lecodes-sdk 1.2.0 → 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 +8 -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/Scene.d.ts +41 -13
- package/dist/types/gl/Texture.d.ts +1 -1
- package/dist/types/gl/animation/Locomotion.d.ts +8 -1
- 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 +1 -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 +1 -1
- 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 +473 -239
- package/prompts/dist/3d-app.md +553 -205
- package/prompts/dist/ar-app.md +435 -202
- package/prompts/dist/design.md +113 -95
- package/prompts/dist/ui-app.md +386 -170
- package/prompts/ui-design.md +2 -3
- package/prompts/ui.md +45 -37
- package/src/animate/tween/Animation.ts +34 -150
- package/src/animate/tween/Timeline.ts +175 -175
- package/src/animate/tween/animateValue.ts +6 -3
- package/src/animate/tween/easing.ts +10 -3
- package/src/animate/tween/spec.ts +41 -15
- package/src/audio/Sound.ts +3 -3
- package/src/audio/audio.ts +2 -1
- 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/CameraPlace.ts +52 -52
- package/src/gl/Foliage.ts +72 -17
- package/src/gl/Geometry.ts +1 -2
- package/src/gl/Light.ts +10 -0
- package/src/gl/Lightmap.ts +45 -29
- package/src/gl/Material.ts +95 -51
- package/src/gl/Mesh.ts +120 -120
- package/src/gl/Model.ts +21 -16
- package/src/gl/Node.ts +91 -24
- package/src/gl/Particles.ts +1 -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/DynamicBone.ts +482 -482
- package/src/gl/animation/Locomotion.ts +8 -3
- 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/scenarios.ts +291 -291
- package/src/gl/terrain/Terrain.ts +4 -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 +13 -16
- 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 +12 -10
- 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 +15 -9
- 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 -4629
- 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 -1769
- 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
|
@@ -0,0 +1,1133 @@
|
|
|
1
|
+
// The 3D engine bridge (`_creator`): engines/gl (Filament) + anim, physics (Jolt), particles, bake.
|
|
2
|
+
// Part of the host contract: every runtime implements this global (runtime/native in C++, the web
|
|
3
|
+
// runtimes in TS). Types are the PRECISE ones the native side reads (see ./types.d.ts); the SDK
|
|
4
|
+
// only sees numbers. The ABI checker (scripts/check-pkg-bridges.mjs) reads this folder.
|
|
5
|
+
import type { bytes, f32, f64, handle, i32, u32, u8 } from "./types"
|
|
6
|
+
|
|
7
|
+
// Object types of the contract (the generator's struct rule: the engine fills a C struct of the same
|
|
8
|
+
// name and fields, the bridge converts it field by field — see scripts/gen-bridges.ts).
|
|
9
|
+
/** One clip of a clip set. */
|
|
10
|
+
export type ClipInfo = { name: string, duration: f32, trackCount: u32 }
|
|
11
|
+
/** One weighted joint of a picked vertex (`pickTriangle`): the joint's name, "#<index>" when it has none. */
|
|
12
|
+
export type PickBone = { name: string, weight: f32 }
|
|
13
|
+
/** One vertex of the picked triangle: `bind` = its position in mesh space, `world` = skinned this frame,
|
|
14
|
+
* `bones` = its JOINTS_0 / WEIGHTS_0 pairs with weight > 0 (empty = unweighted). */
|
|
15
|
+
export type PickVertex = { index: u32, bind: [f32, f32, f32], world: [f32, f32, f32], bones: PickBone[] }
|
|
16
|
+
/** The closest triangle under a screen point (`pickTriangle`). `node` = the mesh node's own entity (0
|
|
17
|
+
* when the host has none), `lightmapGroup` / `uv1` only when the node / primitive carry them. */
|
|
18
|
+
export type TrianglePick = {
|
|
19
|
+
entity: u32, node: u32, nodeName: string, lightmapGroup?: i32,
|
|
20
|
+
mesh: string, primitive: u32, material: string,
|
|
21
|
+
triangle: u32, backface: boolean, distance: f32,
|
|
22
|
+
point: [f32, f32, f32], bary: [f32, f32, f32], uv1?: [f32, f32],
|
|
23
|
+
skin: string, vertices: PickVertex[],
|
|
24
|
+
}
|
|
25
|
+
|
|
26
|
+
declare global {
|
|
27
|
+
// ---- 3D engine (Filament / creator-gl) -------------------------------------------------------
|
|
28
|
+
/** @engine gl */
|
|
29
|
+
var _creator: {
|
|
30
|
+
backend: string
|
|
31
|
+
/** Bring the engine up (or rebuild it) — the deferred start of a bundle whose header says
|
|
32
|
+
* `// gl: defer`; throws when the GPU refuses the shared context. A no-op on a host whose
|
|
33
|
+
* engine is always up. @custom */
|
|
34
|
+
createEngine(): void
|
|
35
|
+
|
|
36
|
+
createScene(): u32
|
|
37
|
+
createOverlayScene(sceneId: u32): u32
|
|
38
|
+
/** @custom */
|
|
39
|
+
createGLView(): void
|
|
40
|
+
/** @custom */
|
|
41
|
+
openScene(sceneId: u32): void
|
|
42
|
+
/** @custom */
|
|
43
|
+
closeScene(): void
|
|
44
|
+
/** @custom */
|
|
45
|
+
launchAR(sceneId: u32, onComplete: () => void, onReject: () => void): void
|
|
46
|
+
/** @custom */
|
|
47
|
+
stopAR(): void
|
|
48
|
+
/** @custom */
|
|
49
|
+
launchVR(sceneId: u32, onComplete: () => void, onReject: (err?: unknown) => void): void
|
|
50
|
+
/** @custom */
|
|
51
|
+
stopVR(): void
|
|
52
|
+
addEntityToScene(sceneId: u32, entityId: u32): void
|
|
53
|
+
removeEntityFromScene(sceneId: u32, entityId: u32): void
|
|
54
|
+
/** @custom */
|
|
55
|
+
warmRender(sceneId: u32, onComplete: () => void): void
|
|
56
|
+
/** Compile every shader variant the scene's materials can need — sun / shadows / fog / skinning
|
|
57
|
+
* and the dynamic-light key — on the backend's compiler threads, then call back. Materials
|
|
58
|
+
* loaded later are queued in the background as they are created. Optional: a host without it
|
|
59
|
+
* resolves at once (the SDK feature-detects). @custom */
|
|
60
|
+
precompileShaders?(sceneId: u32, onComplete: () => void): void
|
|
61
|
+
|
|
62
|
+
/** An OWNED root (owned.h): loose and dropped → its whole subtree goes. @owned GlEntity */
|
|
63
|
+
createEntity(): Handle
|
|
64
|
+
/** @owned GlEntity */
|
|
65
|
+
cloneEntity(entityId: u32): Handle
|
|
66
|
+
/** The subtree, its records, and the SDK hears the ids (the freed channel). @custom */
|
|
67
|
+
destroyEntity(entityId: u32): void
|
|
68
|
+
/** True while the engine holds the entity (a parent, a scene); the SDK unpins a node this says no to. */
|
|
69
|
+
entityIsOwned(entityId: u32): boolean
|
|
70
|
+
|
|
71
|
+
setMatrix(entityId: u32, mat: Float32Array): void
|
|
72
|
+
setWorldMatrix(entityId: u32, mat: Float32Array): void
|
|
73
|
+
getChildCount(entityId: u32): u32
|
|
74
|
+
getChild(entityId: u32, index: i32): u32
|
|
75
|
+
|
|
76
|
+
setPosition(entityId: u32, x: f32, y: f32, z: f32): void
|
|
77
|
+
setQuaternion(entityId: u32, x: f32, y: f32, z: f32, w: f32): void
|
|
78
|
+
setEulerAngles(entityId: u32, x: f32, y: f32, z: f32, order: u8): void
|
|
79
|
+
setScale(entityId: u32, x: f32, y: f32, z: f32): void
|
|
80
|
+
|
|
81
|
+
setParent(entityId: u32, parentEntityId: u32, worldPositionStays: boolean): void
|
|
82
|
+
setParentNull(entityId: u32, worldPositionStays: boolean): void
|
|
83
|
+
getParent(entityId: u32): u32
|
|
84
|
+
/** @custom */
|
|
85
|
+
traverse(entityId: u32, callback: (entityId: number) => void): void
|
|
86
|
+
/** Descendant of `entityId` by name, with the Animator's binding rule: exact name first, then the
|
|
87
|
+
* short name (after the last `:` / `|` — Mixamo `mixamorig:Hips`); a skin joint beats a plain node
|
|
88
|
+
* of the same name (merged GLBs carrying a leftover skeleton copy), otherwise first in tree order.
|
|
89
|
+
* 0 when absent. Optional: hosts that predate it fall back to the SDK's traverse walk (node.bone). */
|
|
90
|
+
findNode?(entityId: u32, name: string): u32
|
|
91
|
+
|
|
92
|
+
/** shadowCascades (2026-09-23, optional 9th arg): 1-4 shadow-map cascades over shadowDistance; a host that predates it
|
|
93
|
+
* renders one. */
|
|
94
|
+
createSunLight(entityId: u32, x: f64, y: f64, z: f64, intensity: f64, color: u32, shadowsQuality: i32, shadowDistance: f64, shadowCascades?: i32): void
|
|
95
|
+
/** Punctual light. `intensity` is luminous POWER in lumens; `falloff` is the metres of
|
|
96
|
+
* influence (filament's own default is 1 m, i.e. invisible, so it is always passed). */
|
|
97
|
+
createPointLight?(entityId: u32, intensity: f64, color: u32, falloff: f64, castShadows: boolean): void
|
|
98
|
+
/** The lightmap bake takes this point light as a RECTANGLE of `width` x `height` metres (an area light: a ceiling
|
|
99
|
+
* panel) in the light's local XZ plane, emitting along its local -Y with the same lumens; 0, 0 = a point again. */
|
|
100
|
+
setLightBakeArea?(entityId: u32, width: f32, height: f32): void
|
|
101
|
+
/** Live intensity for any light (sun: lux, point: lumens) — a flash animates instead of rebuilding. */
|
|
102
|
+
setLightIntensity?(entityId: u32, intensity: f64): void
|
|
103
|
+
setLightColor?(entityId: u32, color: u32): void
|
|
104
|
+
/** `iblFetchId` (optional, -1 = none) names the scene's own probe; without it the host looks for a project-wide `ibl.ktx`. @custom */
|
|
105
|
+
setDefaultIbl(sceneId: u32, intensity: f64, iblFetchId?: i32): void
|
|
106
|
+
/** The environment's intensity in lux, live (`scene.environmentIntensity`) — `setDefaultIbl` is
|
|
107
|
+
* the only other way to change it and it rebuilds the cubemap and the IndirectLight from the
|
|
108
|
+
* ktx every call, so it can never carry a slider. No-op until the scene has an IBL. Optional:
|
|
109
|
+
* hosts that predate it keep whatever `setDefaultIbl` set at open. */
|
|
110
|
+
setEnvironmentIntensity?(sceneId: u32, intensity: f32): void
|
|
111
|
+
setBloomOptions(sceneId: u32, enabled: boolean, strength: f32, quality: u8): void
|
|
112
|
+
setToneMapping?(sceneId: u32, mode: u8): void
|
|
113
|
+
/** Exposure of the scene's camera — filament's physical model: `aperture` f-stops,
|
|
114
|
+
* `shutterSpeed` seconds, `sensitivity` ISO (default f/16, 1/125 s, ISO 100 = EV100 15, bright
|
|
115
|
+
* sunlight). ISO ×2 = one stop brighter. Scene-referred light follows it; particle emission is
|
|
116
|
+
* post-exposure and does not. Optional: hosts that predate it keep the fixed default. */
|
|
117
|
+
setCameraExposure?(sceneId: u32, aperture: f32, shutterSpeed: f32, sensitivity: f32): void
|
|
118
|
+
/** Display output range (macOS/iOS EDR, `device.hdr`). `getDisplayHeadroom` is what the engine
|
|
119
|
+
* renders to right now: the screen's peak as a multiple of SDR white, quantised to half-stops;
|
|
120
|
+
* 0 or 1 = SDR. Live — it ramps up from 1 over the first seconds, follows brightness and the
|
|
121
|
+
* screen under the window. `getDisplayMaxHeadroom` is the peak the surface can reach at all
|
|
122
|
+
* (1 = SDR), constant once the surface exists: the value to branch content on. Optional: hosts
|
|
123
|
+
* that predate it, or render 8-bit, are SDR. */
|
|
124
|
+
getDisplayHeadroom?(): f64
|
|
125
|
+
/** @c getDisplayHeadroom */
|
|
126
|
+
getDisplayMaxHeadroom?(): f64
|
|
127
|
+
/** HDR look, engine-wide (creator.h `setHdrStrength` / `setHdrPaperWhite`): `strength` 0..1 =
|
|
128
|
+
* how much of the picture reaches for the headroom (0 only what SDR clipped, 1 nearly
|
|
129
|
+
* everything), `paperWhite` 1..8 = where the operator's white lands as a multiple of SDR white
|
|
130
|
+
* (the "HDR brightness" of a console calibration screen; clamped to the headroom). A host may
|
|
131
|
+
* pin either from its environment — the getters report what is in force. Optional. */
|
|
132
|
+
setHdrStrength?(strength: f32): void
|
|
133
|
+
getHdrStrength?(): f64
|
|
134
|
+
setHdrPaperWhite?(paperWhite: f32): void
|
|
135
|
+
getHdrPaperWhite?(): f64
|
|
136
|
+
/** Screen-space ambient occlusion: the contact darkening in creases and where objects meet the
|
|
137
|
+
* ground. `radius` is world-space metres, `power` the falloff contrast, `quality` 0 LOW … 3
|
|
138
|
+
* ULTRA (sample count — not the buffer resolution, which stays half-res).
|
|
139
|
+
* Optional: hosts that predate it render without AO and the SDK skips the call. */
|
|
140
|
+
setAmbientOcclusionOptions?(sceneId: u32, enabled: boolean, intensity: f32, radius: f32, power: f32, quality: u8): void
|
|
141
|
+
/** Distance fog / aerial perspective. `color` is packed 0xRRGGBB used as a TINT on the
|
|
142
|
+
* in-scattered ambient — the engine multiplies it by the environment luminance, so white means
|
|
143
|
+
* "as bright as the ambient" and it is NOT the absolute-radiance convention `setSkybox` uses.
|
|
144
|
+
* `density` = extinction per metre at `height`, `heightFalloff` 1/m (0 = uniform),
|
|
145
|
+
* `cutOff` <= 0 = apply at every distance (the skybox included — that is what blends the
|
|
146
|
+
* horizon), `fromIbl` = take the colour from the environment in the view direction and tint
|
|
147
|
+
* it by `color`.
