lecodes-sdk 2.4.7 → 2.4.8
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/dist/global.d.ts +7 -0
- package/dist/types/gl/Camera.d.ts +100 -13
- package/dist/types/gl/Node.d.ts +13 -0
- package/dist/types/gl/ReflectionProbe.d.ts +87 -0
- package/dist/types/gl/RenderTexture.d.ts +29 -0
- package/dist/types/gl/Scene.d.ts +21 -0
- package/dist/types/inject.d.ts +4 -0
- package/dist/types/ui/tree.d.ts +1 -0
- package/dist/types/version.d.ts +1 -1
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/src/bridges/gl.d.ts +34 -0
- package/src/gl/Camera.ts +198 -25
- package/src/gl/Node.ts +61 -0
- package/src/gl/ReflectionProbe.ts +141 -0
- package/src/gl/RenderTexture.ts +93 -0
- package/src/gl/Scene.ts +54 -2
- package/src/inject.ts +4 -0
- package/src/ui/tree.ts +1 -0
- package/src/version.ts +1 -1
package/package.json
CHANGED
package/src/bridges/gl.d.ts
CHANGED
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@@ -184,6 +184,10 @@ declare global {
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* not the roughness-prefiltered `_ibl.ktx` beside it. Optional: hosts that predate it keep the
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* flat skybox. */
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setSkyboxTexture?(sceneId: u32, fetchId: bytes): void
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/** Optional. Light the scene from a CUBEMAP texture (a render texture's cube, creator.h setEnvironmentTexture): the
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* IBL reflects it, its irradiance and intensity stay; no roughness prefiltering, so only mirror-like reflections are
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* right. The engine holds the texture while it lights; setDefaultIbl replaces it. */
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setEnvironmentTexture?(sceneId: u32, textureId: u32): void
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/** Temporal anti-aliasing (Filament's TAA) for the scene and its overlays: on, MSAA and FXAA are off for the
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* view; `feedback` = the history's share (0.12 default, higher = less ghosting, less smoothing), `sharpness` =
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* the post-TAA sharpen (0–1), `upscale` = the fraction the 3D is rendered at and TAA-upscaled from (0.5–1,
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@@ -325,6 +329,30 @@ declare global {
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* 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 */
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createTexturePixels?(width: u32, height: u32, channels: u32, data: Uint8Array, srgb: boolean): Handle
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updateTexturePixels?(textureId: u32, x: u32, y: u32, width: u32, height: u32, data: Uint8Array): void
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/** Optional. A RENDER TEXTURE, what a render view draws into (creator.h createRenderTexture): `flags` bit 1 = CUBEMAP
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* (`width` = the edge, `height` ignored), bit 2 = HDR (R11F_G11F_B10F linear light, for lighting); neither = an LDR
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* display texture (SRGB8_A8, the tone-mapped picture); bit 4 = PREFILTER, with both others only (flags 7, a
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* power-of-two edge of 16 at least): a probe filtered for roughness — the id is the 5-level filtered cube, its views
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* draw a raw one behind it, filtered on the GPU at the frame after each completed cube with `samples` samples
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* (0 = 256; read for PREFILTER only). Otherwise an ordinary texture id (setUniformTexture, setSceneBackground); its
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* texel rows run as OpenGL renders, on every backend (a 2D texture's first row = the picture's bottom). 0xFFFFFFFF
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* on failure. @owned GlTexture */
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createRenderTexture?(width: u32, height: u32, flags: u32, samples: u32): Handle
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/** Optional. A RENDER VIEW of the scene into a render texture, from node `cameraEntityId` (its world pose, read every
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* frame; a cube takes its position only): `layerMask` = the layers it sees (setLayer), `fov` vertical degrees (a cube
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* is 90), `flags` bit 1 = no shadows. Drawn each frame its scene is presented, before the scene's own view; freeing the
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* texture takes its views with it. 0 on failure. @owned GlRenderView */
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createRenderView?(sceneId: u32, textureId: u32, cameraEntityId: u32, layerMask: u8, fov: f32, near: f32, far: f32, flags: u32): Handle
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/** Optional. `everyNth` 1 = every frame, N = one render per N frames drawn, counted afresh from this call (the next
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* frame renders); `facesPerFrame` 1..6 for a cube (round-robin). */
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setRenderViewOptions?(renderViewId: u32, enabled: boolean, everyNth: u32, facesPerFrame: u32): void
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/** Optional. The view's projection, live (createRenderView's fov / near / far were the initial values): a 2D view's
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* vertical fov in degrees and clip planes; a cube ignores `fov` (90) and takes the planes. Unknown id = no-op. */
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setRenderViewProjection?(renderViewId: u32, fov: f32, near: f32, far: f32): void
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/** Optional. RGBA8 bytes of a rectangle of a render texture as the next frame leaves it — rows in the texture's order
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* (the first is texel row `y`), `face` 0..5 = +X -X +Y -Y +Z -Z of a cube (0 for 2D), an HDR one clamped to 0..1
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* (linear); null when refused. A GPU readback, for checks and tools. @custom */
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readRenderTexturePixels?(textureId: u32, face: u32, x: u32, y: u32, width: u32, height: u32, onDone: (pixels: Uint8Array | null) => void): void
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/** 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 */
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createMaterial(systemId: bytes): Handle
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@@ -355,6 +383,12 @@ declare global {
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setVisible(entityId: u32, visible: boolean): void
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isVisible(entityId: u32): boolean
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/** Optional. Visibility layers: the entity's explicit layer bits (u8), inherited by its subtree down to a
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* descendant with its own; 0 clears them (inherit again). Nothing set = 0x01. A view draws a renderable
