(cb: (ev: { entityId: number, clipId: number, type: number }) => void): void
|
|
1009
|
-
// Raw scene pointer events from the host (canvas / iOS view). phase: 0 down, 1 move, 2 up, 3 cancel;
|
|
1010
|
-
// x,y in logical (CSS px / iOS point) coords relative to the surface. The SDK hit-tests + tracks.
|
|
1011
|
-
setOnPointer(cb: (phase: number, pointerId: number, x: number, y: number) => void): void
|
|
1012
|
-
setClearColor(r: number, g: number, b: number, a: number): void
|
|
1013
|
-
|
|
1014
|
-
createScene(): number
|
|
1015
|
-
destroyScene(sceneId: number): void
|
|
1016
|
-
openScene(sceneId: number): void
|
|
1017
|
-
closeScene(): void
|
|
1018
|
-
sceneSetClearColor(sceneId: number, r: number, g: number, b: number, a: number): void
|
|
1019
|
-
addEntityToScene(sceneId: number, entityId: number): void
|
|
1020
|
-
removeEntityFromScene(sceneId: number, entityId: number): void
|
|
1021
|
-
setLayerYSort(sceneId: number, layer: number, enabled: boolean): void
|
|
1022
|
-
|
|
1023
|
-
cameraSetPosition(sceneId: number, x: number, y: number): void
|
|
1024
|
-
cameraSetZoom(sceneId: number, zoom: number): void
|
|
1025
|
-
cameraSetRotation(sceneId: number, deg: number): void
|
|
1026
|
-
cameraScreenToWorld(sceneId: number, sx: number, sy: number): Float32Array
|
|
1027
|
-
cameraWorldToScreen(sceneId: number, wx: number, wy: number): Float32Array
|
|
1028
|
-
|
|
1029
|
-
createEntity(): number
|
|
1030
|
-
destroyEntity(entityId: number): void
|
|
1031
|
-
setPosition(entityId: number, x: number, y: number): void
|
|
1032
|
-
setRotation(entityId: number, deg: number): void
|
|
1033
|
-
setScale(entityId: number, sx: number, sy: number): void
|
|
1034
|
-
setLayer(entityId: number, layer: number): void
|
|
1035
|
-
setZ(entityId: number, z: number): void
|
|
1036
|
-
setVisible(entityId: number, visible: boolean): void
|
|
1037
|
-
getPosition(entityId: number): Float32Array
|
|
1038
|
-
|
|
1039
|
-
setParent(childId: number, parentId: number, keepWorld: boolean): void
|
|
1040
|
-
getParent(entityId: number): number
|
|
1041
|
-
getChildCount(entityId: number): number
|
|
1042
|
-
getChild(entityId: number, index: number): number
|
|
1043
|
-
getWorldPosition(entityId: number): Float32Array
|
|
1044
|
-
getWorldMatrix(entityId: number): Float32Array
|
|
1045
|
-
worldToLocal(entityId: number, wx: number, wy: number): Float32Array
|
|
1046
|
-
localToWorld(entityId: number, lx: number, ly: number): Float32Array
|
|
1047
|
-
getLocalTransform(entityId: number): Float32Array
|
|
1048
|
-
|
|
1049
|
-
setSprite(entityId: number, textureId: number): void
|
|
1050
|
-
setSpriteFrame(entityId: number, u0: number, v0: number, u1: number, v1: number): void
|
|
1051
|
-
setSpriteFramePx(entityId: number, px: number, py: number, pw: number, ph: number): void
|
|
1052
|
-
setSpriteSize(entityId: number, w: number, h: number): void
|
|
1053
|
-
setSpriteAnchor(entityId: number, ax: number, ay: number): void
|
|
1054
|
-
setSpriteColor(entityId: number, r: number, g: number, b: number): void
|
|
1055
|
-
setSpriteOpacity(entityId: number, a: number): void
|
|
1056
|
-
setSpriteFlip(entityId: number, flipX: boolean, flipY: boolean): void
|
|
1057
|
-
|
|
1058
|
-
createTexture(systemId: number, onComplete: (texId: number, w: number, h: number) => void, onReject: (e: any) => void): void
|
|
1059
|
-
getTextureWidth(texId: number): number
|
|
1060
|
-
getTextureHeight(texId: number): number
|
|
1061
|
-
destroyTexture(texId: number): void
|
|
1062
|
-
setDefaultFilter(linear: boolean): void
|
|
1063
|
-
|
|
1064
|
-
// Textures from a _creatorCanvas surface (RGBA8, already rasterized — no decode, so synchronous).
|
|
1065
|
-
// See docs/canvas-contract.md.
|
|
1066
|
-
createTextureFromCanvas(surfaceId: number): number
|
|
1067
|
-
updateTextureFromCanvas(texId: number, surfaceId: number): void
|
|
1068
|
-
|
|
1069
|
-
defineAnimation(entityId: number, frames: Float32Array, fps: number, loop: boolean): number
|
|
1070
|
-
playAnimation(entityId: number, clipId: number): void
|
|
1071
|
-
stopAnimation(entityId: number): void
|
|
1072
|
-
setAnimationSpeed(entityId: number, speed: number): void
|
|
1073
|
-
getAnimationFrame(entityId: number): number
|
|
1074
|
-
|
|
1075
|
-
createTilemap(textureId: number, cols: number, rows: number, tileW: number, tileH: number, atlasCols: number, atlasRows: number, data: Int32Array): number
|
|
1076
|
-
setTile(tilemapId: number, x: number, y: number, index: number): void
|
|
1077
|
-
|
|
1078
|
-
bulkSetPositions(ids: Uint32Array, xy: Float32Array, count: number): void
|
|
1079
|
-
|
|
1080
|
-
// physics (Box2D v3; present only in CREATOR_2D_PHYSICS builds — physicsHasSupport() reports it).
|
|
1081
|
-
// See docs/2d-physics-plan.md. physicsHasSupport() reports the BUILD, not the world: the world is
|
|
1082
|
-
// created lazily by the first physicsCreateBody, so configure() is optional.
|
|
1083
|
-
physicsHasSupport(): boolean
|
|
1084
|
-
/** Live and non-destructive: an existing world keeps its bodies and takes the new gravity.
|
|
1085
|
-
* pixelsPerMeter only applies to a world that doesn't exist yet (global Box2D tolerance). */
|
|
1086
|
-
physicsConfigure(gx: number, gy: number, pixelsPerMeter: number, subStepCount: number): void
|
|
1087
|
-
setInterpolation(enabled: boolean): void
|
|
1088
|
-
/** type 0 contactBegin / 1 contactEnd / 2 sensorBegin / 3 sensorEnd. A contact BEGIN carries the
|
|
1089
|
-
* manifold — world point, normal pointing A→B, and the approach speed at impact; the other three
|
|
1090
|
-
* carry zeros. (The begin manifold is pre-solve, so its impulses are all zero — `speed` is the
|
|
1091
|
-
* pre-solve relative normal velocity, which is the number an impact actually wants.) */
|
|
1092
|
-
setOnPhysicsEvent(cb: (entityA: number, entityB: number, type: number, px: number, py: number, nx: number, ny: number, speed: number) => void): void
|
|
1093
|
-
physicsCreateBody(entityId: number, motionType: number): number
|
|
1094
|
-
physicsRemoveBody(bodyHandle: number): void
|
|
1095
|
-
// Shapes carry no `density` (built at density 1, so mass == area — physicsSetMass overrides) and
|
|
1096
|
-
// do carry the collision filter. category/mask are 32-bit; 0 means "everything".