|
|
148
|
+
* Optional: hosts that predate it render without fog and the SDK skips the call. */
|
|
149
|
+
setFogOptions?(sceneId: u32, enabled: boolean, color: u32, distance: f32, density: f32, height: f32, heightFalloff: f32, maxOpacity: f32, cutOff: f32, fromIbl: boolean): void
|
|
150
|
+
setSkybox(sceneId: u32, color: u32): void
|
|
151
|
+
/** Draw the scene's IBL environment as the sky instead of a flat colour. No-op until the IBL
|
|
152
|
+
* exists (setDefaultIbl runs first). Optional: hosts that predate it keep the flat skybox. */
|
|
153
|
+
setSkyboxFromEnvironment?(sceneId: u32): void
|
|
154
|
+
/** The sky from its own KTX1 cubemap. `fetchId` is a local-resource id (`_creatorFetch.local`
|
|
155
|
+
* / an `asset()` handle), pointing at cmgen's `<name>_skybox.ktx` — the sharp single-mip file,
|
|
156
|
+
* not the roughness-prefiltered `_ibl.ktx` beside it. Optional: hosts that predate it keep the
|
|
157
|
+
* flat skybox. */
|
|
158
|
+
setSkyboxTexture?(sceneId: u32, fetchId: bytes): void
|
|
159
|
+
/** Temporal anti-aliasing (Filament's TAA) for the scene and its overlays: on, MSAA and FXAA are off for the
|
|
160
|
+
* view; `feedback` = the history's share (0.12 default, higher = less ghosting, less smoothing), `sharpness` =
|
|
161
|
+
* the post-TAA sharpen (0–1), `upscale` = the fraction the 3D is rendered at and TAA-upscaled from (0.5–1,
|
|
162
|
+
* 1 = none; below 1 Filament's dynamic resolution is off), `nearLimit` = the band in front of the camera (m,
|
|
163
|
+
* 0 = off) whose pixels keep their screen position instead of the camera's reprojection — a first-person
|
|
164
|
+
* viewmodel, which would trail on every turn otherwise. Off restores the scene's MSAA state. Optional: a
|
|
165
|
+
* host without it keeps MSAA. @c setTemporalAntiAliasing */
|
|
166
|
+
setTemporalAntiAliasing?(sceneId: u32, enabled: boolean, feedback: f32, sharpness: f32, upscale: f32, nearLimit: f32): void
|
|
167
|
+
/** @c setMultiSampleAntiAliasing */
|
|
168
|
+
setSceneMultiSampleAntiAliasing(sceneId: u32, enabled: boolean, scale: u8): void
|
|
169
|
+
/** Filament View::setStencilBufferEnabled (Scene.stencil). Optional. */
|
|
170
|
+
setSceneStencil?(sceneId: u32, enabled: boolean): void
|
|
171
|
+
/** Render resolution: `renderScale` (0.25–1) = fixed 3D-buffer scale vs the viewport (the UI is
|
|
172
|
+
* untouched; a host that owns the 3D texture resizes it, one rendering into the swapchain may
|
|
173
|
+
* ignore it), `dynamicResolution` = engine-adaptive scaling under that down to `minScale`.
|
|
174
|
+
* Optional: older hosts predate it and the SDK skips the call. */
|
|
175
|
+
setSceneRenderOptions?(sceneId: u32, renderScale: f32, dynamicResolution: boolean, minScale: f32): void
|
|
176
|
+
/** Anisotropic filtering for every texture bound FROM HERE ON (1 = off, 2 = the engine default,
|
|
177
|
+
* 16 = max; clamped). Engine-wide rather than per scene, because a sampler is baked when its
|
|
178
|
+
* texture is bound — a glTF binds during `Model.load`, and two scenes cannot disagree about a
|
|
179
|
+
* texture they share. Call it before loading the assets it should apply to; `SceneOptions.
|
|
180
|
+
* anisotropy` does that automatically (a scene's env runs before its nodes build). Optional:
|
|
181
|
+
* hosts that predate it keep isotropic filtering and the SDK skips the call. */
|
|
182
|
+
setTextureAnisotropy?(level: f32): void
|
|
183
|
+
/** Engine-wide cap on texture size (`Texture.maxSize` / `SceneOptions.maxTextureSize`): a
|
|
184
|
+
* KTX2 wider or taller than `size` loses its top mip levels on load, a glTF PNG/JPEG is
|
|
185
|
+
* downsampled; 0 = no cap. Reaches textures created AFTER the call — a loaded level keeps
|
|
186
|
+
* its textures, so a settings menu applies it on the next level load. `createTexture` flag
|
|
187
|
+
* 2 (FULL_SIZE) exempts one texture (lightmap pages). Optional: hosts that predate it load
|
|
188
|
+
* full-size textures and the SDK skips the call. */
|
|
189
|
+
setTextureMaxSize?(size: u32): void
|
|
190
|
+
/** Depth-reading effects on / off (`scene.setDepthEffects`): soft particles (`depthFade`) and
|
|
191
|
+
* projected decals read the scene depth, which costs a half-res depth pre-pass of every opaque
|
|
192
|
+
* draw. Off = no pre-pass, hard-edged particles, decal sets draw nothing. Engine-wide, live.
|
|
193
|
+
* Optional: hosts that predate it keep the effects and the SDK skips the call. */
|
|
194
|
+
setDepthEffects?(enabled: boolean): void
|
|
195
|
+
/** LOD distance (`scene.setLodBias`): the LOD pass' screen-size thresholds × `bias` — 2 = every
|
|
196
|
+
* level switches at half the distance, 0.5 = full detail twice as far; 1 = the defaults
|
|
197
|
+
* (0.30 / 0.12 / 0.05 of the viewport height). Engine-wide, live, clamped 0.25..8. Optional:
|
|
198
|
+
* hosts without the LOD pass ignore it and the SDK skips the call. */
|
|
199
|
+
setLodBias?(bias: f64): void
|
|
200
|
+
setMaterialGlobalParameter(sceneId: u32, i: u32, x: f32, y: f32, z: f32, w: f32): void
|
|
201
|
+
getCameraFov(sceneId: u32, fovType: u8): f64
|
|
202
|
+
/** The scene camera's projection: VERTICAL fov in degrees + near/far clip distances (defaults
|
|
203
|
+
* 60 / 0.01 / 1000). Aspect stays host-owned — the host STORES these per scene and re-applies
|
|
204
|
+
* them whenever the viewport changes, so one call outlives every resize. Optional: hosts that
|
|
205
|
+
* predate it keep the fixed defaults and the SDK feature-detects (Camera.setProjection). */
|
|
206
|
+
setCameraProjection?(sceneId: u32, fov: f32, near: f32, far: f32): void
|
|
207
|
+
|
|
208
|
+
/** @into mat 16 */
|
|
209
|
+
getMatrix(entityId: u32, mat: Float32Array): void
|
|
210
|
+
/** @into mat 16 */
|
|
211
|
+
getWorldMatrix(entityId: u32, mat: Float32Array): void
|
|
212
|
+
/** @into mat 3 */
|
|
213
|
+
getWorldPosition(entityId: u32, mat: Float32Array): void
|
|
214
|
+
/** @into mat 3 */
|
|
215
|
+
getWorldDirection(entityId: u32, mode: u8, mat: Float32Array): void
|
|
216
|
+
|
|
217
|
+
/** @into mat 16 */
|
|
218
|
+
getWorldMatrixInverse(entityId: u32, mat: Float32Array): void
|
|
219
|
+
/** Screen inputs are LOGICAL px: the web host scales them to its backing store by hand. @into mat 3 @custom web */
|
|
220
|
+
getCameraViewDirection(sceneId: u32, screenX: f32, screenY: f32, mat: Float32Array): void
|
|
221
|
+
|
|
222
|
+
/** `uv1` (optional, 2 floats per vertex) is the lightmap UV set (Geometry.uv1); absent → the
|
|
223
|
+
* host duplicates `uv` into UV1. Hosts that predate the argument ignore it. */
|
|
224
|
+
/** `colors` (Geometry.colors) is 4 bytes RGBA per vertex for a `requires: [color]` material;
|
|
225
|
+
* a host that predates it draws the mesh white. @c createMeshC @count verticesCount=vertices/3 indicesCount=indices */
|
|
226
|
+
setMesh(entityId: u32, materialId: u32, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, meshType: i32, uv1?: Float32Array, colors?: Uint8Array): void
|
|
227
|
+
// Terrain (gl/Terrain.ts ↔ creator-gl/src/terrain.cpp, docs/terrain-plan.md §1.4): a heightmap grid of
|
|
228
|
+
// sizeX × sizeZ samples `cellSize` apart (+X across columns, +Z across rows, height on +Y, sample 0 at
|
|
229
|
+
// the node origin), drawn as one renderable per `chunk`×`chunk` cells on internal children of the
|
|
230
|
+
// entity (u16 indices → chunk ≤ 255). `holes` = one byte per sample, 1 = hole (a triangle exists only
|
|
231
|
+
// when its three samples are valid — the same rule as the Jolt height field), null = none. UV0 = local
|
|
232
|
+
// XZ in metres, UV1 = the terrain's unit square. Returns the chunk count (0 = refused). terrainUpdate
|
|
233
|
+
// re-reads the FULL arrays and rebuilds the chunks the sample rectangle touches. All optional: a host
|
|
234
|
+
// without them gets the SDK's own chunk meshes through setMesh (gl/terrainMesh.ts).
|
|
235
|
+
terrainCreate?(entityId: u32, materialId: u32, heights: Float32Array, sizeX: u32, sizeZ: u32, cellSize: f32, chunk: u32, holes: Uint8Array | null): u32
|
|
236
|
+
terrainUpdate?(entityId: u32, heights: Float32Array, holes: Uint8Array | null, x0: u32, z0: u32, w: u32, h: u32): void
|
|
237
|
+
terrainSetMaterial?(entityId: u32, materialId: u32): void
|
|
238
|
+
terrainSetShadows?(entityId: u32, cast: boolean, receive: boolean): void
|
|
239
|
+
// Instanced mesh (gl/InstancedMesh.ts ↔ creator-gl/src/instanced.cpp): `count` transforms,
|
|
240
|
+
// column-major 4×4 local to the node, all-zero = hidden. setInstanceTransforms writes
|
|
241
|
+
// matrices.length / 16 of them starting at `first` (a subarray view is fine — consumed synchronously).
|
|
242
|
+
/** @count verticesCount=vertices/3 indicesCount=indices */
|
|
243
|
+
createInstancedMesh(entityId: u32, materialId: u32, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, count: u32): void
|
|
244
|
+
/** @count count=matrices/16 */
|
|
245
|
+
setInstanceTransforms(entityId: u32, matrices: Float32Array, first: u32): void
|
|
246
|
+
setInstancedMeshMaterial(entityId: u32, materialId: u32): void
|
|
247
|
+
setInstancedMeshShadows(entityId: u32, cast: boolean, receive: boolean): void
|
|
248
|
+
setCulling(entityId: u32, culling: boolean): void
|
|
249
|
+
/** Filament RenderableManager::setPriority — the coarse draw order, 0..7 (Mesh.renderPriority).
|
|
250
|
+
* Optional: an older host leaves everything at the default 4. */
|
|
251
|
+
setRenderPriority?(entityId: u32, priority: u32): void
|
|
252
|
+
/** Filament MaterialInstance::setDepthCulling / setDepthWrite — per-instance overrides of the
|
|
253
|
+
* depth state baked into the shader package (Material.depthTest / depthWrite). Optional. */
|
|
254
|
+
setMaterialDepthTest?(materialInstanceId: u32, enable: boolean): void
|
|
255
|
+
setMaterialDepthWrite?(materialInstanceId: u32, enable: boolean): void
|
|
256
|
+
/** Filament MaterialInstance::setCullingMode: 0 none (double-sided), 1 front, 2 back. Optional. */
|
|
257
|
+
setMaterialCulling?(materialInstanceId: u32, mode: u8): void
|
|
258
|
+
/** Filament MaterialInstance stencil state in one call (Material.stencil): `test` 0 always, 1 never,
|
|
259
|
+
* 2 less, 3 lessEqual, 4 greater, 5 greaterEqual, 6 equal, 7 notEqual; the ops 0 keep, 1 zero,
|
|
260
|
+
* 2 replace, 3 increment, 4 decrement, 5 invert. Optional. */
|
|
261
|
+
setMaterialStencil?(materialInstanceId: u32, write: boolean, test: u8, ref: u8, onPass: u8, onFail: u8, onDepthFail: u8, readMask: u8, writeMask: u8): void
|
|
262
|
+
setCastShadows(entityId: u32, culling: boolean): void
|
|
263
|
+
setReceiveShadows(entityId: u32, culling: boolean): void
|
|
264
|
+
|
|
265
|
+
/** Decode a fetched image into a texture. `flags` (optional, Texture.load): bit 1 = LINEAR data
|
|
266
|
+
* (a normal map — store RGBA8, not sRGB); unset / absent = colour, sRGB. A host that ignores
|
|
267
|
+
* it loads colour correctly and normal maps wrongly. KTX2 decides by its own header. @custom */
|
|
268
|
+
createTexture(systemId: bytes, onComplete: (texture: Handle, width: number, height: number) => void, onReject: () => void, flags?: u32): void
|
|
269
|
+
// Texture from a baked _creatorCanvas surface (RGBA8, already rasterized — synchronous, no decode).