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* when their layers share a bit (the scene's own view sees all). A host without it has no layers. @c setEntityLayer */
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setLayer?(entityId: u32, mask: u8): void
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/** Optional. The entity's effective layer bits: its own, else the nearest ancestor's, else 0x01. @c getEntityLayer */
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getLayer?(entityId: u32): u8
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/** @custom */
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createGlb(systemId: bytes, onComplete: (root: Handle | null) => void, onReject: () => void): void
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package/src/gl/Camera.ts
CHANGED
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@@ -1,20 +1,49 @@
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//
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// screen↔world ray helpers
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// A camera — a Node (so position / lookAt / transform all work) plus its lens. The scene camera is created and attached
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// by Scene (`_attach`: its projection, exposure and the screen↔world ray helpers are the screen's); a SECONDARY camera is
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// `new Camera(options)`, a plain node until `renderToTexture` gives it a render view of its scene (RenderTexture.ts,
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// creator-gl renderview.cpp), started once the node is in a scene (Node.ts awaitScene). Ported from
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// worker/src/components/Camera.ts.
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import { Vec3 } from "../math/vec"
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import { Aspect } from "../core/Aspect"
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import { Node, type NodeTweenProps } from "./Node"
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import { Node, awaitScene, type NodeTweenProps } from "./Node"
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import { Ray } from "./Ray"
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import { RenderTexture, makeRenderTexture, startRenderView } from "./RenderTexture"
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import { DOM_GL_CAMERA, floatValue, type TweenChannel, type TweenMeta } from "../animate/tween/spec"
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import type { Animation } from "../animate/tween/Animation"
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/** Animatable camera props on top of the node transform.
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/** Animatable camera props on top of the node transform. `fov` / `near` / `far` are the SCENE camera's: on a secondary
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* camera they throw (set them directly — they are live — or from `animate({ onUpdate })`). */
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export type CameraTweenProps = NodeTweenProps & {
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fov?: number | number[],
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near?: number | number[],
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far?: number | number[],
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}
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/** `new Camera(options)`: a SECONDARY camera's lens and what its view draws (the scene's own camera is `scene.camera`). */
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export type CameraOptions = {
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/** Vertical field of view in degrees (default 60). Live: `camera.fov`. */
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fov?: number
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/** Near clip distance in metres (default 0.01). Live: `camera.near`. */
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near?: number
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/** Far clip distance in metres (default 1000). Live: `camera.far`. */
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far?: number
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/** The layers its view draws, a bit mask over `Node.layer` (default 0xff = everything): a renderable is drawn when its
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* layers share a bit with these — the player's own body left out of a mirror. Fixed when the view starts. */
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layers?: number
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/** Shadows in its view (default `true`): the view renders shadow maps of its own each time it draws. Fixed when the
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* view starts. */
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shadows?: boolean
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}
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/** `camera.renderToTexture(options)`: the picture's size. */
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export type RenderToTextureOptions = {
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/** Texels wide, 1..4096 (default 256). */
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width?: number
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/** Texels tall, 1..4096 (default 256). */
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height?: number
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}
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/** @internal `camera.follow(node)`: copies the node's world pose onto the camera every LATE frame
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* (order 1000 — after every other aspect has moved things). One per camera; lives on the target. */
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export class CameraFollowRig extends Aspect<"__cameraFollow"> {
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@@ -31,16 +60,33 @@ export class CameraFollowRig extends Aspect<"__cameraFollow"> {
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/** Projection every host starts a scene with (creator-gl scene.cpp / the lite core agree on these). */
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export const CAMERA_DEFAULTS = { fov: 60, near: 0.01, far: 1000 }
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/** A texture side: a whole number, 1 at least (the host refuses more than 4096). */
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const side = (n: number): number => Math.max(1, Math.floor(n))
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/**
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* A camera: a Node (position, `lookAt`, parenting — it looks down its −Z) with a lens, `fov` / `near` / `far`. Two kinds:
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* - THE SCENE CAMERA, `scene.camera`: made by the Scene, it draws the screen. Its exposure, `projectionMatrix` and the
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* ray helpers (`getRay`, `getViewDirection`) are the screen's, and its projection tweens (`animateTo({ fov })`).