|
|
1097
|
-
physicsAddBox(bodyHandle: number, hw: number, hh: number, ox: number, oy: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
|
|
1098
|
-
physicsAddCircle(bodyHandle: number, radius: number, ox: number, oy: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
|
|
1099
|
-
physicsAddCapsule(bodyHandle: number, x1: number, y1: number, x2: number, y2: number, radius: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
|
|
1100
|
-
physicsAddSegment(bodyHandle: number, x1: number, y1: number, x2: number, y2: number, friction: number, bounce: number, category: number, mask: number): void
|
|
1101
|
-
physicsAddPolygon(bodyHandle: number, pts: Float32Array, count: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
|
|
1102
|
-
/** A polyline of connected segments — long CONCAVE surfaces in one seam-free piece. STATIC bodies
|
|
1103
|
-
* only, >= 4 points; the SDK synthesises the tangent points an open chain needs, because Box2D's
|
|
1104
|
-
* first and last edges do not collide. One-sided: solid on the right of the point order. */
|
|
1105
|
-
physicsAddChain(bodyHandle: number, pts: Float32Array, count: number, isLoop: boolean, friction: number, bounce: number, category: number, mask: number): void
|
|
1106
|
-
/** Destroy every shape on a body, keeping the body (id, transform, velocity) — the first half of a
|
|
1107
|
-
* live collider rebuild. */
|
|
1108
|
-
physicsClearShapes(bodyHandle: number): void
|
|
1109
|
-
/** Contact events are OFF per body until this turns them on — otherwise every crate-on-crate pair
|
|
1110
|
-
* crosses the bridge every frame. The SDK enables it on the first 'enter'/'exit' listener. */
|
|
1111
|
-
physicsSetContactEvents(bodyHandle: number, enabled: boolean): void
|
|
1112
|
-
physicsSetLinearVelocity(bodyHandle: number, x: number, y: number): void
|
|
1113
|
-
physicsGetLinearVelocity(bodyHandle: number): Float32Array
|
|
1114
|
-
physicsSetAngularVelocity(bodyHandle: number, degPerSec: number): void
|
|
1115
|
-
physicsGetAngularVelocity(bodyHandle: number): number
|
|
1116
|
-
physicsApplyLinearImpulse(bodyHandle: number, x: number, y: number): void
|
|
1117
|
-
/** Impulse at a WORLD point — the lever arm becomes angular impulse (a central impulse never
|
|
1118
|
-
* spins a body). Mirrors 3D physicsApplyImpulseAt. */
|
|
1119
|
-
physicsApplyImpulseAt(bodyHandle: number, x: number, y: number, px: number, py: number): void
|
|
1120
|
-
physicsApplyForce(bodyHandle: number, x: number, y: number): void
|
|
1121
|
-
/** Teleport the body to its ENTITY's current world transform — how node.position / .rotation reach
|
|
1122
|
-
* it. The parent-chain math stays native instead of being re-derived in TS. Snaps prev/cur so the
|
|
1123
|
-
* renderer doesn't interpolate across the jump; the body KEEPS its velocity. */
|
|
1124
|
-
physicsSetFromEntity(bodyHandle: number): void
|
|
1125
|
-
physicsSetFixedRotation(bodyHandle: number, enabled: boolean): void
|
|
1126
|
-
physicsSetGravityScale(bodyHandle: number, scale: number): void
|
|
1127
|
-
physicsSetLinearDamping(bodyHandle: number, damping: number): void
|
|
1128
|
-
physicsSetAngularDamping(bodyHandle: number, damping: number): void
|
|
1129
|
-
physicsSetBullet(bodyHandle: number, enabled: boolean): void
|
|
1130
|
-
physicsSetEnabled(bodyHandle: number, enabled: boolean): void
|
|
1131
|
-
physicsSetAwake(bodyHandle: number, awake: boolean): void
|
|
1132
|
-
/** Scales the shape-derived mass data, so the rotational inertia keeps its ratio. <= 0 restores
|
|
1133
|
-
* the area-derived default. */
|
|
1134
|
-
physicsSetMass(bodyHandle: number, mass: number): void
|
|
1135
|
-
physicsGetMass(bodyHandle: number): number
|
|
1136
|
-
physicsSetMotionType(bodyHandle: number, motionType: number): void
|
|
1137
|
-
physicsSetFriction(bodyHandle: number, friction: number): void
|
|
1138
|
-
physicsSetBounce(bodyHandle: number, bounce: number): void
|
|
1139
|
-
physicsSetFilter(bodyHandle: number, category: number, mask: number): void
|
|
1140
|
-
// Queries. `mask` = the union of group categories the query may hit (0 = everything); `ignore` is
|
|
1141
|
-
// a list of ENTITY ids to skip, passed as floats because ids are small ints and that reuses the
|
|
1142
|
-
// one buffer helper. Box2D's closest-ray API has no exclusion, hence the explicit list.
|
|
1143
|
-
physicsRaycastClosest(x0: number, y0: number, x1: number, y1: number, mask: number, ignore: Float32Array, ignoreCount: number): Float32Array
|
|
1144
|
-
/** All hits along the segment, nearest first: maxHits records of [entityId, px, py, nx, ny, fraction]. */
|
|
1145
|
-
physicsRaycastAll(x0: number, y0: number, x1: number, y1: number, mask: number, ignore: Float32Array, ignoreCount: number, maxHits: number): Float32Array
|
|
1146
|
-
/** Overlap an arbitrary convex shape given as a point cloud + radius (Box2D's b2ShapeProxy form),
|
|
1147
|
-
* so one call covers circle / capsule / box / polygon — and the swept test for a moving circle.
|
|
1148
|
-
* Returns up to maxHits entity ids. */
|
|
1149
|
-
physicsOverlap(pts: Float32Array, count: number, radius: number, mask: number, ignore: Float32Array, ignoreCount: number, maxHits: number): Float32Array
|
|
1150
|
-
/** Topmost by DRAW order (layer, then z) — not whatever the broadphase hands back first. */
|
|
1151
|
-
physicsOverlapPoint(x: number, y: number, mask: number, ignore: Float32Array, ignoreCount: number): number
|
|
1152
|
-
// CharacterController2D (Box2D's kinematic mover). The character steps on the engine's FIXED clock
|
|
1153
|
-
// inside the same loop as the bodies, so the SDK does no per-frame work. Capsule ends are in the
|
|
1154
|
-
// character's own frame. It also owns a hidden kinematic "shadow" body so raycasts, overlaps and
|
|
1155
|
-
// sensors see it — solid shapes strip the reserved character bit from their mask, sensors add it.
|
|
1156
|
-
characterCreate(entityId: number, x1: number, y1: number, x2: number, y2: number, radius: number, maxSlopeDeg: number, category: number, mask: number): number
|
|
1157
|
-
characterDestroy(charId: number): void
|
|
1158
|
-
/** The HORIZONTAL command, world units/s — a per-frame command that EXPIRES once a step consumes it. */
|
|
1159
|
-
characterMove(charId: number, x: number): void
|
|
1160
|
-
/** Free mode (gravityScale 0): both axes as one expiring command. */
|
|
1161
|
-
characterMoveFree(charId: number, x: number, y: number): void
|
|
1162
|
-
characterSetVerticalVelocity(charId: number, vy: number): void
|
|
1163
|
-
/** LATCH the whole velocity — it persists until a characterMove takes the axis back. */
|
|
1164
|
-
characterSetVelocity(charId: number, x: number, y: number): void
|
|
1165
|
-
characterSetGravityScale(charId: number, scale: number): void
|
|
1166
|
-
characterSetMaxSlope(charId: number, maxSlopeDeg: number): void
|
|
1167
|
-
characterSetFilter(charId: number, category: number, mask: number): void
|
|
1168
|
-
/** Ignore this entity's one-way surfaces (0 = none) — dropping through a semisolid platform. */
|
|
1169
|
-
characterSetDropThrough(charId: number, entityId: number): void
|
|
1170
|
-
/** Resize keeping the FEET planted; false = it didn't fit and NOTHING changed, so the caller
|
|
1171
|
-
* retries later and that retry is an exact headroom test. */
|
|
1172
|
-
characterSetCapsule(charId: number, x1: number, y1: number, x2: number, y2: number, radius: number): boolean
|
|
1173
|
-
/** Teleport to the entity's world transform (how node.position reaches a character). Drops fall speed. */
|
|
1174
|
-
characterSetFromEntity(charId: number): void
|
|
1175
|
-
/** out8 = [velX, velY, groundState (0 ground / 1 slope / 2 air), normalX, normalY, groundEntity,
|
|
1176
|
-
* collisionCount, 0]. The velocity is MEASURED, not commanded. */
|
|
1177
|
-
characterGetState(charId: number, out: Float32Array): void
|
|
1178
|
-
/** maxN records of [entityId, normalX, normalY] — what the mover pushed out of this step. */
|
|
1179
|
-
characterGetCollisions(charId: number, maxN: number): Float32Array
|
|
1180
|
-
/** Mark a body's surfaces one-way: solid only from the side (nx, ny) points to, within arcDeg.
|
|
1181
|
-
* Honoured by the mover and, via a native pre-solve callback, by ordinary rigid bodies. */
|
|
1182
|
-
physicsSetOneWay(bodyHandle: number, nx: number, ny: number, arcDeg: number, enabled: boolean): void
|
|
1183
|
-
pickSprite(sceneId: number, wx: number, wy: number): number
|
|
1184
|
-
}
|
|
1185
|
-
|
|
1186
|
-
// ---- multiplayer transport (creator-net / yojimbo) -------------------------------------------
|
|
1187
|
-
// A byte pipe pumped on the JS thread (docs/multiplayer-plan.md). Present only on hosts built
|
|
1188
|
-
// with CREATOR_PKG_NET (desktop, the 3d/full Android variants, iOS); the SDK feature-detects it.
|
|
1189
|
-
// One endpoint per process: `listen` (server / host) or `connect` (client), never both.
|
|
1190
|
-
var _creatorNet: {
|
|
1191
|
-
/** What the exe was launched as (`--server --port N` / `--connect ADDR`), or null. */
|
|
1192
|
-
launch(): { role: string, address: string, port: number, maxClients: number } | null
|
|
1193
|
-
/** Serve on every interface at `port` (wildcard public address). */
|
|
1194
|
-
listen(port: number, maxClients: number): boolean
|
|
1195
|
-
/** Insecure (dev / LAN) connect to "ip:port"; the outcome arrives as a poll record. */
|
|
1196
|
-
connect(address: string): boolean
|
|
1197
|
-
disconnect(): void
|
|
1198
|
-
kick(client: number): void
|
|
1199
|
-
/** Queue a payload: channel 0 reliable-ordered, 1 unreliable; `client` ignored on a client.