|
|
270
|
+
/** @custom */
|
|
271
|
+
createTextureFromCanvas(surfaceId: i32): u32
|
|
272
|
+
/** @custom */
|
|
273
|
+
updateTextureFromCanvas(texId: u32, surfaceId: i32): void
|
|
274
|
+
/** A texture from raw UBYTE pixels — `channels` 1–4, row-major, `width*height*channels` bytes, no
|
|
275
|
+
* mips; `srgb` selects the sRGB internal format for 3/4 channels (colour) vs linear (data — a
|
|
276
|
+
* terrain's control map). The bytes are copied. Returns 0xFFFFFFFF on failure. `updateTexturePixels`
|
|
277
|
+
* re-uploads a sub-rectangle with the creation channel count. Optional (Texture.fromPixels throws). @args data width height channels srgb @count pixelBytes=data @owned GlTexture */
|
|
278
|
+
createTexturePixels?(width: u32, height: u32, channels: u32, data: Uint8Array, srgb: boolean): Handle
|
|
279
|
+
updateTexturePixels?(textureId: u32, x: u32, y: u32, width: u32, height: u32, data: Uint8Array): void
|
|
280
|
+
|
|
281
|
+
/** A material INSTANCE of these .filamat bytes (an app's own shader, fetched); the material itself is deduplicated by content in the engine. @c createMaterialInstanceFromBytes @owned GlMaterial @throw createMaterial: no .filamat bytes behind this fetch id */
|
|
282
|
+
createMaterial(systemId: bytes): Handle
|
|
283
|
+
/** A material INSTANCE of a BUILT-IN material by name — `"lit"`, `"unlit-transparent"`, `"lightmap-masked"` …:
|
|
284
|
+
* the sources of engines/gl/materials — or null when this host carries none of that name. The engine's
|
|
285
|
+
* materials are the runtime's to find, like the ubershader archive: in the materials archive the host
|
|
286
|
+
* hands over (`HostFetch.systemBuffer(3)`), on every host; one material per name is kept. The names a
|
|
287
|
+
* bundle asks for with a string literal are in its `// preload:` header (`material:<name>`) — what a
|
|
288
|
+
* host that fetches its archives by need goes by. @custom */
|
|
289
|
+
builtinMaterial(name: string): Handle | null
|
|
290
|
+
setMaterial(entityId: u32, materialId: u32, index: i32): void
|
|
291
|
+
getMaterial(entityId: u32, index: i32): u32
|
|
292
|
+
|
|
293
|
+
setUniformRgb(materialId: u32, uniform: string, color: u32): void
|
|
294
|
+
setUniformRgba(materialId: u32, uniform: string, color: u32): void
|
|
295
|
+
setUniformFloat(materialId: u32, uniform: string, value: f64): void
|
|
296
|
+
setUniformBoolean(materialId: u32, uniform: string, value: boolean): void
|
|
297
|
+
setUniformTexture(materialId: u32, uniform: string, systemId: u32, wrapS: u8, wrapT: u8): void
|
|
298
|
+
setUniformArray(materialId: u32, uniform: string, value: Float32Array): void
|
|
299
|
+
setUniformNull(materialId: u32, uniform: string): void
|
|
300
|
+
|
|
301
|
+
/** @custom */
|
|
302
|
+
attachCameraToAR(sceneId: u32, cameraEntityId: u32, onProjectionChange: (mat: Float32Array, fov: number) => void): void
|
|
303
|
+
/** @custom */
|
|
304
|
+
getDisplaySize(): Float32Array
|
|
305
|
+
|
|
306
|
+
setVisible(entityId: u32, visible: boolean): void
|
|
307
|
+
isVisible(entityId: u32): boolean
|
|
308
|
+
|
|
309
|
+
/** @custom */
|
|
310
|
+
createGlb(systemId: bytes, onComplete: (root: Handle | null) => void, onReject: () => void): void
|
|
311
|
+
setGlbCulling(entityId: u32, culling: boolean): void
|
|
312
|
+
/** Optional. True when the host refits a skinned model's frustum-culling bounds to its joints every
|
|
313
|
+
* frame (creator-gl animation/skinning.cpp), i.e. culling is safe for animated GLBs. Model.load
|
|
314
|
+
* defaults culling ON only where this returns true; absent / false = the always-draw default. */
|
|
315
|
+
skinnedCullingSupported?(): boolean
|
|
316
|
+
/** Optional. Level-of-detail override for a GLB instance (docs/lod-plan.md): `mesh` / `anim` are -1 for
|
|
317
|
+
* automatic (the engine picks by screen size and visibility) or a forced level 0..3. Backs Model.lod
|
|
318
|
+
* and Animator.lod; a host without it (no LOD pass) leaves everything at full detail. */
|
|
319
|
+
setLod?(entityId: u32, mesh: f32, anim: f32): void
|
|
320
|
+
|
|
321
|
+
// Render-synced aspect update(dt) dispatch, called from inside render(). Early = before the physics
|
|
322
|
+
// step; late = after animations/particles, just before draw. Single-slot per phase (the SDK's Aspect
|
|
323
|
+
// dispatcher registers one callback per phase that iterates its ordered updater list).
|
|
324
|
+
/** @custom */
|
|
325
|
+
setEarlyUpdate(cb: (dt: number) => void): void
|
|
326
|
+
/** @custom */
|
|
327
|
+
setLateUpdate(cb: (dt: number) => void): void
|
|
328
|
+
/** FIXED phase - the SDK's `updateFixed`: once per physics substep with dt = 1/60 exactly, BEFORE
|
|
329
|
+
* that substep's Jolt step (move commands / velocities written here feed the same step). Under
|
|
330
|
+
* `setTimeScale` the NUMBER of substeps changes, never the dt; at most 4 per frame. `null` clears it -
|
|
331
|
+
* registered lazily, only once an aspect declares the phase (one flag check per substep otherwise).
|
|
332
|
+
* Optional: a host without it gets the SDK's own 1/60 accumulator inside the early phase. @custom */
|
|
333
|
+
setFixedUpdate?(cb: ((dt: number) => void) | null): void
|
|
334
|
+
/** The engine's clock multiplier for physics / animators / particles (1 normal, 0 frozen) — the
|
|
335
|
+
* SDK's `Time.scale` / `Time.paused` pushed down so the sims stay in step with game code. The
|
|
336
|
+
* two aspect phases still receive the RAW wall-clock dt (the SDK scales it itself). Optional:
|
|
337
|
+
* a host without it keeps its sims at wall-clock speed. */
|
|
338
|
+
setTimeScale?(scale: f64): void
|
|
339
|
+
// Physics contact/sensor events (drained after each step): a/b = entity ids, type 0 enter / 1 exit.
|
|
340
|
+
/** @custom */
|
|
341
|
+
setOnPhysicsEvent(cb: (a: number, b: number, type: number) => void): void
|
|
342
|
+
|
|
343
|
+
// ---- Animation system (docs/animation-v2-plan.md): AnimationClip + Animator — THE skeletal animation
|
|
344
|
+
// path, evaluated by creator-anim on every host. A clip set is parsed straight from GLB bytes (tracks
|
|
345
|
+
// target bone NAMES, no entities); a model's embedded clips are registered by createGlb (getGlbClipSet,
|
|
346
|
+
// 0 = none). An Animator binds clips to one node hierarchy by name; the native evaluator runs the WHOLE
|
|
347
|
+
// per-frame loop (sources, transitions, blend spaces, one-shot hand-over, root motion) — the SDK only
|
|
348
|
+
// issues play/stop/blend calls and has no tick. Skinning is flushed AFTER the late phase so IK /
|
|
349
|
+
// procedural joint writes land in the skin.
|
|
350
|
+
// TRANSITIONS ARE INERTIAL, NOT CROSSFADES: a layer evaluates exactly ONE source (its one-shot, its
|
|
351
|
+
// loop, or nothing); a switch records the difference between the pose the layer SHOWED and the pose the
|
|
352
|
+
// new source shows and decays it away over `fade` seconds (halflife = 0.4 × fade). A replaced source is
|
|
353
|
+
// silent from that moment — it costs nothing, its weight is 0 at once, and it may be replaced again
|
|
354
|
+
// mid-transition (the offset is re-recorded from the displayed pose). `fade` 0 = cut.
|
|
355
|
+
/** @custom */
|
|
356
|
+
loadClips(systemId: bytes, onComplete: (clipSetId: number) => void, onReject: (err: unknown) => void): void
|
|
357
|
+
// names = newline-joined track targets; data = [trackCount, duration (<=0 → max key time), (path 0 T/1 R/2 S,
|
|
358
|
+
// interp 0 linear/1 step/2 cubic, comps, keyCount, times…, values…)*]. Returns a one-clip set id (0 = bad).
|
|
359
|
+
createClipFromTracks(names: string, data: Float32Array): u32
|
|
360
|
+
/** @c getClipInfos */
|
|
361
|
+
getClipSetInfo(clipSetId: u32): ClipInfo[]
|
|
362
|
+
// A clip DERIVED from one of the set as a NEW single-clip set (index 0) — AnimationClip.from(clip, { mirror,
|
|
363
|
+
// from, to }): the mirror (left ↔ right on the set's own rig, the GLB's node tree: contacts swapped, heading
|
|
364
|
+
// negated), then the [start, end] window re-timed to 0 (start < 0 = whole, end < 0 = the clip's end; boundary
|
|
365
|
+
// values interpolated in, events re-timed). 0 = bad id / range, or a mirror asked of a set without a rig.
|
|
366
|
+
deriveClip(clipSetId: u32, clip: u32, mirror: boolean, start: f32, end: f32): u32
|
|
367
|
+
// Clip events on the CLIP: normalized times (sorted ascending). Every slot bound to the clip, in every
|
|
368
|
+
// animator, fires slot event type 4 + i on crossing event i. Empty = clear.
|
|
369
|
+
setClipEvents(clipSetId: u32, clip: u32, times: Float32Array): void
|
|
370
|
+
getGlbClipSet(entityId: u32): u32
|
|
371
|
+
destroyClipSet(clipSetId: u32): void
|
|
372
|
+
animatorCreate(entityId: u32): u32 // 0 = not a transform node
|
|
373
|
+
animatorDestroy(animatorId: u32): void // leaves the skeleton in rest pose
|
|
374
|
+
// One (clip, layer) slot, silent until played / made a blend member. slot index or -1.
|
|
375
|
+
animatorBind(animatorId: u32, clipSetId: u32, clipIndex: u32, layer: u8): i32
|
|
376
|
+
animatorBoundTracks(animatorId: u32, slot: u32): u32
|
|
377
|
+
// The layer's LOOP: member slots + positions (dims 1: x per member, 2: x,y; one member = a plain looping
|
|
378
|
+
// clip). The members share ONE cycle clock, each placed on it LINEARLY by `phases` — two floats per member,
|
|
379
|
+
// (offset, cycles): φ(t) = offset + cycles · t / duration, 0 at a left-foot-down (measured offline
|
|
380
|
+
// from the clip's foot marks). An empty array, or cycles <= 0 for a member = normalized time (0, 1) and no
|
|
381
|
+
// cycle to phase-match to — the clock never reads the clip's marks. animatorSetBlendValue picks the mix (1D linear between neighbours /
|
|
382
|
+
// 2D gradient band). Setting it takes the layer over from whatever it shows — the previous loop and any
|
|
383
|
+
// one-shot on it go silent — with a transition of `fade`. Empty = no loop. speed = the members' rate.
|
|
384
|
+
/** @args animatorId layer dims slots positions phases fade speed */
|
|
385
|
+
animatorSetBlend(animatorId: u32, layer: u8, dims: 1 | 2, slots: Uint16Array, positions: Float32Array, fade: f32, speed: f32, phases: Float32Array): void
|
|
386
|
+
animatorSetBlendValue(animatorId: u32, layer: u8, x: f32, y: f32): void
|
|
387
|
+
// Play a slot as the layer's one-shot, transitioned in over fadeIn (0 = cut) from whatever the layer
|
|
388
|
+
// showed (playing a blend MEMBER brings the whole blend back instead). A non-looping one-shot plays to its
|
|
389
|
+
// end and hands the layer back to the loop THERE, the return transition taking fadeOut from its last pose
|
|
390
|
+
// (0 = cut back; on a loopless layer hold the last frame).
|
|
391
|
+
// restart = rewind even if already playing (a restart is a new source: it transitions from the pose shown).
|
|
392
|
+
animatorPlay(animatorId: u32, slot: u32, loop: boolean, speed: f32, fadeIn: f32, fadeOut: f32, restart: boolean): void
|
|
393
|
+
// TURN WARP for the slot's current play (right after animatorPlay): the node's turn from the clip's baked heading is
|
|
394
|
+
// scaled to `radians` total; the pose keeps its own turn, the extra pivots about the planted foot. enabled false =
|
|
395
|
+
// the clip's own turn. Optional: older hosts lack it.
|
|
396
|
+
animatorSlotSetTurn?(animatorId: u32, slot: u32, radians: f32, enabled: boolean): void
|
|
397
|
+
// WINDOW of the slot's current play (right after animatorPlay): the one-shot runs [start, end] clip seconds — enters
|
|
398
|
+
// at start (at end when backwards) if the play rewound, completes + hands over at end, clip events outside never fire.
|
|
399
|
+
// end < 0 = the clip's end. Loops ignore it. Optional: older hosts lack it (the whole clip plays).
|
|
400
|
+
animatorSlotSetWindow?(animatorId: u32, slot: u32, start: f32, end: f32): void
|
|
401
|
+
// Release over `fade` (a transition toward what is left — the loop, or the rest pose): one slot; a
|
|
402
|
+
// layer's one-shot + loop (slot -1); everything (layer -1).
|
|
403
|
+
animatorStop(animatorId: u32, layer: i32, slot: i32, fade: f32): void
|
|
404
|
+
animatorSeek(animatorId: u32, slot: u32, time: f32): void // seeking a blend member moves the blend
|
|
405
|
+
animatorGetSlotTime(animatorId: u32, slot: u32): f64
|
|
406
|
+
animatorGetSlotWeight(animatorId: u32, slot: u32): f64 // 1 = the layer's source, a loop member = its share, else 0
|
|
407
|
+
// Layer config: weight 0–1; additive = each slot's DELTA vs its clip's first frame on top of the layers
|
|
408
|
+
// below; maskRoot = bone name(s, '\n'-separated) whose subtrees the layer drives ("" = all).
|
|
409
|
+
animatorSetLayer(animatorId: u32, layer: u8, weight: f32, additive: boolean, maskRoot: string): void
|
|
410
|
+
// ANTICIPATION for the layer's next source change: the transition starts with -amount x the new source's
|
|
411
|
+
// joint velocity (a wind-up against the coming motion), consumed by that switch. Optional: older hosts lack it.
|
|
412
|
+
animatorSetLayerAnticipation?(animatorId: u32, layer: u8, amount: f32): void
|
|
413
|
+
animatorSetGlobal(animatorId: u32, speed: f32, paused: boolean): void
|
|
414
|
+
// Root motion: "" off, "*" auto (the shallowest joint a base-layer clip translates), else a bone name. The
|
|
415
|
+
// root's horizontal travel (animator-node frame) is stripped from the pose and, per apply: 0 accumulated
|
|
416
|
+
// only (animatorGetRootMotion copies + clears out[3]), 1 added to the node's transform, 2 fed to the
|
|
417
|
+
// CharacterController on the node or an ancestor as a world velocity (falls back to 1 without one).
|
|
418
|
+
/** `apply` bits 0–1: 0 accumulate only / 1 move the node / 2 feed the CharacterController; bit 2 (+4): the
|
|
419
|
+
* root joint's yaw about the node's up is root motion too (off the pose, onto the node the travel lands on). */
|
|
420
|
+
animatorSetRootMotion(animatorId: u32, bone: string, apply: u8): void
|
|
421
|
+
/** @into out 3 */
|
|
422
|
+
animatorGetRootMotion(animatorId: u32, out: Float32Array): void
|
|
423
|
+
// Slot events: 0 completed (non-loop end) / 1 loop wrapped / 2 settled (no longer a source, after a stop
|
|
424
|
+
// or a replacement) / 3 HAND-OVER (a one-shot's return starts — for the SDK the clip is over; what the app
|
|
425
|
+
// starts in response takes the layer over instead) / 4+i clip event i. Single-slot (routed by animatorId).
|
|
426
|
+
/** @custom */
|
|
427
|
+
setOnAnimatorEvent(callback: (animatorId: number, slot: number, type: number) => void): void
|
|
428
|
+
// ---- contacts, phase, root curves (docs/animation-v2-plan.md §2.5–2.6) ----
|
|
429
|
+
// Every clip bound to a skeleton is baked once against it: when each foot is planted, the gait phase
|
|
430
|
+
// φ(t) (0 at a left-foot-down, 0.5 at a right-foot-down, unwrapped over the clip; absent for a clip
|
|
431
|
+
// with no gait cycle) and the root's cumulative travel / yaw / speed. A controller asks these instead
|
|
432
|
+
// of shipping measured tables of its own.