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* - A SECONDARY camera, `new Camera({ fov, layers, shadows })`: a plain node until `renderToTexture({ width, height })`
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* gives it a second view of its scene, drawn into a texture every frame the scene is on show — a rear-view mirror, a
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* monitor, a security camera. Place it like any node (`car.add(mirrorCam)`); its lens is live (`mirrorCam.fov = 50`),
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* its view's schedule is `enabled` / `everyNth`. A cube of light for reflections is a `ReflectionProbe`.
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*/
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export class Camera extends Node {
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/** The scene this camera draws the screen of (Scene `_attach`); -1 = a secondary camera. */
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private _sceneId = -1
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/** Tween `fov` / `near` / `far` (a zoom, a dolly) and the transform — see {@link Node.animateTo}. */
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/** Tween `fov` / `near` / `far` (a zoom, a dolly — the scene camera's) and the transform — see {@link Node.animateTo}. */
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override animateTo(props: CameraTweenProps & TweenMeta): Animation { return super.animateTo(props) }
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override animateFrom(props: CameraTweenProps & TweenMeta): Animation { return super.animateFrom(props) }
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/** @internal The projection channels address the SCENE (one camera per scene on the host)
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/** @internal The projection channels address the SCENE (one camera per scene on the host): a render view's
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* projection has no tween writer, so a secondary camera's throw. */
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override _tweenChannel(prop: string): TweenChannel | null {
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if (prop === "fov" || prop === "near" || prop === "far") {
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if (this._sceneId < 0) {
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throw new Error(`Camera: a secondary camera's "${prop}" is not animatable (the tween core drives the scene camera's projection only) — set camera.${prop} directly, it is live: per frame, or animate({ from, to, onUpdate: (v) => { camera.${prop} = v } })`)
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}
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const id = () => this._sceneId + 1 // scene ids start at 0; 0 = unaddressable
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const commit = (v: unknown) => {
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if (prop === "fov") this._fov = v as number
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else if (prop === "near") this._near = v as number
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@@ -51,11 +97,12 @@ export class Camera extends Node {
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}
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return super._tweenChannel(prop)
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}
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/**
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/** The scene camera's live projection matrix (updated by the host when the viewport / fov changes). A secondary
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* camera's stays zero: its projection is `fov` / `near` / `far` at its texture's aspect. */
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readonly projectionMatrix = new Float32Array(16)
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// Projection the app asked for (host defaults until it does). The host owns the aspect and
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//
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// Projection the app asked for (host defaults until it does). The scene camera's host owns the aspect and re-applies
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// these on every viewport change, so they are set, not maintained; a secondary camera's are its view's.
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private _fov = CAMERA_DEFAULTS.fov
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private _near = CAMERA_DEFAULTS.near
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private _far = CAMERA_DEFAULTS.far
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@@ -69,7 +116,29 @@ export class Camera extends Node {
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private _ev = 0
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private _exposureSet = false
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-
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// A secondary camera's view (renderToTexture): what it draws with, fixed when it starts, and its schedule.