|
|
1200
|
-
* A string travels as UTF-8 text and arrives as a string; bytes arrive as an ArrayBuffer. */
|
|
1201
|
-
send(client: number, channel: number, data: string | ArrayBuffer | Uint8Array): boolean
|
|
1202
|
-
/** Pump once and return every record since the last call as a flat array of 4-tuples
|
|
1203
|
-
* [kind, client, arg, payload] — kind 1 connected · 2 disconnected · 3 message · 4 connectFailed;
|
|
1204
|
-
* arg = channel (message) or reason code; payload = string | ArrayBuffer | null. */
|
|
1205
|
-
poll(): any[] | null
|
|
1206
|
-
/** 0 idle · 1 client · 2 server */
|
|
1207
|
-
mode(): number
|
|
1208
|
-
/** Client: 0 disconnected · 1 connecting · 2 connected · 3 failed. A listening server: 2. */
|
|
1209
|
-
state(): number
|
|
1210
|
-
/** [connected, rttMs, lossPct, sentKbps, receivedKbps] for a slot (server) / the link (client). */
|
|
1211
|
-
clientInfo(client: number): Float32Array
|
|
1212
|
-
/** yojimbo network simulator on this side of the wire. */
|
|
1213
|
-
simulate(latencyMs: number, jitterMs: number, lossPercent: number): void
|
|
1214
|
-
reasonString(reason: number, serverSide: boolean): string
|
|
1215
|
-
}
|
|
1216
|
-
|
|
1217
|
-
// ---- navigation meshes (creator-nav / Recast+Detour) -----------------------------------------
|
|
1218
|
-
// Runtime only (docs/navmesh-plan.md §5): load a baked `.navmesh` (LNAV) from a fetch system id,
|
|
1219
|
-
// query it, run a DetourCrowd of agents one fixed step at a time. Present on hosts built with
|
|
1220
|
-
// CREATOR_PKG_NAV (desktop, the 3d/full Android variants, iOS) and on every web host through the
|
|
1221
|
-
// wasm build; the SDK feature-detects it. Parameter blocks are fixed-order Float32Arrays
|
|
1222
|
-
// (creator-nav.h CNAV_AGENT_* / CNAV_READ_*). Handles (meshId / crowdId, from 1) die with the world.
|
|
1223
|
-
var _creatorNav: {
|
|
1224
|
-
/** Web hosts only: loads the wasm lazily. Absent on native hosts — call it when present. */
|
|
1225
|
-
ready?(): Promise<void>
|
|
1226
|
-
lastError(): string
|
|
1227
|
-
/** LNAV bytes already fetched (the createGlb pattern) → meshId, 0 on failure. */
|
|
1228
|
-
load(systemId: number): number
|
|
1229
|
-
unload(meshId: number): void
|
|
1230
|
-
/** The file's JSON header: agent size, cell, bounds, stats, `meta` (the CLI's provenance). */
|
|
1231
|
-
header(meshId: number): string
|
|
1232
|
-
polyCount(meshId: number): number
|
|
1233
|
-
setAreaCost(meshId: number, area: number, cost: number): void
|
|
1234
|
-
/** Straight path from → to into `out` (xyz per corner); returns the corner count, NEGATIVE when
|
|
1235
|
-
* the path is partial (the target is unreachable — it ends at the closest polygon). `ex <= 0`
|
|
1236
|
-
* = default search extents. */
|
|
1237
|
-
findPath(meshId: number, fx: number, fy: number, fz: number, tx: number, ty: number, tz: number, ex: number, ey: number, ez: number, include: number, exclude: number, maxCorners: number, out: Float32Array): number
|
|
1238
|
-
nearest(meshId: number, x: number, y: number, z: number, ex: number, ey: number, ez: number, include: number, exclude: number, out: Float32Array): boolean
|
|
1239
|
-
/** Walkability ray along the surface; true = BLOCKED, out = [hit xyz, wall normal xyz]. */
|
|
1240
|
-
raycast(meshId: number, fx: number, fy: number, fz: number, tx: number, ty: number, tz: number, include: number, exclude: number, out: Float32Array): boolean
|
|
1241
|
-
/** `radius <= 0` = anywhere on the mesh; deterministic per seed. */
|
|
1242
|
-
randomPoint(meshId: number, cx: number, cy: number, cz: number, radius: number, seed: number, include: number, exclude: number, out: Float32Array): boolean
|
|
1243
|
-
/** The polygon mesh as a triangle soup (xyz per vertex) for debug drawing. */
|
|
1244
|
-
debugTriangles(meshId: number): Float32Array
|
|
1245
|
-
crowdCreate(meshId: number, maxAgents: number, maxRadius: number): number
|
|
1246
|
-
crowdDestroy(crowdId: number): void
|
|
1247
|
-
/** → the agent's slot (0..maxAgents-1), -1 when full / off the mesh. */
|
|
1248
|
-
crowdAdd(crowdId: number, x: number, y: number, z: number, params: Float32Array): number
|
|
1249
|
-
crowdRemove(crowdId: number, agent: number): void
|
|
1250
|
-
crowdSetParams(crowdId: number, agent: number, params: Float32Array): void
|
|
1251
|
-
crowdSetTarget(crowdId: number, agent: number, x: number, y: number, z: number): boolean
|
|
1252
|
-
crowdSetVelocity(crowdId: number, agent: number, vx: number, vy: number, vz: number): void
|
|
1253
|
-
crowdResetTarget(crowdId: number, agent: number): void
|
|
1254
|
-
crowdWarp(crowdId: number, agent: number, x: number, y: number, z: number): boolean
|
|
1255
|
-
/** Once per fixed step. */
|
|
1256
|
-
crowdUpdate(crowdId: number, dt: number): void
|
|
1257
|
-
/** Every slot into `out` (CNAV_AGENT_READ_STRIDE floats each); returns maxAgents. */
|
|
1258
|
-
crowdRead(crowdId: number, out: Float32Array): number
|
|
1259
|
-
}
|
|
1260
|
-
|
|
1261
|
-
// ---- Game audio (creator-audio) ----------------------------------------------------------------
|
|
1262
|
-
// docs/audio-plan.md. Whole clips decoded up front, a fixed voice pool (play allocates nothing),
|
|
1263
|
-
// 3D sources the engine follows per frame, mixer buses with insert effects, reverb zones,
|
|
1264
|
-
// occlusion. OPTIONAL as a block: the SDK gates on `typeof _creatorAudio !== 'undefined' &&
|
|
1265
|
-
// hasSupport()` and stays inert (silent Sound, inert Voice) without it. Present on hosts built with
|
|
1266
|
-
// CREATOR_PKG_AUDIO (desktop first; Android / Apple pending — parity `audio-game`). The headless
|
|
1267
|
-
// renderer provides a RECORDER (plays are logged, nothing is mixed). Every parameter block is a
|
|
1268
|
-
// fixed-order Float32Array (creator-audio.h CAUD_SRC_* / the effect param orders).