|
|
433
|
+
// The feet: '\n'-joined bone names per side (foot[, toe/ball]); both "" = classify by name. Re-bakes.
|
|
434
|
+
animatorSetFeet(animatorId: u32, left: string, right: string): void
|
|
435
|
+
// One curve of a slot's clip at `time` seconds (< 0 = the slot's clock now): which 0 φ (-1 = no gait)
|
|
436
|
+
// / 1 travel (m) / 2 yaw (rad, + = left) / 3 speed (m/s) / 4-5 unit travel direction x / z
|
|
437
|
+
// (model space, held through stills — integrate dir × d(travel) for the root's 2D path).
|
|
438
|
+
animatorSlotCurveAt(animatorId: u32, slot: u32, which: 0 | 1 | 2 | 3 | 4 | 5 | 6, time: f32): f64
|
|
439
|
+
// out ← [curve sample dt, total travel (m), mean speed (m/s), in-place flag]. False = unbound slot.
|
|
440
|
+
animatorSlotCurveInfo(animatorId: u32, slot: u32, out: Float32Array): boolean
|
|
441
|
+
animatorSlotTurn(animatorId: u32, slot: u32): f64 // the clip's total root yaw, rad
|
|
442
|
+
// The first time the clip has turned `yaw` radians — where a turn is entered by a body already
|
|
443
|
+
// that far into the same turn, so the two read as one move.
|
|
444
|
+
animatorSlotTimeAtTurn(animatorId: u32, slot: u32, yaw: f32): f64
|
|
445
|
+
// What the LAYER shows, as a cycle phase in [0, 1) — its loop's clock, or its one-shot's φ; -1 = none.
|
|
446
|
+
animatorLayerPhase(animatorId: u32, layer: u8): f64
|
|
447
|
+
// Seek the slot to the first time whose φ ≡ phase (mod 1); a blend member moves its whole group.
|
|
448
|
+
animatorSeekPhase(animatorId: u32, slot: u32, phase: f32): void
|
|
449
|
+
// How far the slot's pose is from `target`'s at the same cycle phase, metres (joint distance +
|
|
450
|
+
// the velocity difference over 0.1 s, the planted foot weighted most) — what handing over to that
|
|
451
|
+
// clip would hand the inertializer. Fills `out` at the curve rate, returns the sample count.
|
|
452
|
+
// align: 0 = compare at the same cycle phase, 1 = at the same time (two clips that both begin
|
|
453
|
+
// from standing have no shared cycle to line up on).
|
|
454
|
+
animatorSlotFit(animatorId: u32, slot: u32, target: u32, align: 0 | 1, out: Float32Array): u32
|
|
455
|
+
// The earliest time in the slot where that hand-over costs no more than `tolerance` metres;
|
|
456
|
+
// atContact snaps to the next foot-down at or after it. -1 = never that close.
|
|
457
|
+
animatorSlotExit(animatorId: u32, slot: u32, target: u32, tolerance: f32, atContact: boolean, align: 0 | 1): f64
|
|
458
|
+
// CYCLE ALIGNMENT by pose, no marks: given slot a's cycle (offA, cyclesA), the (offset, cycles) of slot b
|
|
459
|
+
// under which the two loops show the same pose at the same gait phase — b's cycle count searched over
|
|
460
|
+
// cyclesA × {1/3 … 3}, its offset on a fine grid. out = [offset, cycles, score (metres), margin (runner-up
|
|
461
|
+
// ≥ 0.2 cycle away minus the best; ~0 = ambiguous)]. Returns 1, or 0 when there is nothing to compare.
|
|
462
|
+
animatorSlotAlign(animatorId: u32, a: u32, b: u32, offA: f32, cyclesA: f32, out: Float32Array): i32
|
|
463
|
+
// Contact spans as (side 0 left / 1 right, from, to, atX, atY, atZ) sextuplets (seconds, model space);
|
|
464
|
+
// returns the span count, filling `out` up to its capacity.
|
|
465
|
+
/** @count maxSpans=out/8 */
|
|
466
|
+
animatorSlotContacts(animatorId: u32, slot: u32, out: Float32Array): u32
|
|
467
|
+
// A CLIMBING clip's tread levels (model-space plant heights, sorted ascending): out[0] = the
|
|
468
|
+
// riser (median level spacing), out[1..] = the levels, filled up to out's capacity. Returns the
|
|
469
|
+
// level count — 0 for a flat clip.
|
|
470
|
+
animatorSlotTreads(animatorId: u32, slot: u32, out: Float32Array): u32
|
|
471
|
+
// The clip's baked physics at `time` seconds (< 0 = the slot's current time), unit body mass,
|
|
472
|
+
// model space: out11 = COM position xyz, COM velocity xyz (= linear momentum per kg), angular
|
|
473
|
+
// momentum about the COM xyz, then per-foot support left/right (contact-gated, seesaw split,
|
|
474
|
+
// scaled by the vertical force proxy — > 1 on a landing, 0 in flight). 0 = no body segments
|
|
475
|
+
// classified on this skeleton.
|
|
476
|
+
animatorSlotPhysics(animatorId: u32, slot: u32, time: f32, out: Float32Array): i32
|
|
477
|
+
// The clip's MATCHING FEATURE ROW at `time` (37 floats, the clip's heading frame at that time —
|
|
478
|
+
// x lateral (+ left), y up, z forward): 0–5 feet positions (relative to the pelvis' ground
|
|
479
|
+
// point), 6–11 feet velocities, 12–14 pelvis velocity, 15 pelvis height, 16–18 COM velocity,
|
|
480
|
+
// 19–20 support L/R, 21–22 contact phase L/R, 23 yaw angular momentum, 24–31 the clip's own
|
|
481
|
+
// path 0.3/0.6/1.0/1.5 s ahead as (lateral, forward) pairs, 32–35 facing change at those
|
|
482
|
+
// horizons (rad, + = left), 36 cyclic flag. Returns 37, or 0 without a leg chain.
|
|
483
|
+
animatorSlotFeatures(animatorId: u32, slot: u32, time: f32, out: Float32Array): i32
|
|
484
|
+
// The calibrated knee HINGE AXIS of a side (0 left / 1 right): a unit vector in the thigh's local
|
|
485
|
+
// frame — a skeleton property, measured over every bound clip's knee rotation track. out8 = axis
|
|
486
|
+
// xyz, spread mean (rad), spread max (rad), measurement count, 0, 0. 0 = no leg / no knee motion.
|
|
487
|
+
animatorKneeAxis(animatorId: u32, side: u32, out: Float32Array): i32
|
|
488
|
+
// The knee's bend plane of a slot's clip at `time` seconds (< 0 = the slot's current time),
|
|
489
|
+
// predicted from the hinge axis + the clip's own thigh rotation — continuous even where the leg
|
|
490
|
+
// is straight. out6 = pole xyz (unit, model space, toward the knee — a two-bone solver's bend
|
|
491
|
+
// direction), then the plane normal xyz. 0 = uncalibrated / no leg.
|
|
492
|
+
animatorSlotKneePole(animatorId: u32, slot: u32, side: u32, time: f32, out: Float32Array): i32
|
|
493
|
+
// Step warp v2: stride scales the feet's travel-direction offsets from the hips (uniform through
|
|
494
|
+
// stance and swing), lift = metres ADDED to their height (swing-gated by the contact marks;
|
|
495
|
+
// 0 = neutral, negative = a shuffle; half of what it adds raises the pelvis, capped by the
|
|
496
|
+
// planted legs' remaining extension), pitchDeg rotates each foot about its lateral axis
|
|
497
|
+
// (+ = toes up), slopeDeg the invisible staircase (+ = ascending: foot heights follow the
|
|
498
|
+
// incline + the feet auto-pitch; the HOST climbs the body at tan(slope) × the stride-scaled
|
|
499
|
+
// travel, which holds each planted foot's world height constant on its tread). Solved in the
|
|
500
|
+
// calibrated knee hinge plane with a soft reach; the pelvis lowers by any leg's overreach
|
|
501
|
+
// (marks-weighted, spring-followed, zero when nothing overreaches). 1/0/0/0 = identity;
|
|
502
|
+
// on false = off.
|
|
503
|
+
animatorSetStepWarp(animatorId: u32, on: boolean, stride: f32, lift: f32, pitchDeg: f32, slopeDeg: f32): void
|
|
504
|
+
// Footsteps: a contact that BEGAN this evaluation on what the base layer shows — side 0 left / 1 right,
|
|
505
|
+
// x/y/z = the foot's WORLD position at the plant. Fired after the frame's transform commit.
|
|
506
|
+
/** @custom */
|
|
507
|
+
setOnAnimatorStep(callback: (animatorId: number, side: number, x: number, y: number, z: number) => void): void
|
|
508
|
+
|
|
509
|
+
// ---- drives + warping ----
|
|
510
|
+
// The character's world velocity this frame: the speed the stride warp fits the stride to and the
|
|
511
|
+
// direction the orientation warp turns the lower body toward.
|
|
512
|
+
animatorSetMotion(animatorId: u32, vx: f32, vy: f32, vz: f32): void
|
|
513
|
+
// Cumulative capsule travel (m) and yaw (rad, + = left) — what a slot's distance / angle drive reads.
|
|
514
|
+
animatorSetDriveInput(animatorId: u32, distance: f32, angle: f32): void
|
|
515
|
+
// Drive a slot's clock by a quantity instead of time: 0 time / 1 distance / 2 angle. `entry` is the
|
|
516
|
+
// curve value that corresponds to NOW (a start 0; a stop with D metres left: total travel − D), so
|
|
517
|
+
// the clip is entered where it already agrees with the body. Stalls fall back to time.
|
|
518
|
+
animatorSetSlotDrive(animatorId: u32, slot: u32, mode: 0 | 1 | 2, entry: f32): void
|
|
519
|
+
// [stride on, stride min, stride max, orient on, orient max°, orient time, min speed, pelvis drop]
|
|
520
|
+
animatorSetWarpParams(animatorId: u32, params: Float32Array): void
|
|
521
|
+
|
|
522
|
+
// ---- feet: foot lock + ground IK (docs/animation-v2-plan.md §2.9) ----
|
|
523
|
+
// The feet stage runs in WORLD space inside the evaluation, after the clips are composited: a foot
|
|
524
|
+
// the shown clip calls planted is pinned where it landed and the leg re-solved to keep it there
|
|
525
|
+
// while the body moves on (the lock), and each foot is put on the ground the ENGINE probed under it,
|
|
526
|
+
// the pelvis lowered so the leg reaches (ground IK). The engine casts the probe rays itself against
|
|
527
|
+
// what a character can stand on (static + moving solids; never the character's own bodies, debris
|
|
528
|
+
// or sensors) and reads the CharacterController's ground state — nothing per frame from the SDK.
|
|
529
|
+
// [ik on, lock on, pelvis drop m, unlock distance m, lock-in s, lock-out s, pelvis spring s,
|
|
530
|
+
// align to ground normal 0..1, probe half-length m, detector max speed m/s, detector max height m]
|
|
531
|
+
// Optional: a host without it has no feet stage (the legs stay as animated).
|
|
532
|
+
animatorSetFeetParams?(animatorId: u32, params: Float32Array): void
|
|
533
|
+
// One foot after this frame's evaluation, side 0 left / 1 right: out ← [locked, lock weight,
|
|
534
|
+
// anchor xyz, target xyz] (world) — a debug overlay's beam under the foot. False = no such foot.
|
|
535
|
+
animatorFootState?(animatorId: u32, side: i32, out: Float32Array): boolean
|
|
536
|
+
|
|
537
|
+
// ---- IK chains + sockets (creator-anim anchors.cpp: the gun-master rig's hands) ----
|
|
538
|
+
// The chains are solved in the engine's LATE pass — after the app's update(dt) phase, before the
|
|
539
|
+
// dynamic bones and the skin flush — on the joints as the app left them: a world-target chain reaches
|
|
540
|
+
// the point / rotation given (or its target NODES, read by the engine then), an ANCHORED chain rides
|
|
541
|
+
// a live socket, keeping the animated end bone's pose relative to the same socket on the take's
|
|
542
|
+
// donor and following the playing clips' anchor spans between sockets. Nothing per frame from the
|
|
543
|
+
// SDK. Optional: a host without them has inert IK (the SDK warns once).
|
|
544
|
+
// kind 0 two-bone (the chain = the end entity, its parent, its grandparent) / 1 look-at. 0 = the
|
|
545
|
+
// entity is no joint of the animator.
|
|
546
|
+
animatorIkCreate?(animatorId: u32, kind: 0 | 1, endEntityId: u32): u32
|
|
547
|
+
animatorIkDestroy?(animatorId: u32, ik: u32): void
|
|
548
|
+
// CANIM_IK_* order: [target xyz, pole xyz, has pole, weight, rotation xyzw, rotation weight, look-at
|
|
549
|
+
// axis xyz, look-at limit°, enabled, anchor time s].
|
|
550
|
+
animatorIkSet?(animatorId: u32, ik: u32, params: Float32Array): void
|
|
551
|
+
// Nodes the engine reads every late pass (0 = none): the target's world position, the pole's, the
|
|
552
|
+
// rotation node's world rotation — in place of the fixed floats above.
|
|
553
|
+
animatorIkNodes?(animatorId: u32, ik: u32, targetEntity: u32, poleEntity: u32, rotationEntity: u32): void
|
|
554
|
+
// Anchor the chain to the live socket ('' = a world-target chain).
|
|
555
|
+
animatorIkAnchor?(animatorId: u32, ik: u32, socket: string): void
|
|
556
|
+
// out ← [reach error m, anchor delta m, anchor delta rad, applied weight]. False = no such chain.
|
|
557
|
+
animatorIkState?(animatorId: u32, ik: u32, out: Float32Array): boolean
|
|
558
|
+
// A socket: set '' = live, else a donor's name; on joint `jointEntityId` (a bone of the animator). A
|
|
559
|
+
// NODE socket (nodeEntityId != 0) is that entity, read every late pass (its world → the joint's
|
|
560
|
+
// space); else trs = [t.xyz, r.xyzw] fixed in the joint's space. No node and null trs = remove.