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private readonly _layers: number
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private readonly _shadows: boolean
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private _enabled = true
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private _everyNth = 1
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/** @internal The texture `renderToTexture` made (held: it lives as long as the camera does). */
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_texture: RenderTexture | null = null
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/** @internal The render view's owned handle (`_view.id` = the engine's view id), null until the view starts: it lives
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* exactly as long as this camera holds it. */
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_view: Handle | null = null
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/** A SECONDARY camera (`scene.camera` is the scene's own): a plain node until `renderToTexture`. `options`: its lens
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* (live after, through `fov` / `near` / `far`) and what its view draws (`layers`, `shadows` — fixed). */
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constructor(options: CameraOptions = {}) {
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super()
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if (options.fov !== undefined) this._fov = options.fov
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if (options.near !== undefined) this._near = options.near
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if (options.far !== undefined) this._far = options.far
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this._layers = (options.layers ?? 0xff) & 0xff
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this._shadows = options.shadows !== false
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}
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/** @internal — Scene wires the camera to its native scene id + projection callback: the SCENE camera. */
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_attach(sceneId: number): void {
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this._sceneId = sceneId
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_creator.attachCameraToAR(sceneId, this.id, (mat) => {
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@@ -79,11 +148,90 @@ export class Camera extends Node {
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if (this._exposureSet) this._applyExposure()
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}
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/** @internal What only the scene camera has (the screen's ray helpers): a clear throw on a secondary camera. */
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private _sceneOnly(what: string): void {
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if (this._sceneId < 0) throw new Error(`camera.${what}: the scene camera's (scene.camera) — a secondary camera has no screen to pick through`)
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}
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/** @internal What only a secondary camera has (a render view): a clear throw on the scene camera. */
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private _secondaryOnly(what: string): void {
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if (this._sceneId >= 0) throw new Error(`camera.${what}: the scene camera draws the screen, every frame its scene is on show — a second view is a new Camera() with renderToTexture`)
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}
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/**
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* Draw this camera's view of its scene into a new 2D texture of `width × height` texels (default 256 × 256): the
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* tone-mapped picture as the screen would show it (LDR) — `screen.material.map = cam.renderToTexture({ ... })`. The
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* camera holds it (`camera.texture`).
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*
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* THE VIEW starts once the camera is in a scene (added to one, or under a node that is — at once if it already is)
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* and draws every frame that scene is on show, after the frame's update passes (aspects, physics, animation: this
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* frame's poses) and before the scene's own picture. It sees the scene's renderables, lights, environment and sky (not
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* its overlays) from the camera's WORLD pose (scale ignored) through `fov` / `near` / `far` at the texture's aspect,
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* with the `layers` and `shadows` the camera was made with, at the scene camera's exposure; its post-processing is the
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* engine's default tone mapping (the scene's grading, bloom and the rest are not mirrored). Moving the camera to
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* another scene later does not move the view.
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*
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* COST: every render is another pass over the scene — with `shadows`, its own shadow maps too. Keep the texture small,
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* draw less often (`everyNth`), leave out what the view does not need (`layers`), and turn it off out of sight
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* (`enabled = false`).
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*
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* Calling it again REPLACES the texture and the view: the previous view stops at once, its texture keeps its last
|
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* picture while something still shows it. Throws on the scene camera, and on a host without render textures (the web
|
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* hosts, for now).
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*/
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renderToTexture(options: RenderToTextureOptions = {}): RenderTexture {
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this._secondaryOnly("renderToTexture")
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const texture = makeRenderTexture("camera.renderToTexture", side(options.width ?? 256), side(options.height ?? 256), 0)
|
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if (this._view) { // replaced: the old view stops now; its handle goes with this reference
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_creator.setRenderViewOptions?.(this._view.id, false, 1, 6)
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this._view = null
|
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}
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this._texture = texture
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awaitScene(this)
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return texture
|
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}
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+
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/** @internal Node.ts awaitScene: the camera is in scene `sceneId` — start its view into its texture. */