|
|
1269
|
-
var _creatorAudio: {
|
|
1270
|
-
hasSupport(): boolean
|
|
1271
|
-
/** Decode the bytes behind a fetch system id (WAV / MP3 / FLAC / OGG Vorbis) on the engine's
|
|
1272
|
-
* loader thread; mono unless `stereo`. onDone(clipId, durationSeconds, channels). */
|
|
1273
|
-
loadClip(systemId: number, stereo: boolean, onDone: (clipId: number, duration: number, channels: number) => void, onReject: (message: string) => void): void
|
|
1274
|
-
releaseClip(clipId: number): void
|
|
1275
|
-
/** Bus id by name (-1 unknown); 0 master, 1 sfx, 2 music, 3 ui, 4 voice. */
|
|
1276
|
-
busId(name: string): number
|
|
1277
|
-
/** Creates (or finds) an app-defined bus under master. -1 when the 16 slots are full. */
|
|
1278
|
-
createBus(name: string): number
|
|
1279
|
-
setBusVolume(bus: number, volume: number): void
|
|
1280
|
-
setBusMuted(bus: number, muted: boolean): void
|
|
1281
|
-
/** kind 1 reverb [roomSize, damping, width, mix, preDelay] · 2 echo [delay, decay, mix] ·
|
|
1282
|
-
* 3 lowpass [cutoffHz]; an empty array turns the effect off. Changes are smoothed. */
|
|
1283
|
-
setBusEffect(bus: number, kind: number, params: Float32Array): void
|
|
1284
|
-
stopBus(bus: number, fade: number): void
|
|
1285
|
-
/** A 3D emitter. `attachSource` binds it to an entity the engine follows every frame;
|
|
1286
|
-
* `setSourcePosition` places an unbound one (playAt). */
|
|
1287
|
-
createSource(): number
|
|
1288
|
-
attachSource(sourceId: number, entityId: number): void
|
|
1289
|
-
/** [minDistance, maxDistance, rolloff (0 none 1 inverse 2 linear 3 exp), coneInnerDeg,
|
|
1290
|
-
* coneOuterDeg, coneOuterGain, doppler, spread, occlusion (0/1), bus]. */
|
|
1291
|
-
setSourceParams(sourceId: number, params: Float32Array): void
|
|
1292
|
-
setSourcePosition(sourceId: number, x: number, y: number, z: number): void
|
|
1293
|
-
stopSource(sourceId: number, fade: number): void
|
|
1294
|
-
sourceVoices(sourceId: number): number
|
|
1295
|
-
destroySource(sourceId: number): void
|
|
1296
|
-
/** The listener entity; 0 = the active scene camera (the default). */
|
|
1297
|
-
setListener(entityId: number): void
|
|
1298
|
-
setListenerOptions(dopplerFactor: number): void
|
|
1299
|
-
/** HRTF binaural rendering for the `maxVoices` nearest spatial voices (headphones); the rest keep panning. */
|
|
1300
|
-
setHrtf(enabled: boolean, maxVoices: number): void
|
|
1301
|
-
/** Whether the engine's time scale (Time.scale) also pitches the sfx bus. Default false (pause = mute only). */
|
|
1302
|
-
setTimeScalePitch(enabled: boolean): void
|
|
1303
|
-
/** → a voice token (0 = nothing played: the pool refused, the clip is not ready). bus -1 = the
|
|
1304
|
-
* source's bus (sfx for 2D). pan is 2D only. */
|
|
1305
|
-
play(clipId: number, sourceId: number, bus: number, volume: number, pitch: number, loop: boolean, priority: number, fadeIn: number, startAt: number, pan: number): number
|
|
1306
|
-
setVoiceVolume(token: number, volume: number): void
|
|
1307
|
-
setVoicePitch(token: number, pitch: number): void
|
|
1308
|
-
setVoicePan(token: number, pan: number): void
|
|
1309
|
-
stopVoice(token: number, fade: number): void
|
|
1310
|
-
voicePlaying(token: number): boolean
|
|
1311
|
-
voiceTime(token: number): number
|
|
1312
|
-
/** THE ended listener (single slot per JS world): called once per tick with the tokens of the
|
|
1313
|
-
* voices that ended since the previous tick — natural end, stop, steal. */
|
|
1314
|
-
setOnEnded(callback: ((tokens: Float32Array) => void) | null): void
|
|
1315
|
-
stopAll(fade: number): void
|
|
1316
|
-
/** A reverb volume: shape 0 box (dims = full size) / 1 sphere (dims[0] = diameter), in the
|
|
1317
|
-
* entity's local units; `blend` metres of crossfade inside the border; reverb params as for
|
|
1318
|
-
* setBusEffect kind 1. The listener inside blends the zone's reverb onto `bus`. */
|
|
1319
|
-
createZone(): number
|
|
1320
|
-
attachZone(zoneId: number, entityId: number): void
|
|
1321
|
-
setZone(zoneId: number, shape: number, dims: Float32Array, blend: number, bus: number, reverb: Float32Array): void
|
|
1322
|
-
destroyZone(zoneId: number): void
|
|
1323
|
-
/** [voicesPlaying, voicesMono, voicesStereo, stolen, clips, clipBytes, peak, sampleRate, listenerZone, zoneBlend, hrtfVoices]. */
|
|
1324
|
-
stats(): Float32Array
|
|
1325
|
-
}
|
|
1326
|
-
|
|
1327
|
-
// ---- UI engine (creator-ui) ------------------------------------------------------------------
|
|
1328
|
-
var _creatorUI: {
|
|
1329
|
-
// Global back-press fallback (app.onBackPressed): a PROPERTY the SDK writes, not a call —
|
|
1330
|
-
// the engine reads it off this world's _creatorUI object at the END of its back chain
|
|
1331
|
-
// (widget → destination → pager → router → this), so it dies with the world's context.
|
|
1332
|
-
// Old hosts never read it and the handler is silently inert there.
|
|
1333
|
-
_backButtonCallback?: () => void
|
|
1334
|
-
openScreen(screen: object): void
|
|
1335
|
-
closeScreen(): void
|
|
1336
|
-
updateStyle(nodeId: number, prop: string, value: any): void
|
|
1337
|
-
mergeStyle(nodeId: number, style: object): void
|
|
1338
|
-
// Toggle a user style class (a `$`-block declared in .style()) on a node. `name` arrives
|
|
1339
|
-
// WITHOUT the leading `$`. Class state CASCADES down the node tree: a class set on a node is
|
|
1340
|
-
// active on all its descendants within the same root (screens/widgets are separate roots) —
|
|
1341
|
-
// implemented ONCE in creator-ui's setNodeClass (docs/style-class-cascade-plan.md); hosts must
|
|
1342
|
-
// NOT layer their own inheritance on top. `$pressed`/`$focused` are reserved cascading classes
|
|
1343
|
-
// hosts toggle alongside the built-in onPressed/onFocused (creator-ui setNodePressed/Focused).
|
|
1344
|
-
setClass(nodeId: number, name: string, enabled: boolean): void
|
|
1345
|
-
|
|
1346
|
-
// Theme variables (docs/ui-theme-plan.md). MERGES `values` into the app theme table and
|
|
1347
|
-
// re-resolves live styles: keys are var names (`var(--name)` in style values reads them;
|
|
1348
|
-
// the four `comfort-*` keys are the comfort knobs), null removes a key, numbers are lengths
|
|
1349
|
-
// (px). Env names (safe-*, vw/vh/vmin/vmax) are reserved — hosts ignore writes to them.
|
|
1350
|
-
// Optional during rollout: the SDK feature-detects.
|
|
1351
|
-
setTheme?(values: Record<string, string | number | null>): void
|
|
1352
|
-
|
|
1353
|
-
// Content-property push. Props: "value" (input/textarea text), "focus" (boolean — focus/blur
|
|
1354
|
-
// the input, opening/dismissing the keyboard; rides this channel so programmatic focus needs
|
|
1355
|
-
// no new ABI method), plus element-specific ones ("src", "text", …).
|
|
1356
|
-
// An image "src" (here and at creation) is a url string, { _id } (a host buffer), { svg },
|
|
1357
|
-
// { canvasSurface } (a baked Canvas), or { scene2d: sceneId } — a LIVE 2D scene the host draws
|
|
1358
|
-
// into the node's laid-out box every frame with the scene's own camera (native: c2dDrawSceneGL
|
|
1359
|
-
// into a per-node framebuffer; no intrinsic size, the scene needs no openScene). The engine's
|
|
1360
|
-
// simulation must still step each frame for it (native: c2dTick when nothing is presented).
|
|
1361
|
-
updateNode(nodeId: number, prop: string, value: any): void
|
|
1362
|
-
setSourceRect(nodeId: number, x: number, y: number, w: number, h: number): void
|
|
1363
|
-
|
|
1364
|
-
// Canvas.update() → live-refresh every UIImage(canvas) node currently showing this baked surface:
|
|
1365
|
-
// the host re-reads the re-rasterized pixels into the image view WITHOUT a relayout (the surface
|
|
1366
|
-
// keeps its id and size across an update; a resize goes through a full `src` re-assign). Optional
|
|
1367
|
-
// during rollout — the SDK feature-detects and falls back to re-assigning `src`.
|
|
1368
|
-
refreshCanvasSurface?(surfaceId: number): void
|
|
1369
|
-
|
|
1370
|
-
// Font registration is fire-and-forget in practice: hosts load the face, then re-measure /
|
|
1371
|
-
// re-layout when it lands (docs/font-system-plan.md — swap is the fallback; boot faces are
|
|
1372
|
-
// prefetched via the bundle's `// fonts:` header). The callbacks stay on the wire for old
|
|
1373
|
-
// bundles that gate on them — hosts must keep invoking onComplete. Repeated registration of
|
|
1374
|
-
// the same (family, weight, style) is a cheap no-op — hosts dedupe.
|
|
1375
|
-
registerFont(fontFamily: string, url: string, options: any, onComplete: () => void, onReject: () => void): void
|
|
1376
|
-
// Preferred container format for CDN-served faces: "woff2" on browser hosts, absent (= "ttf")
|
|
1377
|
-
// on native/headless. The font() macro's generated registration code reads it to pick the
|
|
1378
|
-
// file extension; the `// fonts:` header carries a `{fmt}` placeholder for the same choice.
|
|
1379
|
-
fontFormat?: "woff2" | "ttf"
|
|
1380
|
-
|
|
1381
|
-
isButtonPressed(nodeId: number): boolean
|
|
1382
|
-
|
|
1383
|
-
registerTouchStartEvent(callback: (...args: any) => void): void
|
|
1384
|
-
registerTouchEndEvent(callback: (...args: any) => void): void
|
|
1385
|
-
registerResizeEvent(callback: (...args: any) => void): void
|
|
1386
|
-
// Current display size [width, height] in logical px — the same values the resize event delivers.