|
|
561
|
+
animatorSetSocket?(animatorId: u32, set: string, name: string, jointEntityId: u32, nodeEntityId: u32, trs: Float32Array | null): void
|
|
562
|
+
/** A clip's anchor spans for one bone: the donor set, one '\n'-joined socket name per span ('' = the
|
|
563
|
+
* joint itself), spans = (from, to, rotation 0..1, pin 0..1) per span in NORMALIZED time — FOUR floats
|
|
564
|
+
* a span, the engine's count is the span count. Empty spans + donor '' = remove; a clip without data
|
|
565
|
+
* takes no part in the anchor blend. @count count=spans/4 */
|
|
566
|
+
setClipAnchors?(clipSetId: u32, clip: u32, bone: string, donor: string, sockets: string, spans: Float32Array): void
|
|
567
|
+
|
|
568
|
+
// ---- locomotion: the movement model + the clip selector, both engine-side ----
|
|
569
|
+
// The intent (`locoSetInput`) becomes a desired velocity; the simulated velocity springs toward it
|
|
570
|
+
// one fixed substep at a time (`locoStep`, given the capsule's place), and `locoUpdate` — called
|
|
571
|
+
// before the animators are evaluated — picks and drives what the base layer shows. The host moves
|
|
572
|
+
// the character with the velocity and facing it reads back: in displacement `code` the animation
|
|
573
|
+
// never moves the body, so "how fast am I" is an input to the animation, not an output of it.
|
|
574
|
+
locoCreate(animatorId: u32): u32
|
|
575
|
+
locoDestroy(loco: u32): void
|
|
576
|
+
// [halflife walk, halflife run, halflife facing, speed walk, speed run, speed sprint, deadzone,
|
|
577
|
+
// turn min°, turn big°, blend, stop blend, start tap, resume, predict, displacement (0 code /
|
|
578
|
+
// 1 data / 2 hybrid), mode (0 rules / 1 matching), match interval, match blend, spin min°, turn
|
|
579
|
+
// rate cap (deg/s, 0 = uncapped), halflife braking, hybrid adjustment clamp (m/s)]
|
|
580
|
+
locoSetParams(loco: u32, params: Float32Array): void
|
|
581
|
+
/** @into out 64 */
|
|
582
|
+
locoDefaults(out: Float32Array): void
|
|
583
|
+
// Register a bound slot: kind 0 idle / 1 gait / 2 start / 3 stop / 4 turn / 5 match / 6 spin
|
|
584
|
+
// (a turn on the spot); `angle` degrees (+ = left) for the starts / turns / spins, `speed` m/s for
|
|
585
|
+
// a gait (0 = the clip's own measured speed), `gait` the gait a transition belongs to (0 walk /
|
|
586
|
+
// 1 run / 2 sprint, -1 = any) — a walking body plays the walking starts, stops and turns.
|
|
587
|
+
locoSetEntry(loco: u32, slot: u32, kind: i32, angle: f32, speed: f32, gait: i32): void
|
|
588
|
+
locoClearSet(loco: u32): void
|
|
589
|
+
// [dir x, dir z, magnitude 0–1, face x, face z, gait 0 walk / 1 run / 2 sprint] — the facing is
|
|
590
|
+
// independent of the movement: a released key with a heading still owed turns the body on the spot.
|
|
591
|
+
locoSetInput(loco: u32, input: Float32Array): void
|
|
592
|
+
// One simulation step at the capsule's world place — from the fixed substep loop.
|
|
593
|
+
locoStep(loco: u32, dt: f32, px: f32, py: f32, pz: f32): void
|
|
594
|
+
// Run the selector for this frame — before the animators are evaluated.
|
|
595
|
+
locoUpdate(loco: u32, dt: f32): void
|
|
596
|
+
// out ← [state (0 idle / 1 start / 2 move / 3 turn / 4 stop / 5 spin), speed, vel x/y/z, yaw (rad,
|
|
597
|
+
// 0 = +Z, + = toward +X), yaw rate, phase, state sequence, then 3 × (x, z, dir x, dir z) predicted
|
|
598
|
+
// at +0.2 / +0.4 / +0.7 s].
|
|
599
|
+
locoRead(loco: u32, out: Float32Array): void
|
|
600
|
+
// Why the last STOP was the one played: one row of 9 floats per candidate weighed — [slot, entry
|
|
601
|
+
// time, metres it still travels, metres the body needs, seconds to its next foot-down, foot-downs
|
|
602
|
+
// left, flags (1 = its phase matched, 2 = at/after its first foot-down, 4 = played, 8 = entered
|
|
603
|
+
// ahead of that foot-down by its pose), score, pose distance from what showed (m, -1 = not
|
|
604
|
+
// measured)]. Returns the rows written. A debug read; absent on hosts predating it.
|
|
605
|
+
/** @count maxRows=out/10 */
|
|
606
|
+
locoStopReport?(loco: u32, out: Float32Array): i32
|
|
607
|
+
// Build the motion-matching database over the registered set (selector mode 1); returns frames.
|
|
608
|
+
locoBuildDatabase(loco: u32): i32
|
|
609
|
+
|
|
610
|
+
/** Subtree AABB in the entity's OWN local space (its own transform excluded) as
|
|
611
|
+
* [minX,minY,minZ, maxX,maxY,maxZ] — zeros for an empty / not-yet-loaded subtree. What
|
|
612
|
+
* `Shape.fit()` measures. Optional: absent on hosts predating the binding. @out 6 */
|
|
613
|
+
computeBoundingBox?(entityId: u32): Float32Array
|
|
614
|
+
/** DEBUG pick: the closest TRIANGLE under a screen point (logical px) among the loaded GLB instances —
|
|
615
|
+
* entityId = one Model's root, 0 = every instance — CPU-skinned with the joints' CURRENT pose, both
|
|
616
|
+
* faces. null on a miss. One full CPU skin per call — click-rate only. Optional: a debug tool, hosts
|
|
617
|
+
* may lack it. */
|
|
618
|
+
pickTriangle?(entityId: u32, screenX: f32, screenY: f32): TrianglePick | null
|
|
619
|
+
setColliderFromMesh(entityId: u32, meshEntityId: u32, form: i32): void
|
|
620
|
+
setColliderBox(entityId: u32, centerX: f64, centerY: f64, centerZ: f64, sizeX: f64, sizeY: f64, sizeZ: f64): void
|
|
621
|
+
setColliderSphere(entityId: u32, centerX: f64, centerY: f64, centerZ: f64, radius: f64): void
|
|
622
|
+
|
|
623
|
+
// JoltPhysics. motionType: 0 static / 1 kinematic / 2 dynamic.
|
|
624
|
+
/** @c creatorHasPhysics */
|
|
625
|
+
physicsHasSupport(): boolean
|
|
626
|
+
/** Lightmap bake (engines/bake) — a dev-time tool compiled into the desktop host only; `lightmapBake` exists
|
|
627
|
+
* only where `lightmapHasSupport()` is true. Describes the given static instances (GLB roots / Mesh entities;
|
|
628
|
+
* `keysJoined` = one key per id, '
|
|
629
|
+
'-joined), the scene's brightest sun, its point lights (spherical emitters of
|
|
630
|
+
* `lightRadius` metres) and its IBL to the bake, which traces them on the NVIDIA card — direct light plus
|
|
631
|
+
* `bounceRays` Lambertian paths of `bounces` vertices per texel (0 / 0 = direct only) with `patchSamples` next-event
|
|
632
|
+
* samples over the bright patches of a first direct pass — and writes
|
|
633
|
+
* `<outDir>/<stem>.bake` + `<stem>-light[_n].ktx2` (irradiance in lux / lightScale, BC6H) + `<stem>-aux[_n].ktx2`
|
|
634
|
+
* (sun / sky visibility + light direction); `split` adds `<stem>-direct[_n]` / `-indirect[_n]` page sets for the
|
|
635
|
+
* 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);
|
|
636
|
+
* `probeSpacing` > 0 places REFLECTION PROBES on a grid of that many metres and writes `<stem>-probes.ktx2` (a BC6H atlas of octahedral
|
|
637
|
+
* maps: one column of roughness-level tiles per probe, captured with `probeSize`² cube faces and `probeRays` paths per texel; the scene's
|
|
638
|
+
* 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
|
|
639
|
+
* 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
|
|
640
|
+
* in free space an ambient cube without the direct sun, links between neighbours a ray connects (what `setAmbientCube`
|
|
641
|
+
* is fed from); `minSize` (metres, 0 = off) leaves every instance smaller than that along every axis out of the atlas — an occluder
|
|
642
|
+
* 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
|
|
643
|
+
* 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
|
|
644
|
+
* receivers' bounds) and the grid into the .bake; `debugDir` (optional) gets the float layers per page. Synchronous; progress on stdout as
|
|
645
|
+
* "[lightmap] …" lines, "[lightmap] done" on success. @c creatorHasLightmapBake */
|
|
646
|
+
lightmapHasSupport?(): boolean
|
|
647
|
+
/** @custom */
|
|
648
|
+
lightmapBake?(outDir: string, stem: string, entityIds: Uint32Array, keysJoined: string, size: u32, texel: f32, pages: u32,
|
|
649
|
+
sunRays: u32, skyRays: u32, lightRays: u32, lightRadius: f32, sunAngleDeg: f32, bias: f32, seed: u32,
|
|
650
|
+
bounceRays: u32, bounces: u32, patchSamples: u32, split: boolean, denoise: u32, filter: f32,
|
|
651
|
+
probeSpacing: f32, probeSize: u32, probeRays: u32, probeIndoor: boolean, probeLayout: u32, probeBox: Float32Array | null, minSize: f32, volumeSpacing: f32, emissiveNits: f32, detailTexels: u32, debugDir?: string,
|
|
652
|
+
transmit?: string): boolean
|
|
653
|
+
/** Lightmap consumption: the next createGlb takes lightmap.filamat (the material behind that instance id) for its
|
|
654
|
+
* OPAQUE materials and the masked twin for its MASK materials instead of the ubershader, and keeps TEXCOORD_1;
|
|
655
|
+
* BLEND (glass) materials always keep the ubershader. 0xFFFFFFFF clears. The same call arms the foliage tier. @custom */
|
|
656
|
+
setNextGlbLightmapped?(materialInstanceId: u32, maskedMaterialInstanceId?: u32): void
|
|
657
|
+
/** The level-wide scale every lightmap-material instance shares (present and future): lux per encoded 1.0 of the
|
|
658
|
+
* light atlas — the .bake's `lightScale` times whatever multiplier a debug knob wants. `emissiveNits` = the bake's
|
|
659
|
+
* radiance of emission 1.0 (the .bake's `emissiveNits`): over 0 the statics' glow is drawn scene-referred with it -
|
|
660
|
+
* a panel looks as bright as the light it gives; 0 = screen-referred. */
|
|
661
|
+
lightmapSetOptions?(lightScale: f32, emissiveNits?: f32): void
|
|
662
|
+
/** A MOVER'S SUN SHADOW ON THE BAKED STATICS: (dx, dy, dz) = TO the sun, (r, g, b) = its illuminance in lux, `on` =
|
|
663
|
+
* the level's aux pages end in the bake's SUN MAP (the .bake's `sunMap`; never true without it). The lightmap
|
|
664
|
+
* material takes the sun's part out of the baked light where the real-time shadow map says "in shadow". */
|
|
665
|
+
lightmapSunSet?(dx: f32, dy: f32, dz: f32, r: f32, g: f32, b: f32, on: boolean, levels?: i32): void
|
|
666
|
+
/** 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,
|
|
667
|
+
* 4 shading normal, 5 sun visibility, 6 sky visibility, 7 the atlas texel checker (tinted per instance), 8 light
|
|
668
|
+
* direction, 9 false-colour log10 lux over [p1, p2], 10 relief (E on the shading normal / E), 13 what the specular
|
|
669
|
+
* 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. */
|
|
670
|
+
lightmapDebug?(mode: u32, p0?: f32, p1?: f32, p2?: f32, p3?: f32): void
|
|
671
|
+
/** The level's reflection probes, level-wide (every lightmap-material instance, present and future): the octahedral
|
|
672
|
+
* atlas as a loaded texture (`<stem>-probes.ktx2`, `Texture.load` like a page), its layout (`oct` = level 0's tile edge,
|
|
673
|
+
* `levels`, `perRow`), the probe count and the range the probe maps' records decode with (the .bake's `probes.encode`:
|
|
674
|
+
* lo xyz, size xyz). WHICH probes a pixel reflects is baked into the pages: every aux page carries its probe map
|
|
675
|
+
* under the page (per 4 x 4 block of texels the two probes those texels SEE — rays at bake time — and their weight).