|
|
1387
|
-
// Surfaced as device.width / device.height. Optional: hosts that don't track it (headless) omit it,
|
|
1388
|
-
// and the getters fall back to 0.
|
|
1389
|
-
getDisplaySize?(): [number, number]
|
|
1390
|
-
|
|
1391
|
-
getTextValue(nodeId: number): string
|
|
1392
|
-
|
|
1393
|
-
// Absolute device-space rect [left, top, width, height] of a laid-out node, in logical px —
|
|
1394
|
-
// the same space UIWidget top/left position in — INCLUDING scroll offsets: computed live at
|
|
1395
|
-
// call time, never cached from layout events. null (or undefined) when the node isn't
|
|
1396
|
-
// mounted/laid out. Backs el.getBoundingClientRect(), the widget-anchoring primitive
|
|
1397
|
-
// (dropdowns, popovers, tooltips — docs/ui-components-plan.md §3.2). Optional: the SDK
|
|
1398
|
-
// feature-detects and returns null on hosts without it.
|
|
1399
|
-
getBoundingClientRect?(nodeId: number): [number, number, number, number] | null
|
|
1400
|
-
|
|
1401
|
-
insertNode(index: number, nodeId: number, childNode: any): void
|
|
1402
|
-
removeNode(nodeId: number, childNode: any): void
|
|
1403
|
-
setContent(nodeId: number, oldChildren: any[], children: any[]): void
|
|
1404
|
-
|
|
1405
|
-
// Legacy one-shot style tweens, implemented by the hosts that animate JS-side (web, Apple) and
|
|
1406
|
-
// ABSENT on creator-pkg hosts since 2026-09-14 (they have the tween core below; the SDK's fallback
|
|
1407
|
-
// only calls these where tweenCreate is missing): from the current values to `style` (animateTo)
|
|
1408
|
-
// / from `style` to the current values (animateFrom), meta keys duration / delay / loop /
|
|
1409
|
-
// loopMode / commit / layer in the bag.
|
|
1410
|
-
animateTo?(nodeId: number, style: any): void
|
|
1411
|
-
animateFrom?(nodeId: number, style: any): void
|
|
1412
|
-
toast(msg: string): void
|
|
1413
|
-
|
|
1414
|
-
// ---- Keyframe animation core (docs/timeline-plan.md; creator-tween) -------------------------
|
|
1415
|
-
// ONE evaluator for UI style props, 3D node transforms / lights / cameras and 2D sprites: the SDK
|
|
1416
|
-
// hands over a flat blob (layout in sdk/src/animate/tween/spec.ts — header, time-callbacks,
|
|
1417
|
-
// easing tables, tracks of keyframes; string-valued lanes index `strings`, a track's target lane
|
|
1418
|
-
// indexes `targets`: the element's `_id` handle for the UI domain, an entity / scene id for the
|
|
1419
|
-
// 3D and 2D domains) and gets an id.
|
|
1420
|
-
// Created = paused at t = 0, nothing applied. Ops: 0 play (from t = 0, a running one restarts),
|
|
1421
|
-
// 1 pause, 2 resume, 3 cancel (drop, values stay where they are, no commit), 4 finish (jump to
|
|
1422
|
-
// the end, commit, report finish). The host reports through the registered callback:
|
|
1423
|
-
// kind 0 = call (index = the blob's call slot, fired when playback crosses its time, in time
|
|
1424
|
-
// order, before finish), kind 1 = finish (the end was reached, one-shot only), kind 2 = a VALUE
|
|
1425
|
-
// track's frame (index = the track's target slot — unique per world, then the lanes as plain number arguments —
|
|
1426
|
-
// delivered synchronously after the evaluator's pass, never from inside it). Seek is in TOTAL
|
|
1427
|
-
// ms (iterations included); tweenGetTime reads the position inside the current iteration,
|
|
1428
|
-
// tweenGetElapsed the total. Clock 0 = host wall time (ui), 1 = game time (Time.scale, pause).
|
|
1429
|
-
// Optional: the SDK feature-detects tweenCreate and falls back to animateTo / animateFrom
|
|
1430
|
-
// (UI tracks, single values, timer clock) on hosts without it.
|
|
1431
|
-
tweenCreate?(data: Float32Array, strings: string[], targets: any[]): number
|
|
1432
|
-
tweenControl?(id: number, op: number): void
|
|
1433
|
-
tweenSeek?(id: number, ms: number): void
|
|
1434
|
-
tweenSetRate?(id: number, rate: number): void
|
|
1435
|
-
tweenGetTime?(id: number): number
|
|
1436
|
-
tweenGetElapsed?(id: number): number
|
|
1437
|
-
registerTweenEvent?(callback: (id: number, kind: number, index: number) => void): void
|
|
1438
|
-
|
|
1439
|
-
// Router over destinations. On hosts that implement openView (below), `screen`/`view` is any
|
|
1440
|
-
// view descriptor (not just a screen object) and the extra `transition` args apply; legacy
|
|
1441
|
-
// hosts receive screen objects only and ignore the extras.
|
|
1442
|
-
routerOpen(view: any, onChange: (view: any) => void, showBackButton: boolean): void
|
|
1443
|
-
routerPush(view: any, transition?: string | object): void
|
|
1444
|
-
routerReplace(view: any, transition: string | object): void
|
|
1445
|
-
routerPop(index: number, transition?: string | object): void
|
|
1446
|
-
routerHide(): void
|
|
1447
|
-
routerRestore(): void
|
|
1448
|
-
|
|
1449
|
-
// ---- Presentable navigation (docs/navigation-presentable-plan.md) --------------------------
|
|
1450
|
-
// One visible destination at a time. `view` is either a screen node object (type "screen")
|
|
1451
|
-
// or a descriptor:
|
|
1452
|
-
// { type: "scene3d", sceneId } { type: "scene2d", sceneId }
|
|
1453
|
-
// { type: "native", viewName, params, viewId } { type: "videoView", node }
|
|
1454
|
-
// Descriptors carry `_p` (the SDK Presentable instance): hand the SAME object back through
|
|
1455
|
-
// router onChange, and fire its `ol`/`cl` arrays on present/dismiss (screens carry ol/cl
|
|
1456
|
-
// themselves). Presenting a scene descriptor includes activating the engine (the openScene
|
|
1457
|
-
// equivalent); while covered, scene rendering pauses. `transition` is a TransitionName string
|
|
1458
|
-
// or a TransitionSpec object (see sdk/src/ui/presentable.ts).
|
|
1459
|
-
// Optional during the migration: the SDK feature-detects openView and falls back to
|
|
1460
|
-
// openScreen/openScene; hosts implementing openView should keep openScreen/routerPush(screen)
|
|
1461
|
-
// as thin aliases into it for previously compiled bundles.
|
|
1462
|
-
openView?(view: object, transition: string | object): void
|
|
1463
|
-
closeView?(): void
|
|
1464
|
-
|
|
1465
|
-
// NativeView plugin channel (host `registerView(name, factory)` capabilities). `args`, the
|
|
1466
|
-
// result, and event payloads are JSON strings. Events are delivered by invoking the arrays in
|
|
1467
|
-
// the element's `nvl[event]` or via its `_emitViewEvent(event, json)`.
|
|
1468
|
-
isViewSupported?(name: string): boolean
|
|
1469
|
-
viewCall?(viewId: number, method: string, args: string, onComplete: (result?: string) => void, onError: (err: string) => void): void
|
|
1470
|
-
|
|
1471
|
-
// `owner` (a view descriptor) binds the widget to a destination: it mounts inside the owner's
|
|
1472
|
-
// page — shows/hides with it and rides its transition. Omitted = global overlay (legacy
|
|
1473
|
-
// behavior; legacy hosts ignore the arg).
|
|
1474
|
-
showWidget(widget: object, owner?: object): void
|
|
1475
|
-
hideWidget(widget: object): void
|
|
1476
|
-
|
|
1477
|
-
vlistMount(jsNode: any, key: string, subtree: any): void
|
|
1478
|
-
vlistSetKeys(jsNode: any, keys: string[], estimates: number[]): void
|
|
1479
|
-
vlistInsertKeys(jsNode: any, index: number, keys: string[], estimates: number[]): void
|
|
1480
|
-
vlistInvalidate(jsNode: any, k: string): void
|
|
1481
|
-
vlistRemoveKeys(jsNode: any, keys: string[]): void
|
|
1482
|
-
command(jsNode: any, command: string, ...args: any): void
|
|
1483
|
-
}
|
|
1484
|
-
|
|
1485
|
-
// ---- Platform utilities ----------------------------------------------------------------------
|
|
1486
|
-
var _creatorUtils: {
|
|
1487
|
-
// `fetchOptions.body` is either a string or a FormData: an object carrying `_entries`, an array
|
|
1488
|
-
// of [key, value, filename?]. A `value` object carrying a numeric `_id` is binary (that's the
|
|
1489
|
-
// host buffer id — SDK `File` and `FetchResponse` both expose it under that key); anything else
|
|
1490
|
-
// is a text field. Same `_id` convention as an image `src` object (see _creatorUI.updateNode).