|
|
676
|
+
* Returns the probe count; an invalid texture id clears. */
|
|
677
|
+
lightmapProbesSet?(atlasTextureId: u32, oct: u32, levels: u32, perRow: u32, count: u32,
|
|
678
|
+
lox: f32, loy: f32, loz: f32, sx: f32, sy: f32, sz: f32): u32
|
|
679
|
+
/** Bind the light page + the aux page + this instance's rect (uv1 * [sx, sy] + [ox, oy]) on every lightmap-material
|
|
680
|
+
* instance of the entity (a GLB instance's renderables, or a Mesh entity's own) and move those renderables to light
|
|
681
|
+
* channel 1 alone — a baked static takes nothing from the real-time sun and lamps (channel 0). Returns how many
|
|
682
|
+
* material instances took it (0 = not loaded lightmapped). */
|
|
683
|
+
lightmapApply?(entityId: u32, lightTextureId: u32, auxTextureId: u32, sx: f32, sy: f32, ox: f32, oy: f32, group?: i32): u32
|
|
684
|
+
/** A SMALL STATIC the atlas left out (the bake's `minSize`: `small` + `light` in the .bake): no rect — the light
|
|
685
|
+
* baked where it stands goes into its material parameters. `data` = 27 floats: the ambient cube — per side of its
|
|
686
|
+
* bounds (+x -x +y -y +z -z) the irradiance rgb in lux and the sky visibility — then probe a, probe b, a's weight
|
|
687
|
+
* (65535 = no probe, 65534 = the sky). The textures = any page of the level (the probes' records sit under every
|
|
688
|
+
* aux page). Returns the material instances that took it (0 = not loaded lightmapped). @count count=data */
|
|
689
|
+
lightmapObjectApply?(entityId: u32, lightTextureId: u32, auxTextureId: u32, data: Float32Array, group?: i32): u32
|
|
690
|
+
/** BAKED AMBIENT LIGHT for a mover, or anything on a standard or custom LIT shader: every renderable of the GLB
|
|
691
|
+
* instance (or the Mesh entity) takes its diffuse indirect light from `data`'s ambient cube instead of the scene's
|
|
692
|
+
* IBL, and the IBL's reflections through the sky visibility. `data` = 25 or 26 floats: six sides (+x -x +y -y +z -z) of
|
|
693
|
+
* irradiance rgb in lux + one unused float each, the sky visibility (0 a room .. 1 the open sky), then optionally the
|
|
694
|
+
* baked SUN visibility (1 when absent): the real-time directional light on it is multiplied by it — the baked
|
|
695
|
+
* 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. @c ambientCubeSet */
|
|
696
|
+
setAmbientCube?(entityId: u32, data: Float32Array | null): u32
|
|
697
|
+
/** THE LIGHT GRID for movers (`lecodes lightmap bake` writes `<name>.lgrid`, the .bake's `volume` names it):
|
|
698
|
+
* `lightVolumeLoad(fetchId)` hands the engine the fetched file (false = not a grid); `lightVolumeTrack(entityId, on)`
|
|
699
|
+
* marks a GLB instance root or a Mesh entity as a MOVER — every frame the engine gives it the ambient cube of the
|
|
700
|
+
* place it is at (`setAmbientCube`), blended from the reachable cells around it and eased over ~0.06 s;
|
|
701
|
+
* `fixed` = a STATIC the atlas left out (glass, a material the lightmap shader declines): sampled once a grid, and
|
|
702
|
+
* ignored when every primitive of it is baked;
|
|
703
|
+
* `lightVolumeSample(x, y, z)` = that cube at a point (26 floats, null = no grid or no valid cell near), for tools;
|
|
704
|
+
* `lightVolumeClear()` drops the grid and every mover's cube. */
|
|
705
|
+
lightVolumeLoad?(fetchId: bytes): boolean
|
|
706
|
+
lightVolumeTrack?(entityId: u32, on: boolean, fixed?: boolean): void
|
|
707
|
+
lightVolumeClear?(): void
|
|
708
|
+
/** @out 26 @out 26 */
|
|
709
|
+
lightVolumeSample?(x: f32, y: f32, z: f32): Float32Array | null
|
|
710
|
+
/** A light's channels (Filament's, 0..7). Every light is on channel 0 at creation; one that must reach BAKED statics
|
|
711
|
+
* too (an unbaked lamp, a muzzle flash) is added to channel 1. */
|
|
712
|
+
setLightChannel?(entityId: u32, channel: u32, enable: boolean): void
|
|
713
|
+
/** Shadow flags on every renderable of a GLB instance (Mesh has setCastShadows/setReceiveShadows). */
|
|
714
|
+
setGlbShadows?(entityId: u32, cast: boolean, receive: boolean): void
|
|
715
|
+
/** Foliage — the vegetation tier (`foliage.filamat` / `foliage-masked.filamat`, armed per model
|
|
716
|
+
* through setNextGlbLightmapped; the engine knows the tier by its `benders` parameter). Level-wide WIND FIELD (the
|
|
717
|
+
* model of Unity HDRP's Wind.hlsl, 2026-09-23): direction on the ground (normalised by the host), speed m/s,
|
|
718
|
+
* turbulence 0..2 = the random share of the speed, gust 0..1 = the gust field's strength, gustSpeed m/s = how fast
|
|
719
|
+
* the gust pattern travels. The per-material drag / stiffness / lean / shiver profile comes from the GLB's material
|
|
720
|
+
* extras (`lecodes.wind`) or from the plant's size. Applies to every foliage instance, present and future. */
|
|
721
|
+
foliageSetWind?(dirX: f32, dirZ: f32, speed: f32, turbulence: f32, gust: f32, gustSpeed: f32): void
|
|
722
|
+
/** Level-wide options: touchStrength = metres a bender pushes, variation 0..1 = per-copy tint, sunWrap 0..1 =
|
|
723
|
+
* wrapped Lambert. */
|
|
724
|
+
foliageSetOptions?(touchStrength: f32, variation: f32, sunWrap: f32): void
|
|
725
|
+
/** The leaves themselves: shiver = a multiplier on every material's shiver drag (1 = as authored, 0 = none),
|
|
726
|
+
* translucency 0..1 = the sun through a thin leaf lit from behind, leafShadow 0..1 = how much of a light's shadow a
|
|
727
|
+
* leaf card takes (bark always all of it), skyAo 0..1 = how far the baked sky visibility darkens the ambient.
|
|
728
|
+
* Level-wide, present and future instances. */
|
|
729
|
+
foliageSetLeaf?(shiver: f32, translucency: f32, leafShadow: f32, skyAo: f32): void
|
|
730
|
+
/** The look of the cards (2026-09-23): canopy 0..1 = the card's shading normal from its own plane to the crown's hull
|
|
731
|
+
* normal (hides the flat quads), normalMap = the cards' normal-map strength, edgeFade = a card seen edge-on dissolves
|
|
732
|
+
* over this much of |N·V|, coverage = alpha × (1 + coverage × mip level) so a distant crown keeps its density. */
|
|
733
|
+
foliageSetLook?(canopy: f32, normalMap: f32, edgeFade: f32, coverage: f32): void
|
|
734
|
+
/** An entity whose live world position bends the vegetation within `radius` metres; <= 0 removes it. The host
|
|
735
|
+
* writes the 8 benders nearest the camera to the shader each frame. */
|
|
736
|
+
foliageSetBender?(entityId: u32, radius: f32): void
|
|
737
|
+
/** Distance fade for every instance of the entity's ASSET (present and future): the cards thin out between `start`
|
|
738
|
+
* and `end` metres from the camera and past `end` the LOD pass takes the instance out of the scene. end 0 = none. */
|
|
739
|
+
foliageSetFade?(entityId: u32, start: f32, end: f32): void
|
|
740
|
+
physicsConfigure(gx: f32, gy: f32, gz: f32, maxBodies: u32): void
|
|
741
|
+
/** @c setPhysicsInterpolation */
|
|
742
|
+
setInterpolation(enabled: boolean): void
|
|
743
|
+
// Shape/Physics/Trigger aspects: build a shape once, create bodies from it.
|
|
744
|
+
physicsBuildBox(hx: f32, hy: f32, hz: f32): u32
|
|
745
|
+
physicsBuildSphere(radius: f32): u32
|
|
746
|
+
physicsBuildCylinder(halfHeight: f32, radius: f32): u32
|
|
747
|
+
physicsBuildCapsule(halfHeight: f32, radius: f32): u32
|
|
748
|
+
/** Mesh shape from node-local triangles. convex=false → triangle mesh (static/kinematic/pick/character
|
|
749
|
+
* only; physicsCreateBody returns 0 for a dynamic one), convex=true → convex hull (any motion).
|
|
750
|
+
* (sx,sy,sz) = world scale, applied natively. Returns 0 if the shape can't be built. @count vertexCount=vertices/3 */
|
|
751
|
+
physicsBuildMesh(vertices: Float32Array, indices: Uint32Array, convex: boolean, sx: f32, sy: f32, sz: f32): u32
|
|
752
|
+
/** Same from a loaded GLB root (non-skinned primitives, bind pose, baked sub-node transforms; cached per asset). */
|
|
753
|
+
physicsBuildMeshFromEntity(entityId: u32, convex: boolean, sx: f32, sy: f32, sz: f32): u32
|
|
754
|
+
/** Terrain collider (Shape { heightfield: true }, docs/terrain-plan.md §1.4): a Jolt HeightFieldShape over
|
|
755
|
+
* the grid `terrainCreate` draws (same arrays, same hole rule). Static / kinematic / pick / character
|
|
756
|
+
* ground only. (sx,sy,sz) = world scale. `physicsUpdateHeightField` rewrites a sample rectangle in
|
|
757
|
+
* place from the FULL arrays (live bodies keep the shape); heights beyond the range chosen at build
|
|
758
|
+
* time (25 % headroom) clamp — the SDK rebuilds the shape when an edit leaves that range. Optional. */
|
|
759
|
+
physicsBuildHeightField?(heights: Float32Array, sizeX: u32, sizeZ: u32, cellSize: f32, holes: Uint8Array | null, sx: f32, sy: f32, sz: f32): u32
|
|
760
|
+
physicsUpdateHeightField?(shapeId: u32, heights: Float32Array, sizeX: u32, sizeZ: u32, x0: u32, z0: u32, w: u32, h: u32, holes: Uint8Array | null): void
|
|
761
|
+
/** A loaded GLB root's triangle soup — the one `physicsBuildMeshFromEntity` collides — as 9 floats per
|
|
762
|
+
* triangle in the asset root's space (empty when the entity is not a GLB). `Terrain.conform` stamps a
|
|
763
|
+
* road model into the ground with it. Optional. @custom */
|
|
764
|
+
glbTriangles?(entityId: u32): Float32Array
|
|
765
|
+
/** Offset a built shape's centre from the node's origin (Shape `origin`) — world units in the
|
|
766
|
+
* body's rotated, UNSCALED frame, sitting outside a mesh shape's scale wrapper. Sets rather
|
|
767
|
+
* than accumulates; (0,0,0) clears it. Optional: an older host just centres on the node. */
|
|
768
|
+
physicsSetShapeOrigin?(shapeId: u32, x: f32, y: f32, z: f32): void
|
|
769
|
+
/** Swap a live body's shape, keeping its id, velocity and transform (Shape.fit / a re-attach).
|
|
770
|
+
* updateMass recomputes the inertia tensor. Refuses a triangle mesh on a dynamic body. */
|
|
771
|
+
physicsSetBodyShape?(bodyId: u32, shapeId: u32, updateMass: boolean): void
|
|
772
|
+
physicsDestroyShape(shapeId: u32): void
|
|
773
|
+
/** sensor = trigger (overlap events, no response); pickOnly = raycast-only, non-colliding body. */
|
|
774
|
+
physicsCreateBody(entityId: u32, shapeId: u32, motion: i32, mass: f32, sensor: boolean, pickOnly: boolean): u32
|
|
775
|
+
physicsSetPickable(bodyId: u32, pickable: boolean): void
|
|
776
|
+
/** Surface friction of one body (0 = ice, ~1 = grippy asphalt). Values COMBINE as sqrt(a * b), so
|
|
777
|
+
* a low value on either side dominates. New bodies start at 0.6 — a neutral solid surface.
|
|
778
|
+
* The vehicle wheel cast reads the GROUND body's value — this is what caps a car's cornering. */
|
|
779
|
+
physicsSetFriction(bodyId: u32, friction: f32): void
|
|
780
|
+
physicsGetFriction(bodyId: u32): f64
|
|
781
|
+
/** Ray vs pickable bodies → hit entity id (0 = miss); fills `out` = [px,py,pz,nx,ny,nz,fraction]. @into out 7 */
|
|
782
|
+
physicsRaycast(ox: f32, oy: f32, oz: f32, dx: f32, dy: f32, dz: f32, maxDist: f32, out?: Float32Array): u32
|
|
783
|
+
/** Dev-time dump of the static collision geometry (docs/navmesh-plan.md §4) — the input of
|
|
784
|
+
* `lecodes navmesh bake`: every STATIC solid body's triangles in world space, as an NGEO file at
|
|
785
|
+
* `outPath`. `entityIds`/`areas` are per-entity overrides (area 0..15, 255 unwalkable, 254 skip).
|
|
786
|
+
* Returns the triangle count (-1 = failed). Desktop hosts with physics only. */
|
|
787
|
+
physicsStaticGeometry?(outPath: string, entityIds: Uint32Array, areas: Uint8Array): i32
|
|
788
|
+
// CharacterController (Jolt CharacterVirtual). The character steps on the engine's FIXED clock like
|
|
789
|
+
// every body (frame-rate independent) and is render-interpolated; the engine owns its gravity, so
|
|
790
|
+
// the SDK never ticks it. Both velocity halves are LATCHED STATE, never one-shot events — JS runs
|
|
791
|
+
// once per frame while the sim runs 0..4 sub-steps, so a one-shot would double-apply or vanish.
|
|
792
|
+
// groundState: 0 OnGround / 1 OnSteepGround / 2 NotSupported / 3 InAir.
|
|
793
|
+
characterCreate(entityId: u32, shapeId: u32, maxSlopeDeg: f32): u32
|
|
794
|
+
characterDestroy(charId: u32): void
|
|
795
|
+
/** This frame's HORIZONTAL command (world units/s), cleared once a step consumes it — no command
|
|
796
|
+
* means standing still, not coasting. Held across the frame's sub-steps, and it takes the axis
|
|
797
|
+
* back from a latched velocity: the last writer owns X/Z. */
|
|
798
|
+
characterMove(charId: u32, x: f32, z: f32): void
|
|
799
|
+
/** The same command including the vertical — free mode (gravityScale 0): swimming / flying. */
|
|
800
|
+
characterMoveFree(charId: u32, x: f32, y: f32, z: f32): void
|
|
801
|
+
/** Seed the LATCHED ballistic vertical (jump / dash). No ground check. */
|
|
802
|
+
characterSetVerticalVelocity(charId: u32, vy: f32): void
|
|
803
|
+
/** Latch the whole velocity — it persists until a characterMove takes the axis back (knockback,
|
|
804
|
+
* wall jump, launch pad, weightless flight). Gravity still acts on the vertical. */
|
|
805
|
+
characterSetVelocity(charId: u32, x: f32, y: f32, z: f32): void
|
|
806
|
+
/** Multiplier over the world gravity; 0 = free mode, which ALSO disables stick-to-floor + stairs. */
|
|
807
|
+
characterSetGravityScale(charId: u32, scale: f32): void
|
|
808
|
+
characterSetMaxSlope(charId: u32, maxSlopeDeg: f32): void
|
|
809
|
+
/** Swap the collider live (crouch / stand up), keeping the FEET planted. Returns false when the new
|
|
810
|
+
* shape doesn't fit where the character stands — nothing changed, so the caller retries later and
|
|
811
|
+
* that retry is an exact headroom test. Optional: a host without it can't resize a character. */
|
|
812
|
+
characterSetShape?(charId: u32, shapeId: u32): boolean
|
|
813
|
+
/** The velocity the solver ENDED UP with after the last step (post-collision), not the command. @into out 3 */
|
|
814
|
+
characterGetVelocity(charId: u32, out: Float32Array): void
|
|
815
|
+
characterGetGroundState(charId: u32): i32
|
|
816
|
+
/** Discontinuous move (spawn / respawn / teleport) — also resets the interpolation pair. */
|
|
817
|
+
characterSetPosition(charId: u32, x: f32, y: f32, z: f32): void
|
|
818
|
+
// Vehicle (Jolt VehicleConstraint + WheeledVehicleController). One settings BLOB, so tuning knobs
|
|
819
|
+
// never grow this ABI — layout (floats):
|
|
820
|
+
// header[34]: version(15), mass, comAuto, comY,
|
|
821
|
+
// engTorque, engMaxRpm, engIdleRpm (0 = no floor: the engine can stall, the game
|
|
822
|
+
// holds idle and cranks it), engInertia, engBraking, clutchStrength,
|
|
823
|
+
// diffRatio (<= 0 = a fully OPEN differential),
|
|
824
|
+
// antiRoll (the bar's stiffness as a FRACTION of the wheel spring; 0 = no bars),
|
|
825
|
+
// maxTiltDeg,
|
|
826
|
+
// aeroDownforce, aeroDrag (each a fraction of the car's own WEIGHT at 30 m/s, scaled
|
|
827
|
+
// by v² from there; 0/0 = no aero, Jolt's own behaviour),
|
|
828
|
+
// steerMode (0 = `steer` is the wheel angle as a fraction of the lock; 1 = `steer`
|
|
829
|
+
// is where the driver's HANDS aim a steering column the engine integrates every
|
|
830
|
+
// sub-step: I·θ̈ = T_hand + T_align·(1 − assist) + T_stop − damping·θ̇ − friction,
|
|
831
|
+
// T_hand = clamp(handStiffness·(steer·lock − θ), ±handTorque·steerForce),
|
|
832
|
+
// steerForce = the input's per-frame hold — the game's policy on when the hands let go,
|
|
833
|
+
// T_align = the steered tires' lateral force × (pneumatic trail collapsing to
|
|
834
|
+
// trailFloor × trail at the curve's peak + caster) — heavy at speed, light past
|
|
835
|
+
// the peak, self-centring, counter-steering in a slide),
|
|
836
|
+
// colInertia, colDamping, colFriction (the patch's dry friction, fades out by 1.5 m/s),
|
|
837
|
+
// colCaster, colTrail, colTrailFloor (the aligning torque's arms — read in BOTH
|
|
838
|
+
// modes; steerTorque is reported either way, the force-feedback signal),
|
|
839
|
+
// colHandTorque, colHandStiffness, colAssist (power steering),
|
|
840
|
+
// colRateDeg (the HANDS' top turning speed, deg/s — they cannot push a wheel that
|
|
841
|
+
// outruns them, they can still hold it; the free column is uncapped; 0 = none),
|
|
842
|
+
// colStopDeg, colStopTorque, colStopDamping (the end stop: over the last colStopDeg
|
|
843
|
+
// before the lock the rack pushes back colStopTorque × depth² N·m and damps by
|
|
844
|
+
// colStopDamping × depth N·m·s/rad — progressive, viscous rubber; 0 band = the
|
|
845
|
+
// hard clamp only),
|
|
846
|
+
// colBearing (the column's own dry friction, N·m, at any speed — rack and bearings),
|
|
847
|
+
// colHandRamp (seconds the hands' torque builds to colHandTorque over; 0 = instant),
|
|
848
|
+
// clutchCapacity (N·m the clutch passes before it slips, × the clutch scalar; 0 = Jolt's
|
|
849
|
+
// viscous clutch alone),
|
|
850
|
+
// wheelCount, curveCount
|
|
851
|
+
// + curveCount * 2: the engine's normalized torque curve (x = rpm/maxRpm, y = torque/maxTorque);
|
|
852
|
+
// 0 points keeps Jolt's default
|
|
853
|
+
// + per wheel, VARIABLE length: 15 fixed floats — px, py, pz, radius, width, maxSteerDeg,
|
|
854
|
+
// driven (the wheel's SHARE of the engine's torque: an axle's share is the sum
|
|
855
|
+
// of its two, the left/right split their ratio; every wheel 0 = no drive at
|
|
856
|
+
// all), axle, travel, stiffness, damping,
|
|
857
|
+
// traction (the longitudinal impulse clamp as a multiple of friction × load;
|
|
858
|
+
// 1 = the physical tire, Jolt's sample runs 10), circle (friction circle 0..1:
|
|
859
|
+
// the share of lateral capacity the longitudinal impulse in use takes away;
|
|
860
|
+
// 0 = the two axes independent), sideCount, forwardCount — then
|
|
861
|
+
// sideCount × (slip angle °, friction) and forwardCount × (slip ratio,
|
|
862
|
+
// friction). Tire curves are POINTS the SDK sends (its presets are SDK-side);
|
|
863
|
+
// 0 points keeps Jolt's own curve.
|
|
864
|
+
// In steerMode 0 the steering input is RAW: `steer` × each wheel's maxSteerDeg, per fixed step —
|
|
865
|
+
// any taper / rate limit is the game's. In mode 1 `steer` is where the hands aim the wheel.
|
|
866
|
+
// NO gear list, no pedals and no wheel node ids: the gearbox is the game's (a ratio + clutch in
|
|
867
|
+
// the input vector), the brakes are a torque per wheel in the same vector, and the game poses its
|
|
868
|
+
// wheel models itself from the state. Chassis space is forward -Z / up +Y (matching node.forward);
|
|
869
|
+
// wheel positions are suspension attachment points in unscaled chassis space; `axle` pairs wheels
|
|
870
|
+
// for the differentials + anti-roll bars.
|
|
871
|
+
vehicleCreate(entityId: u32, shapeId: u32, settings: Float32Array): u32
|
|
872
|
+
vehicleDestroy(vehicleId: u32): void
|
|
873
|
+
/** ONE input vector, latched and applied once per fixed step: [throttle 0..1, steer −1..1 (a
|
|
874
|
+
* fraction of the wheels' maxSteerDeg, applied as is; with a column, where the hands aim),
|
|
875
|
+
* steerForce 0..1 (with a column: how firmly the hands hold the wheel — the game's per-frame
|
|
876
|
+
* policy on letting go; without one, ignored), ratio (the ONE gear ratio the car runs: 0 =
|
|
877
|
+
* neutral, negative = reverse — the engine never sees a gear list), clutch 0..1 (scales the clutch
|
|
878
|
+
* in the coupled engine/wheel solve), brake_0 … brake_n (N·m of brake torque per wheel, this
|
|
879
|
+
* step)]. A shorter vector leaves the rest as it was. Sticky; a non-zero throttle, steer or brake
|
|
880
|
+
* wakes a sleeping car. */
|
|
881
|
+
vehicleSetInput(vehicleId: u32, input: Float32Array): void
|
|
882
|
+
/** Re-apply the TUNABLE half of the blob (same layout) to a live car — differential, per-wheel tire
|
|
883
|
+
* curves / traction / circle, engine torque/RPM/curve, clutch strength + capacity, steer lock, the
|
|
884
|
+
* column, anti-roll stiffness, tilt limit. Structural values (mass, centre of mass, wheel geometry,
|
|
885
|
+
* the driven shares, suspension, whether an axle has a bar) are ignored: those need a re-create. */
|
|
886
|
+
vehicleSetTuning?(vehicleId: u32, settings: Float32Array): void
|
|
887
|
+
/** out = [speed, rpm, wheelsInContact, vx, vy, vz, wx, wy, wz, steerDeg, steerTorque] (w = chassis
|
|
888
|
+
* angular velocity, rad/s; steerDeg = where the road wheels are, right-positive; steerTorque = the
|
|
889
|
+
* tires' self-aligning torque on the steering, N·m, + = pulls right — the force-feedback signal,
|
|
890
|
+
* reported in both steering modes)
|
|
891
|
+
* + per wheel [contact, slipLong, slipAngleDeg, suspensionLength, steerDeg, spin, fLat, fLong, vLat, vSlip, load]
|
|
892
|
+
* (fLat/fLong = the tire's forces, N, + = to its right / pushing the car forward; vLat/vSlip = the
|
|
893
|
+
* patch's sliding speeds, m/s, + = to the right / tread spinning up — force × speed is heat; load =
|
|
894
|
+
* the suspension's force on the wheel, N). slipLong is SIGNED (+ spinning up, − locking) and so is
|
|
895
|
+
* slipAngleDeg (+ the patch sliding to the tire's right). suspensionLength, steerDeg and spin are
|
|
896
|
+
* what a wheel model's pose is built from — by the game, the SDK only exposes them. */
|
|
897
|
+
vehicleGetState(vehicleId: u32, out: Float32Array): void
|
|
898
|
+
/** Teleport upright and clear all motion (velocities, engine RPM, wheel spin); the input vector is
|
|
899
|
+
* zeroed — the SDK re-sends its own on the next early pass. */
|
|
900
|
+
vehicleReset(vehicleId: u32, x: f32, y: f32, z: f32, qx: f32, qy: f32, qz: f32, qw: f32): void
|
|
901
|
+
/** The chassis rigid body, for the plain body calls (physicsApplyImpulse, …). 0 if unknown. */
|
|
902
|
+
vehicleBodyId(vehicleId: u32): u32
|
|
903
|
+
// Ragdoll (Jolt Ragdoll): a Model's skeleton handed to physics — one dynamic body per listed bone
|
|
904
|
+
// (a capsule from the bone's origin to the next joint) joined to its parent part by a swing-twist
|
|
905
|
+
// constraint that carries a swing + twist MOTOR. Built ONCE from the pose the bones are in (that
|
|
906
|
+
// pose is the joints' neutral for the limits) and kept out of the world until ragdollActivate,
|
|
907
|
+
// which takes the bones' CURRENT pose and adds the bodies moving as the engine measured each bone
|
|
908
|
+
// over the last two frames (a swinging arm keeps swinging) plus a launch; from then on the engine
|
|
909
|
+
// writes the bodies' poses onto the bone entities every frame AFTER the animator, until
|
|
910
|
+
// ragdollDeactivate. POWERED (ragdollSetDrive): the motors pull every joint toward the relative
|
|
911
|
+
// rotation the ANIMATED pose shows (the engine hands the animator's pose to physics every frame,
|
|
912
|
+
// right after the animator wrote it and before the bodies overwrite it), and the root can be
|
|
913
|
+
// ANCHORED — the hips body kinematic on the animated hips — so a standing character stays in its
|
|
914
|
+
// animation while a hit jolts a limb and the motors bring it back; strength 0 with no anchor =
|
|
915
|
+
// limp. The skin joints under the hips that carry no part (the spine bones between two parts, the
|
|
916
|
+
// neck, the clavicles, fingers, toes) follow the animation while driven and HOLD their pose as the
|
|
917
|
+
// strength goes to 0 — a limp body never breathes with the loop playing underneath. Deactivating
|
|
918
|
+
// with a blend seeds the model's animator with the fallen pose, so whatever plays next
|
|
919
|
+
// transitions out of it (canimAnimatorSeedPose). Every body carries its bone entity as user
|
|
920
|
+
// data, so physicsRaycast / contact events name the bone. Optional: a host without it has no
|
|
921
|
+
// ragdolls.
|
|
922
|
+
// bones[partCount * 2]: bone entity, `to` entity (0 = a leaf: `length` along the parent's line;
|
|
923
|
+
// a leaf ROOT points along the model's up)
|
|
924
|
+
// settings — header[16]: version(3), partCount, stride(12), friction, linearDamping,
|
|
925
|
+
// angularDamping (0 = Jolt's own), collide (0 = everything, 1 = the STATIC world and
|
|
926
|
+
// other such ragdolls only: dynamic bodies, character controllers and vehicles pass
|
|
927
|
+
// through — Jolt's DEBRIS object/broadphase layer), freeze (1 = once every part of a
|
|
928
|
+
// LIMP body is asleep the bodies turn STATIC where they lie: the last pose keeps being
|
|
929
|
+
// written onto the bones, raycasts still hit, nothing wakes them, the solver skips
|
|
930
|
+
// them; ragdollActive reads false, ragdollDeactivate / ragdollActivate still work —
|
|
931
|
+
// activate makes the parts dynamic again), freezeAfter (seconds LIMP after which the
|
|
932
|
+
// freeze happens regardless; 0 = no cap), driveFrequency (Hz: the motors' position
|
|
933
|
+
// spring), driveDamping (ratio, 1 = critical), driveTorque (N·m per kg of the part:
|
|
934
|
+
// the motors' limit at strength 1), jointFriction (N·m per kg of the part: a torque
|
|
935
|
+
// that resists any joint motion, motor or not), limits (0 = the part cones below;
|
|
936
|
+
// 1 = LEARNED: at the first activation that finds clips bound to the model's
|
|
937
|
+
// animator the engine measures, per joint, how far the clips swing and twist it in
|
|
938
|
+
// its constraint frame and rebuilds the joints to those ranges — the motors never
|
|
939
|
+
// target a pose the limits forbid; no clips yet = the cones, measured at a later
|
|
940
|
+
// activation), limitsMargin (degrees added on each side of a learned range),
|
|
941
|
+
// reserved x1
|
|
942
|
+
// + partCount * 12: parentIndex (-1 = the root; always < the part's own index), radius, length
|
|
943
|
+
// (0 = up to the `to` bone), mass (kg; 0 = from the volume), swingDeg (cone
|
|
944
|
+
// half-angle), twistDeg (half-angle), hinge (0/1), hingeAxisX/Y/Z (in the MODEL
|
|
945
|
+
// node's space), hingeMinDeg, hingeMaxDeg — a hinge is a swing-twist whose cone is
|
|
946
|
+
// flat (2°) across the axis and [min, max] about it (a knee, an elbow)
|
|
947
|
+
ragdollCreate?(rootEntityId: u32, bones: Uint32Array, settings: Float32Array): u32
|
|
948
|
+
ragdollDestroy?(ragdollId: u32): void
|
|
949
|
+
/** Pose the bodies from the bones' current transforms and add them to the world, each moving as
|
|
950
|
+
* its bone was measured over the last two frames, plus the launch (vx, vy, vz) on every body.
|
|
951
|
+
* Already active = re-wake + the launch. false = unknown id / no world. */
|
|
952
|
+
ragdollActivate?(ragdollId: u32, vx: f32, vy: f32, vz: f32): boolean
|
|
953
|
+
/** Take the bodies out of the world. The bones get the bodies' last pose written against the
|
|
954
|
+
* parents' CURRENT worlds (move the model node under the hips first), and with `blend` > 0 the
|
|
955
|
+
* model's animator is seeded with it: whatever plays next transitions from the fallen pose over
|
|
956
|
+
* `blend` seconds. */
|
|
957
|
+
ragdollDeactivate?(ragdollId: u32, blend: f32): void
|
|
958
|
+
/** In the world AND at least one body still awake (a settled ragdoll reads false). */
|
|
959
|
+
ragdollActive?(ragdollId: u32): boolean
|
|
960
|
+
/** The rigid body of part `index` (for physicsApplyImpulseAt / velocities). 0 if unknown. */
|
|
961
|
+
ragdollBodyId?(ragdollId: u32, index: u32): u32
|
|
962
|
+
/** The joint motors' strength (0..1 = the share of driveTorque; 0 = off = limp) and the root
|
|
963
|
+
* anchor (the hips body kinematic on the animated hips). Kept across activations; a driven or
|
|
964
|
+
* anchored body never freezes. */
|
|
965
|
+
ragdollSetDrive?(ragdollId: u32, strength: f32, anchor: boolean): void
|
|
966
|
+
// Dynamic bones (the SDK's DynamicBone; creator-anim canimDyn* behind creator-gl): secondary motion
|
|
967
|
+
// for tails, ears, hair and cloaks — a bone tree under one root simulated as Verlet particle chains
|
|
968
|
+
// (gravity, wind, drag, stiffness toward the animated shape, an angle cone, capsule / sphere
|
|
969
|
+
// colliders, a floor plane, bone length, neighbour links) in an engine stage AFTER the late phase
|
|
970
|
+
// and BEFORE the skin flush: the animator, an active ragdoll and late-phase JS bone writes are the
|
|
971
|
+
// input, the simulated local rotations the output. Bones the animator does not drive keep their
|
|
972
|
+
// bind pose as the target; driven ones follow their clip. Optional: a host without it shows the
|
|
973
|
+
// animation alone.
|
|
974
|
+
// bones[boneCount]: entity ids — the root first, every other bone a child of an earlier one.