|
|
1491
|
-
fetch(url: string, fetchOptions: any, onComplete: (systemId: number, statusCode: number) => void, onReject: () => void): void
|
|
1492
|
-
fetchLocal(path: string): number
|
|
1493
|
-
fetchToJson(systemId: number): any
|
|
1494
|
-
fetchSlice(systemId: number, start: number, end: number): any
|
|
1495
|
-
fetchToText(systemId: number): string
|
|
1496
|
-
/** The fetched bytes as a Uint8Array copy (a `.terrain` file, any binary the SDK parses itself).
|
|
1497
|
-
* Optional: an older host has only the text/JSON readers (Terrain.load throws there). */
|
|
1498
|
-
fetchToBytes?(systemId: number): Uint8Array
|
|
1499
|
-
disposeFetch(systemId: number): void
|
|
1500
|
-
// ---- Local filesystem (the SDK `files` global) ----------------------------------------------
|
|
1501
|
-
// The read/write/delete half of `fetchLocal`, for hosts where the app OWNS a filesystem
|
|
1502
|
-
// (desktop). All seven are OPTIONAL and stand or fall together: a sandboxed host (web, mobile)
|
|
1503
|
-
// implements none of them and `files.supported` is false there.
|
|
1504
|
-
//
|
|
1505
|
-
// ASYNC, like `fetch`: file IO must not block the frame, so each takes an onComplete/onReject
|
|
1506
|
-
// pair (the SDK turns them into a promise) and the host does the work off the JS thread. Hosts
|
|
1507
|
-
// must keep the ops ORDERED — two appends to one file settle in call order — so a queue, not a
|
|
1508
|
-
// thread per call. Exactly one handle is ever settled.
|
|
1509
|
-
//
|
|
1510
|
-
// PATH POLICY, identical for all five and owned by the host: an ABSOLUTE path is used verbatim;
|
|
1511
|
-
// a RELATIVE one is resolved against the app's OWN folder — never the process cwd — which for a
|
|
1512
|
-
// packaged desktop app is the exe's directory, one of the directories `fetchLocal` searches by
|
|
1513
|
-
// name. So `writeLocal("save.json", …)` and `fetchLocal("save.json")` are a pair.
|
|
1514
|
-
/** Write a file, creating the parent folders. `append` adds to the end instead of replacing.
|
|
1515
|
-
* `data` is text (written as UTF-8), raw bytes (Uint8Array / ArrayBuffer), or a host buffer
|
|
1516
|
-
* object carrying `_id` (an SDK `File` / `FetchResponse` — so a picked or generated file is
|
|
1517
|
-
* saved as it is); the bytes are only valid for the duration of the call, so a host that
|
|
1518
|
-
* defers the write copies them first. The core drops the path's cached `fetchLocal` id, so
|
|
1519
|
-
* the next read sees the new bytes. */
|
|
1520
|
-
writeLocal?(path: string, data: string | Uint8Array | ArrayBuffer | { _id: number }, append: boolean, onComplete: () => void, onReject: (err: Error) => void): void
|
|
1521
|
-
/** The whole file as bytes, or null when there is no such file. Unlike `fetchLocal` this
|
|
1522
|
-
* re-reads every call and holds nothing — no buffer id to dispose. Only a real failure
|
|
1523
|
-
* (an unreadable file) rejects; "not there" is a null result. */
|
|
1524
|
-
readLocalBytes?(path: string, onComplete: (bytes: Uint8Array | null) => void, onReject: (err: Error) => void): void
|
|
1525
|
-
/** The whole file decoded as UTF-8 text, or null when there is no such file. */
|
|
1526
|
-
readLocalText?(path: string, onComplete: (text: string | null) => void, onReject: (err: Error) => void): void
|
|
1527
|
-
/** Delete a file, or an EMPTY directory; `recursive` also deletes a directory's contents.
|
|
1528
|
-
* Deleting something that is already gone SUCCEEDS — the post-condition is what matters. */
|
|
1529
|
-
deleteLocal?(path: string, recursive: boolean, onComplete: () => void, onReject: (err: Error) => void): void
|
|
1530
|
-
/** Create a directory and any missing parents. An existing directory is success. */
|
|
1531
|
-
mkdirLocal?(path: string, onComplete: () => void, onReject: (err: Error) => void): void
|
|
1532
|
-
/** List a directory (added 2026-09-11, same optional set). Settles with an array of entries —
|
|
1533
|
-
* `name` = basename, `path` = relative to the listed directory with `/` separators (equals
|
|
1534
|
-
* `name` unless `recursive`), `kind`, `size` in bytes (0 for a directory), `modified` in ms
|
|
1535
|
-
* since the epoch — SORTED by `path`, so two runs and two hosts agree. Symlinks are followed
|
|
1536
|
-
* for `kind`; anything that is neither file nor directory is skipped. A MISSING directory is a
|
|
1537
|
-
* null result (like the readers); a path that is a file, or an unreadable directory, rejects. */
|
|
1538
|
-
listLocal?(path: string, recursive: boolean, onComplete: (entries: { name: string; path: string; kind: "file" | "dir"; size: number; modified: number }[] | null) => void, onReject: (err: Error) => void): void
|
|
1539
|
-
/** One entry's metadata (`name`, `kind`, `size`, `modified` — see `listLocal`) for a file or a
|
|
1540
|
-
* directory, or null when there is nothing at `path`. */
|
|
1541
|
-
statLocal?(path: string, onComplete: (entry: { name: string; kind: "file" | "dir"; size: number; modified: number } | null) => void, onReject: (err: Error) => void): void
|
|
1542
|
-
openFilePicker(onComplete: (res: any) => void, onReject: () => void, multiple: boolean, accept?: string): void
|
|
1543
|
-
// Present the OS media share sheet for a host buffer (`systemId` — a File/response id), with an
|
|
1544
|
-
// optional caption. iOS: the share sheet also offers "Save to Files"/Photos. Web: saves (downloads)
|
|
1545
|
-
// the file. Backs the SDK `share(media, text?)`.
|
|
1546
|
-
shareMedia(systemId: number, text?: string): void
|
|
1547
|
-
|
|
1548
|
-
/** Prompt for camera permission (resolve = granted, reject = denied). Shared by everything that
|
|
1549
|
-
* needs the camera — ARScene.prepare, QRScanner, CameraView — hence a platform utility rather
|
|
1550
|
-
* than a 3D-engine call (it moved off `_creator` 2026-07-15). Optional: hosts whose view
|
|
1551
|
-
* factory prompts on its own (web getUserMedia) don't implement it and the SDK resolves
|
|
1552
|
-
* immediately, so callers go through `_requestCameraPermission()`. */
|
|
1553
|
-
requestCamera?(onComplete: () => void, onReject: () => void): void
|
|
1554
|
-
|
|
1555
|
-
// (openScanner/closeScanner removed 2026-07-15 — QRScanner rides the registered "qrScanner"
|
|
1556
|
-
// NativeView; hosts keep the old handlers only for previously compiled bundles.)
|
|
1557
|
-
// ---- Input (docs/input-plan.md — keyboard / mouse / gamepad behind the SDK `Input` global) ----
|
|
1558
|
-
// Design: a BUTTON is anything that goes down and up — keyboard keys, mouse buttons, gamepad
|
|
1559
|
-
// buttons — and they share ONE code vocabulary (KeyboardEvent.code + "MouseLeft|Right|Middle|
|
|
1560
|
-
// Back|Forward" + the W3C standard-gamepad "GamepadSouth|East|West|North|L1|R1|L2|R2|Select|
|
|
1561
|
-
// Start|L3|R3|Up|Down|Left|Right"), one held-poll and one event pair. Continuous signals (mouse
|
|
1562
|
-
// motion, sticks, triggers) are numbered channels behind one poll. Bindings/axes/edge detection
|
|
1563
|
-
// are SDK-side; hosts only report physical state.
|
|
1564
|
-
/** Is this button held right now? `gamepad` (0..3) scopes a Gamepad* code to one pad; omitted =
|
|
1565
|
-
* any connected pad. Keyboard/mouse codes ignore it. */
|
|
1566
|
-
inputKey: (code: string, gamepad?: number) => boolean
|
|
1567
|
-
/** Continuous input poll by channel id (SDK `InputChannel`): 0 MouseX, 1 MouseY (logical px,
|
|
1568
|
-
* last known cursor position inside the viewport), 2 MouseDX, 3 MouseDY (motion accumulated
|
|
1569
|
-
* during the PREVIOUS frame — unaccelerated/raw where the OS offers it, counts while locked),
|
|
1570
|
-
* 4 WheelX, 5 WheelY (wheel notches, previous frame), 6 PointerLocked (0/1), 7 GamepadCount,
|
|
1571
|
-
* 8 PointerOnUI (0/1: the primary pointer went DOWN on something the UI claimed — an
|
|
1572
|
-
* interactive node, a scrollable, an editable, a modal backdrop — and is still held; stays 1
|
|
1573
|
-
* wherever the cursor goes until the release, so a drag that started on a HUD control never
|
|
1574
|
-
* becomes camera look; always 0 while pointer-locked and for touch-only hosts without a UI claim);
|
|
1575
|
-
* gamepad p at 16 + 16·p: +0 Connected, +1 LeftX, +2 LeftY, +3 RightX, +4 RightY (−1..1,
|
|
1576
|
-
* +Y = down like the web), +5 LeftTrigger, +6 RightTrigger (0..1). Unknown channel → 0.