|
|
975
|
+
// settings — header[28]: version(1), boneCount, boneStride(7), then the chain params: weight
|
|
976
|
+
// (0..1 animation → simulation; 0 = off, re-arms on the animated pose), follow (0..1 of
|
|
977
|
+
// the root's travel carried onto the particles; 0 = full whip), wind xyz (m/s², world),
|
|
978
|
+
// link (0..1 neighbour-link strength), rate (substep Hz, ≤ 4 substeps per frame),
|
|
979
|
+
// teleport (a root jump past this many metres resets the chain), floor (0/1), floor
|
|
980
|
+
// point xyz, floor normal xyz (the floor slots are overridden by dynamicBoneSetFloor),
|
|
981
|
+
// floorFriction (a Coulomb coefficient: a resting particle's slide loses up to friction · g · dt of
|
|
982
|
+
// speed per substep), iterations
|
|
983
|
+
// (constraint passes per substep, 1..8, default 4; a long rope may want 8), side (the
|
|
984
|
+
// cloth's outside, one-sided colliders: 0 none, 1 away from the root bone's axis, 2 the
|
|
985
|
+
// next xyz in the root bone's frame), side xyz, guideHold (0..1: guides re-applied after
|
|
986
|
+
// every constraint pass with this fraction of their weight; 0 = once before the passes),
|
|
987
|
+
// edges (1 = the bone segments and links collide with the capsules too, not only the particles),
|
|
988
|
+
// spin (> 0: the chain in the parent bone's rotating frame + its centrifugal / Euler forces × spin;
|
|
989
|
+
// 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)
|
|
990
|
+
// + boneCount × 7: radius (m), stiffness (0..1 per 1/60 s toward the animated shape), damping
|
|
991
|
+
// (0..1 velocity lost per 1/60 s), gravity (m/s² along world −Y), angleLimit (degrees off
|
|
992
|
+
// the animated direction, 0 = none), mass (relative, 0 = 1: a bone-length constraint
|
|
993
|
+
// moves its two ends in inverse proportion; the root is kinematic; < 0 = PINNED, the bone
|
|
994
|
+
// rides the animation), give (m, pinned bones: a soft pin — a collider may push the bone
|
|
995
|
+
// this far off its animated place, its local translation is written back too; 0 = hard)
|
|
996
|
+
// links: (a, b) bone index pairs held at their rest distance (a cloak's columns; two linked leaves
|
|
997
|
+
// link their virtual tips too, so a hem stays a hem); optional.
|
|
998
|
+
/** @count linkCount=links/2 */
|
|
999
|
+
dynamicBoneCreate?(modelRootId: u32, bones: Uint32Array, settings: Float32Array, links?: Uint16Array): u32
|
|
1000
|
+
dynamicBoneDestroy?(id: u32): void
|
|
1001
|
+
/** Retune a live chain: the same blob as create (the bone rows too when the count matches). */
|
|
1002
|
+
dynamicBoneSet?(id: u32, settings: Float32Array): void
|
|
1003
|
+
/** The floor the particles stay above: mode 0 none / 1 the plane (point, normal) / 2 probe — the
|
|
1004
|
+
* engine casts a ray from the chain root down every frame (the ground probe, the model root
|
|
1005
|
+
* excluded) and uses the hit; no hit / no physics world = no floor that frame. */
|
|
1006
|
+
dynamicBoneSetFloor?(id: u32, mode: 0 | 1 | 2, x: f32, y: f32, z: f32, nx: f32, ny: f32, nz: f32): void
|
|
1007
|
+
/** The next frame snaps the chain onto the animated pose (a teleport, a cut). */
|
|
1008
|
+
dynamicBoneReset?(id: u32): void
|
|
1009
|
+
/** The colliders this chain collides with (dynamicBoneColliderCreate ids); replaces the list. */
|
|
1010
|
+
dynamicBoneSetColliders?(id: u32, colliderIds: Uint32Array): void
|
|
1011
|
+
/** The particles' world positions (bones first, then the leaves' virtual tips), 3 floats each into
|
|
1012
|
+
* `out`; returns the count written — a debug overlay. @count max=out/3 */
|
|
1013
|
+
dynamicBoneParticles?(id: u32, out: Float32Array): u32
|
|
1014
|
+
// guides: rows × 5 — bone index (in the chain's bone order), world x y z, weight — world points the
|
|
1015
|
+
// bones' particles are drawn to before the constraints; null / empty clears; refreshed every frame
|
|
1016
|
+
/** @count count=rows/5 */
|
|
1017
|
+
dynamicBoneTargets?(id: u32, rows: Float32Array | null): void
|
|
1018
|
+
/** A capsule a → b in the entity's local space (a == b = a sphere) that rides the entity — a bone
|
|
1019
|
+
* of the body the chains must not pass through. Returns a collider id (0 on failure). */
|
|
1020
|
+
/** `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. */
|
|
1021
|
+
dynamicBoneColliderCreate?(entityId: u32, ax: f32, ay: f32, az: f32, bx: f32, by: f32, bz: f32, radius: f32, sided: f32): u32
|
|
1022
|
+
dynamicBoneColliderSet?(colliderId: u32, ax: f32, ay: f32, az: f32, bx: f32, by: f32, bz: f32, radius: f32, sided: f32): void
|
|
1023
|
+
dynamicBoneColliderDestroy?(colliderId: u32): void
|
|
1024
|
+
// Legacy coupled shape+body (still used by the worker RigidBody).
|
|
1025
|
+
physicsCreateBox(entityId: u32, hx: f32, hy: f32, hz: f32, motionType: i32, mass: f32): u32
|
|
1026
|
+
physicsCreateSphere(entityId: u32, radius: f32, motionType: i32, mass: f32): u32
|
|
1027
|
+
physicsCreateCylinder(entityId: u32, halfHeight: f32, radius: f32, motionType: i32, mass: f32): u32
|
|
1028
|
+
physicsSetLinearVelocity(bodyId: u32, x: f32, y: f32, z: f32): void
|
|
1029
|
+
/** @into out 3 */
|
|
1030
|
+
physicsGetLinearVelocity(bodyId: u32, out: Float32Array): void
|
|
1031
|
+
/** Angular velocity about each world axis, RADIANS/second — Jolt's unit; the SDK exposes degrees.
|
|
1032
|
+
* The only way to stop a spin: a position write leaves both velocities untouched. */
|
|
1033
|
+
physicsSetAngularVelocity?(bodyId: u32, x: f32, y: f32, z: f32): void
|
|
1034
|
+
/** @into out 3 */
|
|
1035
|
+
physicsGetAngularVelocity?(bodyId: u32, out: Float32Array): void
|
|
1036
|
+
physicsApplyImpulse(bodyId: u32, x: f32, y: f32, z: f32): void
|
|
1037
|
+
physicsApplyImpulseAt?(bodyId: u32, x: f32, y: f32, z: f32, px: f32, py: f32, pz: f32): void
|
|
1038
|
+
physicsSetBodyPosition(bodyId: u32, x: f32, y: f32, z: f32): void
|
|
1039
|
+
/** The rotation twin (normalized host-side). Both snap the body's render-interpolation pair, so a
|
|
1040
|
+
* discontinuous move is drawn as one rather than as a one-frame slide/spin across the gap. */
|
|
1041
|
+
physicsSetBodyRotation?(bodyId: u32, qx: f32, qy: f32, qz: f32, qw: f32): void
|
|
1042
|
+
physicsRemoveBody(bodyId: u32): void
|
|
1043
|
+
|
|
1044
|
+
/** @custom */
|
|
1045
|
+
createMediaPlayerTexture(id: i32): i32
|
|
1046
|
+
|
|
1047
|
+
getName(entityId: u32): string
|
|
1048
|
+
setName(entityId: u32, name: string): void
|
|
1049
|
+
|
|
1050
|
+
hasMesh(entityId: u32): boolean
|
|
1051
|
+
|
|
1052
|
+
/** @custom */
|
|
1053
|
+
createARController(sceneId: u32, cameraId: u32, mode: string, onTrack: (entityId: number, track: boolean) => void): void
|
|
1054
|
+
/** @custom */
|
|
1055
|
+
createRootAnchor(sceneId: u32): u32
|
|
1056
|
+
/** @custom */
|
|
1057
|
+
createAnchor(sceneId: u32, physicalWidth: f64, systemId: bytes): u32
|
|
1058
|
+
|
|
1059
|
+
// Particles. All emitter/curve config crosses as ONE Float32Array of [tag, payloadLen,
|
|
1060
|
+
// ...payload] records, parsed once in creator-particles (CPART_TAG_* in creator-particles.h; the
|
|
1061
|
+
// SDK mirror is in gl/Particles.ts, guarded by sdk/tests/gl/particles-tags.test.ts). Unknown
|
|
1062
|
+
// tags skip by length. maxParticles 0 = default (1000).
|
|
1063
|
+
createParticleSystem(entityId: u32, materialInstanceId: u32, maxParticles: u32): void
|
|
1064
|
+
spawnParticles(entityId: u32, count: f32): void
|
|
1065
|
+
setParticleSystemConfig(entityId: u32, data: Float32Array): void
|
|
1066
|
+
|
|
1067
|
+
// Projected decals (creator-gl src/decals.h; SDK gl/DecalSet.ts). A set on an entity = one
|
|
1068
|
+
// renderable of `capacity` (0 = 256) unit boxes drawn with the material instance (decal.filamat)
|
|
1069
|
+
// — each box projects its atlas cell onto the opaque scene behind it through the scene depth
|
|
1070
|
+
// buffer. A record is 27 floats in the SET entity's space: X Y Z axes scaled by the box's
|
|
1071
|
+
// width / height / depth (Z = out of the surface), centre, atlas rect u0 v0 u1 v1, tint rgba,
|
|
1072
|
+
// life (s, 0 = forever), fadeIn (s), fadeOut (s), capStart, capEnd (tilt of the image's bottom /
|
|
1073
|
+
// top edge in unit space — mitred trail joints, 0 = square), alphaStart, alphaEnd (opacity
|
|
1074
|
+
// multipliers at the bottom / top edge — a gradient along the image). addDecal returns the slot (0xFFFFFFFF = no
|
|
1075
|
+
// set; a full set recycles its oldest); updateDecal keeps the slot's birth time. Optional:
|
|
1076
|
+
// a host without them draws no decals (the SDK warns once).
|
|
1077
|
+
createDecalSet?(entityId: u32, materialInstanceId: u32, capacity: u32): void
|
|
1078
|
+
addDecal?(entityId: u32, record: Float32Array): u32
|
|
1079
|
+
updateDecal?(entityId: u32, slot: u32, record: Float32Array): void
|
|
1080
|
+
removeDecal?(entityId: u32, slot: u32): void
|
|
1081
|
+
clearDecals?(entityId: u32): void
|
|
1082
|
+
decalCount?(entityId: u32): u32
|
|
1083
|
+
|
|
1084
|
+
createNoise(): u32
|
|
1085
|
+
setNoiseFrequency(noiseId: u32, frequency: f32): void
|
|
1086
|
+
setNoiseOctaves(noiseId: u32, octaves: f32): void
|
|
1087
|
+
setNoiseFractalLunacrity(noiseId: u32, lunacrity: f32): void
|
|
1088
|
+
setNoiseFractalGain(noiseId: u32, fractalGain: f32): void
|
|
1089
|
+
getNoise2D(noiseId: u32, x: f32, y: f32): f64
|
|
1090
|
+
getNoise3D(noiseId: u32, x: f32, y: f32, z: f32): f64
|
|
1091
|
+
|
|
1092
|
+
/** @custom */
|
|
1093
|
+
captureImage(sceneId: number, onComplete: (bufferId: number, name: string, size: number) => void, onReject: () => void): void
|
|
1094
|
+
}
|
|
1095
|
+
}
|
|
1096
|
+
|
|
1097
|
+
/** The 3D HOST's side of the contract — what the engine needs from the platform around Filament
|
|
1098
|
+
* (`HostGL` of creator-pkg/host.gen.h): the GL context to share, the scene view's lifecycle, image
|
|
1099
|
+
* decoding into textures, AR / VR sessions. OPTIONAL as a whole (a UI-only build has no 3D); every
|
|
1100
|
+
* slot but `createTexture` is optional — the runtime skips what a host does not fill.
|
|
1101
|
+
* @host gl HostGL @optional */
|
|
1102
|
+
export interface HostGL {
|
|
1103
|
+
/** The host's GL context Filament shares with (a desktop master context, the XR context on Quest);
|
|
1104
|
+
* absent = the engine creates its own. */
|
|
1105
|
+
getGLContext?(): handle
|
|
1106
|
+
/** Fired on the JS thread right after createEngine built (or rebuilt) the engine, success or not — a
|
|
1107
|
+
* host that released its own context for the share re-binds it here. */
|
|
1108
|
+
engineCreated?(): void
|
|
1109
|
+
/** The legacy first scene.open(): create the scene view / swap chain lazily. */
|
|
1110
|
+
createGLView?(): void
|
|
1111
|
+
/** The scene closed for good: drop the scene view, stop compositing. */
|
|
1112
|
+
closeScene?(): void
|
|
1113
|
+
/** Decode host buffer `systemId` (PNG / JPEG / KTX2) into an engine texture (`flags` = Texture.load's
|
|
1114
|
+
* options bitmask, 1 = linear data); settle `onComplete(textureId, width, height)` or `onReject`
|
|
1115
|
+
* through the dispatch bridge. */
|
|
1116
|
+
createTexture(systemId: bytes, flags: u32, onComplete: (textureId: u32, width: i32, height: i32) => void, onReject: (err: string) => void): void
|
|
1117
|
+
/** Import a media player's frames as an engine texture (`_creator.createMediaPlayerTexture`); 0 = none. */
|
|
1118
|
+
createMediaPlayerTexture?(playerId: i32): i32
|
|
1119
|
+
/** Start an AR session for the scene; settle one callback through the dispatch bridge. */
|
|
1120
|
+
launchAR?(sceneId: u32, onComplete: () => void, onReject: (err: string) => void): void
|
|
1121
|
+
stopAR?(): void
|
|
1122
|
+
/** Start a VR (OpenXR) session for the scene; absent = "VR is not supported on this device". */
|
|
1123
|
+
launchVR?(sceneId: u32, onComplete: () => void, onReject: (err: string) => void): void
|
|
1124
|
+
stopVR?(): void
|
|
1125
|
+
/** Bind the AR camera of `sceneId` to `cameraId` in `mode` ("world" / "face" / …). */
|
|
1126
|
+
createARController?(sceneId: u32, cameraId: u32, mode: string): void
|
|
1127
|
+
/** The AR root anchor entity of a scene. */
|
|
1128
|
+
createRootAnchor?(sceneId: u32, entityId: u32): void
|
|
1129
|
+
/** An image anchor: track the image in host buffer `systemId` (`physicalWidth` in metres) on `entityId`. */
|
|
1130
|
+
createAnchor?(sceneId: u32, entityId: u32, physicalWidth: f32, systemId: bytes): void
|
|
1131
|
+
}
|
|
1132
|
+
|
|
1133
|
+
export {}
|