|
|
1577
|
-
* "Previous frame" = the host's own frame boundary (the event pump / rAF / fixed step), so
|
|
1578
|
-
* every read within one frame agrees. Optional: a host without it has no pointer/gamepad. */
|
|
1579
|
-
inputRead?(channel: number): number
|
|
1580
|
-
/** Request (true) / release (false) pointer lock: hide + confine the cursor, keep MouseDX/DY
|
|
1581
|
-
* flowing (FPS look). Returns whether the request was accepted now (web needs a user gesture);
|
|
1582
|
-
* the eventual state is channel 6. Hosts release on focus loss and re-acquire on focus. */
|
|
1583
|
-
inputSetPointerLock?(on: boolean): boolean
|
|
1584
|
-
/** Register THE input-event listener (single slot per JS world, like registerAppEvent — the SDK
|
|
1585
|
-
* fans out). kind: 0 keydown, 1 keyup, 2 gamepadconnected, 3 gamepaddisconnected. `code` is the
|
|
1586
|
-
* button code above ("" for connect events); `gamepad` the pad index for Gamepad* codes /
|
|
1587
|
-
* connect events, −1 otherwise; `repeat` 1 for an OS auto-repeat keydown. Delivered on the JS
|
|
1588
|
-
* thread no later than the end of the frame it arrived in — i.e. always before the NEXT
|
|
1589
|
-
* setLoop tick (creator-pkg drains its dispatch queue after the frame's timers, so a poll can
|
|
1590
|
-
* see the new state one tick before the event; web/headless deliver synchronously). */
|
|
1591
|
-
registerInputEvent?(callback: (kind: number, code: string, gamepad: number, repeat: number) => void): void
|
|
1592
|
-
// ---- World control (run/restart/quit — the platform's `location` analog) --------------------
|
|
1593
|
-
// Worlds carry two host-tracked bits: an IDENTITY (project uuid) and a TRUST flag. The host's
|
|
1594
|
-
// own boot world (the bundled launcher) is trusted; a world created by `run` is trusted only
|
|
1595
|
-
// when its declared uuid is on the host's trusted-launcher allowlist AND the caller was
|
|
1596
|
-
// trusted itself. Push registration attribution reads the identity (docs/push-plan.md).
|
|
1597
|
-
/** Swap in a new project world. `projectUuid` declares the new world's identity — honored
|
|
1598
|
-
* ONLY when the calling world is trusted (launchers); silently dropped otherwise. `url`
|
|
1599
|
-
* (any caller — the caller already controls the code it runs) is the new world's
|
|
1600
|
-
* launchUrl: a string sets it, null clears it, omitted leaves it unchanged. */
|
|
1601
|
-
run(systemId: number, onReject: () => void, projectUuid?: string, url?: string | null): void
|
|
1602
|
-
/** Re-run the CURRENT world's bundle in a fresh world — `location.reload()`. Identity and
|
|
1603
|
-
* trust are inherited (the host re-evaluates bytes it already holds, so nothing is
|
|
1604
|
-
* spoofable). `url`: string sets the new launchUrl, null clears it, omitted keeps the
|
|
1605
|
-
* current one (a plain reload). If the re-run throws, the current world stays live. */
|
|
1606
|
-
restart?(url?: string | null): void
|
|
1607
|
-
/** Leave the current app. A world launched by `run` returns to the caller's boot bundle
|
|
1608
|
-
* (launch URL cleared, boot identity/trust restored). The boot world itself has no caller —
|
|
1609
|
-
* the host's app-exit hook fires instead (Android backgrounds the task; hosts that can't
|
|
1610
|
-
* exit programmatically, iOS/desktop, register nothing and the call is a no-op). */
|
|
1611
|
-
quit?(): void
|
|
1612
|
-
|
|
1613
|
-
localStorageGetValue(key: string): string | null
|
|
1614
|
-
localStorageSetValue(key: string, value: string): void
|
|
1615
|
-
localStorageRemoveValue(key: string): void
|
|
1616
|
-
|
|
1617
|
-
websocketOpen(url: string, onWebsocketMessage: (channel: string, data: any) => void, headers?: any): number
|
|
1618
|
-
websocketSend(id: number, message: string | ArrayBuffer): void
|
|
1619
|
-
websocketClose(id: number): void
|
|
1620
|
-
|
|
1621
|
-
// ---- Service channel (headless registerService capabilities) --------------------------------
|
|
1622
|
-
// The UI-less sibling of the NativeView channel (docs/service-channel-plan.md): the host
|
|
1623
|
-
// registers named service factories (`registerService("geolocation", factory)`) and the SDK
|
|
1624
|
-
// talks to them over the same JSON call/event protocol as viewCall. All four are optional —
|
|
1625
|
-
// feature-detect with typeof; hosts that didn't opt in simply don't have them. Sessions must
|
|
1626
|
-
// open cheaply (no permission prompt, no I/O) — prompts belong in the first call that needs
|
|
1627
|
-
// them, so a rejected call is the failure surface, never a hung open.
|
|
1628
|
-
isServiceSupported?(name: string): boolean
|
|
1629
|
-
/** Open a session against the registered factory. `params` is a JSON string. Returns the
|
|
1630
|
-
* host-allocated session id, or -1 when no factory is registered under `name`. `onEvent`
|
|
1631
|
-
* delivers service events (payload as a JSON string, or omitted) until serviceClose. */
|
|
1632
|
-
serviceOpen?(name: string, params: string, onEvent: (event: string, dataJson?: string) => void): number
|
|
1633
|
-
/** Invoke a method on a live session — args/result JSON-encoded, exactly like viewCall. */
|
|
1634
|
-
serviceCall?(serviceId: number, method: string, args: string,
|
|
1635
|
-
onComplete: (result?: string) => void, onError: (err: string) => void): void
|
|
1636
|
-
serviceClose?(serviceId: number): void
|
|
1637
|
-
|
|
1638
|
-
// ---- App lifecycle & environment (docs/app-lifecycle-plan.md) --------------------------------
|
|
1639
|
-
// One push channel + synchronous pulls. All optional — typeof feature-detect; the SDK wrappers
|
|
1640
|
-
// fall back cleanly (state "active", launchUrl null, online true) on hosts that lack them.
|
|
1641
|
-
/** Register THE app-event listener (single slot per JS world — the SDK fans out; the host/core
|
|
1642
|
-
* scopes the stored callback to the world and frees it on teardown). Events: "pause" / "resume"
|
|
1643
|
-
* (app left / returned to the foreground), "url" (a link arrived while running; data = the URL),
|
|
1644
|
-
* "online" / "offline" (connectivity changed). "pause" is delivered BEFORE the host halts the
|
|
1645
|
-
* frame loop (the dispatch queue must still drain). */
|
|
1646
|
-
registerAppEvent?(callback: (event: string, data?: string) => void): void
|
|
1647
|
-
/** Current lifecycle state: "active" | "background". Surfaced as app.state. */
|
|
1648
|
-
appState?(): string
|
|
1649
|
-
/** The URL the app was (most recently) opened with, or null — the cold-start deep link. A warm
|
|
1650
|
-
* link updates this value first, then fires the "url" event. Surfaced as app.launchUrl. */
|
|
1651
|
-
getLaunchUrl?(): string | null
|
|
1652
|
-
/** Current connectivity (navigator.onLine semantics — best-effort: false only when the platform
|
|
1653
|
-
* is sure there is no network). Surfaced as device.online. */
|
|
1654
|
-
isOnline?(): boolean
|
|
1655
|
-
/** Open a URL in the system browser / external handler (fire-and-forget). Backs openURL(). */
|
|
1656
|
-
openUrl?(url: string): void
|
|
1657
|
-
/** Lock the interface orientation: "landscape" (either landscape direction — sensor
|
|
1658
|
-
* landscape, what a horizontal game wants), "portrait" (upright only) or "auto" (release —
|
|
1659
|
-
* the device's rotation rules apply again). Fire-and-forget; the rotation itself is
|
|
1660
|
-
* animated by the platform and lands as an ordinary resize. PER WORLD: the host resets the
|
|
1661
|
-
* lock to "auto" on every world swap BEFORE the new bundle evaluates, so a game may lock at
|
|
1662
|
-
* synchronous top level and the launcher always comes back unlocked. Optional — hosts
|
|
1663
|
-
* without a rotatable screen (desktop, headless, macOS) omit it. Backs app.setOrientation. */
|
|
1664
|
-
setOrientation?(mode: string): void
|
|
1665
|
-
/** Write text to the system clipboard (fire-and-forget). Backs clipboard.write. */
|
|
1666
|
-
clipboardWrite?(text: string): void
|
|
1667
|
-
/** Read text from the system clipboard — async because web needs a permission prompt; native
|
|
1668
|
-
* hosts may complete synchronously. Reject = no access / nothing readable. Backs clipboard.read. */
|
|
1669
|
-
clipboardRead?(onComplete: (text: string) => void, onReject: (err: string) => void): void
|
|
1670
|
-
|
|
1671
|
-
// ---- Keyboard inset (docs/input-upgrades-plan.md §7) ------------------------------------------
|
|
1672
|
-
/** On-screen keyboard height in logical px currently overlapping the app viewport, 0 when
|
|
1673
|
-
* hidden. The RAW overlap, independent of the focused input's keyboardShrink policy (with
|
|
1674
|
-
* shrink the layout already avoids it; the main consumer is overlay mode). Surfaced as
|
|
1675
|
-
* app.keyboardHeight. Optional — hosts without an on-screen keyboard omit it. */
|
|
1676
|
-
keyboardHeight?(): number
|
|
1677
|
-
/** Register THE keyboard listener (single slot per JS world, like registerAppEvent — the SDK
|
|
1678
|
-
* fans out; a separate channel because the string one can't carry two numbers). Fires on every
|
|
1679
|
-
* keyboard frame change with (height — as above, duration — the platform's animation duration
|
|
1680
|
-
* in ms, 0 where none). Surfaced as the app "keyboard" event. */
|
|
1681
|
-
registerKeyboardEvent?(callback: (height: number, duration: number) => void): void
|
|
1682
|
-
|
|
1683
|
-
// (camera* removed 2026-07-15 — CameraView rides the registered "camera" NativeView; hosts
|
|
1684
|
-
// keep the old handlers only for previously compiled bundles.)
|
|
1685
|
-
|
|
1686
|
-
createAudioPlayer(src: string, onFinished: () => void): number
|
|
1687
|
-
createVideoPlayer(src: string, onFinished: () => void): number
|
|
1688
|
-
updateMediaPlayerVolume(id: number, volume: number): void
|
|
1689
|
-
updateMediaPlayerLoop(id: number, loop: boolean): void
|
|
1690
|
-
updateMediaPlayerPlaying(id: number, play: boolean): void
|
|
1691
|
-
getMediaPlayerTime(id: number): number
|
|
1692
|
-
setMediaPlayerTime(id: number, time: number): void
|
|
1693
|
-
getMediaPlayerDuration(id: number): number
|
|
1694
|
-
removeMediaPlayer(id: number): void
|
|
1695
|
-
|
|
1696
|
-
/** The host bucket surfaced as `device.platform`. Apps BRANCH on it (mouse-look vs on-screen
|
|
1697
|
-
* sticks, hover affordances, key hints), so it names the INPUT MODEL, not the OS — one of
|
|
1698
|
-
* "web" | "ios" | "android" | "desktop". macOS reports "desktop", not "macos": a project
|
|
1699
|
-
* testing `device.platform === "desktop"` must get the same answer on every desktop host.
|
|
1700
|
-
* OS/version detail belongs in the host's own systemInfo callback, never here. Every host
|
|
1701
|
-
* must define it — where it was missing (Android before 2026-07-30, iOS before 2026-08-25)
|
|
1702
|
-
* the SDK read undefined and no platform branch in any app could ever match. */
|
|
1703
|
-
platform: string
|
|
1704
|
-
language: string
|
|
1705
|
-
/** Display device-pixel ratio (physical px per CSS/logical px): 1 on standard displays, 2–3 on
|
|
1706
|
-
* retina / iOS. Host-provided (web: window.devicePixelRatio; iOS: UIScreen.scale). Surfaced as
|
|
1707
|
-
* device.pixelRatio — for baking a Canvas at the right resolution without hardcoding it. */
|
|
1708
|
-
pixelRatio: number
|
|
1709
|
-
/** Opt into the precise-touch system (full-rate coalesced sampling) where the host supports it — iOS
|
|
1710
|
-
* coalesced touches. Surfaced as device.setPreciseTouch. Optional: hosts without a coalesced-input
|
|
1711
|
-
* concept (web, headless) simply don't implement it, so callers guard with `?.`. */
|
|
1712
|
-
setPreciseTouch?(enabled: boolean): void
|
|
1713
|
-
/** Fire a one-shot semantic haptic (device.vibrate). `style` is a HapticStyle string. Optional:
|
|
1714
|
-
* hosts without haptic hardware (web, headless, iPad / older iPhones) simply don't implement it,
|
|
1715
|
-
* so callers guard with `?.`. */
|
|
1716
|
-
vibrate?(style: string): void
|
|
1717
|
-
|
|
1718
|
-
// ---- device.motion (orientation sensor; pull-per-frame model) --------------------------------
|
|
1719
|
-
/** Does this device have the motion sensors (gyro)? Surfaced as device.motion.available. */
|
|
1720
|
-
motionAvailable?(): boolean
|
|
1721
|
-
/** Start fused device-motion updates at `interval` seconds; returns whether it started (false =
|
|
1722
|
-
* no sensor / permission denied). May return a Promise on hosts with an async permission prompt
|
|
1723
|
-
* (web). Surfaced as device.motion.start. */
|
|
1724
|
-
motionStart?(interval: number): boolean | Promise<boolean>
|
|
1725
|
-
/** Stop updates and release the sensor. Surfaced as device.motion.stop. */
|
|
1726
|
-
motionStop?(): void
|
|
1727
|
-
/** The freshest raw sample in the DEVICE frame: `[qx,qy,qz,qw, gx,gy,gz, interfaceOrientation]`
|
|
1728
|
-
* (orientation code: 0 portrait, 1 landscapeLeft, 2 landscapeRight, 3 upsideDown), or null until
|
|
1729
|
-
* the first sample / when not running. The SDK converts it to world/screen space. */
|
|
1730
|
-
getMotionSample?(): number[] | null
|
|
1731
|
-
}
|
|
1732
|
-
|
|
1733
|
-
// ---- 2D canvas (core; native-per-platform — see docs/canvas-contract.md) ---------------------
|
|
1734
|
-
// Immediate-mode 2D drawing that bakes to a texture, shared by 2D/3D/UI. The SDK Canvas records a
|
|
1735
|
-
// command buffer and flushes it here once per bake (opcodes documented in the contract).
|
|
1736
|
-
var _creatorCanvas: {
|
|
1737
|
-
// Rasterize `cmd` (cmdLen floats) into surface `surfaceId` (0 = create), sized w×h logical @
|
|
1738
|
-
// `scale` device px. Clears then replays the whole buffer. Returns the surface id.
|
|
1739
|
-
rasterize(surfaceId: number, w: number, h: number, scale: number,
|
|
1740
|
-
cmd: Float32Array, cmdLen: number, refs: string[]): number
|
|
1741
|
-
// [width, ascent, descent] in logical px for `text` in `font`, measured on this platform.
|
|
1742
|
-
measureText(text: string, font: string): Float32Array
|
|
1743
|
-
// Copy surface `surfaceId`'s pixels into a NEW standalone surface; returns the new id. Backs
|
|
1744
|
-
// Canvas.toBitmap() — an immutable snapshot the source canvas can no longer touch.
|
|
1745
|
-
snapshot(surfaceId: number): number
|
|
1746
|
-
// Decode an image source into a NEW standalone surface (device px) — backs Canvas.loadImage() for
|
|
1747
|
-
// Canvas.drawImage(). `bufferId < 0` → rasterize the SVG markup in `svg`; otherwise decode the
|
|
1748
|
-
// encoded image bytes in host buffer `bufferId` (an already-fetched FetchResponse). Async, because
|
|
1749
|
-
// turning SVG / encoded bytes into pixels needs a decode on web (createImageBitmap / <img>). Returns
|
|
1750
|
-
// (surfaceId, width, height) in device px via onComplete, or onReject on failure.
|
|
1751
|
-
loadImage(svg: string, bufferId: number,
|
|
1752
|
-
onComplete: (surfaceId: number, width: number, height: number) => void, onReject: () => void): void
|
|
1753
|
-
// Encode surface `surfaceId` to an image ('image/png' | 'image/jpeg'), register the bytes as a host
|
|
1754
|
-
// buffer, and return (bufferId, size) — the SDK wraps it in a File. Backs Canvas/Bitmap.toFile().
|
|
1755
|
-
toFile(surfaceId: number, type: string, onComplete: (bufferId: number, size: number) => void, onReject: () => void): void
|
|
1756
|
-
destroySurface(surfaceId: number): void
|
|
1757
|
-
}
|
|
1758
|
-
}
|
|
1759
|
-
|
|
1760
|
-
export {}
|