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_bindView(sceneId: number): void {
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const texture = this._texture
|
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if (this._view || !texture) return
|
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this._view = startRenderView("camera", sceneId, texture, this.id, this._layers, this._fov, this._near, this._far, this._shadows)
|
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if (this._view && (!this._enabled || this._everyNth !== 1)) this._sendSchedule()
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}
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/** The texture `renderToTexture` made — the latest, null before one. */
|
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get texture(): RenderTexture | null { return this._texture }
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+
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/** Whether this secondary camera's view draws (default `true`). Off keeps the last picture in its texture and costs
|
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* nothing — a mirror out of sight; back on, it renders on the next frame drawn. The scene camera always draws (reads
|
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* `true`; setting it throws). */
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get enabled(): boolean { return this._enabled }
|
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+
set enabled(on: boolean) {
|
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this._secondaryOnly("enabled")
|
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+
this._enabled = on
|
|
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+
this._sendSchedule()
|
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+
}
|
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+
/** Render this secondary camera's view once every N frames DRAWN (default 1 = every frame). The count restarts with
|
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|
+
* each change: the next frame drawn renders, then one in every N. The scene camera draws every frame (reads 1;
|
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+
* setting it throws). */
|
|
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|
+
get everyNth(): number { return this._everyNth }
|
|
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|
+
set everyNth(n: number) {
|
|
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|
+
this._secondaryOnly("everyNth")
|
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+
this._everyNth = Math.max(1, Math.floor(n))
|
|
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+
this._sendSchedule()
|
|
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+
}
|
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+
|
|
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+
/** @internal Send the whole schedule (`setRenderViewOptions` restarts the count, so the next frame drawn renders). */
|
|
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+
private _sendSchedule(): void {
|
|
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|
+
if (this._view) _creator.setRenderViewOptions?.(this._view.id, this._enabled, this._everyNth, 6)
|
|
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|
+
}
|
|
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+
|
|
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228
|
/** Exposure compensation in stops (default 0): +1 doubles how bright the scene renders, −2
|
|
83
229
|
* quarters it. The one exposure knob most games need — a dark interior, a flash of white, or eye
|
|
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230
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* adaptation when the sun swings into view (drop it, and the sun stays at the display's peak
|
|
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231
|
* while everything else darkens). Scene light follows it; particle `emissive` is post-exposure
|
|
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|
-
* and does not, so a fireball keeps its on-screen brightness. Cheap to animate every frame.
|
|
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|
+
* and does not, so a fireball keeps its on-screen brightness. Cheap to animate every frame. The
|
|
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+
* scene camera's: a secondary camera's view renders at its scene camera's exposure (what is set on
|
|
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|
+
* a secondary camera is kept, unused). */
|
|
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235
|
/** The camera's EV100 with the compensation in: log2(aperture² / shutterSpeed x 100 / iso) - compensation. Sunny 16 is
|
|
88
236
|
* ~15; a lit surface of luminance L lands on screen at L / (1.2 x 2^ev100). */
|
|
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237
|
get ev100(): number {
|
|
@@ -99,7 +247,7 @@ export class Camera extends Node {
|
|
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99
247
|
|
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100
248
|
/** The physical camera: `aperture` in f-stops, `shutterSpeed` in seconds, `iso`, plus the same
|
|
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249
|
* `compensation` in stops — any subset, one call. `camera.setExposure({ iso: 400 })` is two stops
|
|
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|
-
* brighter than the default f/16 · 1/125 · ISO 100. */
|
|
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|
+
* brighter than the default f/16 · 1/125 · ISO 100. The scene camera's (as `exposureCompensation`). */
|
|
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251
|
setExposure(exposure: { aperture?: number, shutterSpeed?: number, iso?: number, compensation?: number }): this {
|
|
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252
|
if (exposure.aperture !== undefined) this._exposure.aperture = exposure.aperture
|
|
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253
|
if (exposure.shutterSpeed !== undefined) this._exposure.shutterSpeed = exposure.shutterSpeed
|
|
@@ -117,17 +265,25 @@ export class Camera extends Node {
|
|
|
117
265
|
_creator.setCameraExposure?.(this._sceneId, e.aperture, e.shutterSpeed, e.iso * 2 ** this._ev)
|
|
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266
|
}
|
|
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267
|
|
|
120
|
-
/** Vertical field of view in degrees (default 60) — a smaller angle is a longer lens.
|
|
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|
-
|
|
268
|
+
/** Vertical field of view in degrees (default 60) — a smaller angle is a longer lens. Live on both kinds: a
|
|
269
|
+
* secondary camera's reaches its view at the next render (before `renderToTexture`, the view's starting value). */
|
|
270
|
+
get fov(): number { return this._sceneId >= 0 ? _creator.getCameraFov(this._sceneId, 0) : this._fov }
|
|
122
271
|
set fov(degrees: number) { this._fov = degrees; this._projSet = true; this._applyProjection() }
|
|
123
|
-
|
|
272
|
+
/** The horizontal field of view in degrees: the scene camera's at the screen's aspect, a secondary camera's at its
|
|
273
|
+
* texture's (square before `renderToTexture`). */
|
|
274
|
+
get horizontalFov(): number {
|
|
275
|
+
if (this._sceneId >= 0) return _creator.getCameraFov(this._sceneId, 1)
|
|
276
|
+
const t = this._texture
|
|
277
|
+
const aspect = t ? t.width / t.height : 1
|
|
278
|
+
return Math.atan(Math.tan(this._fov * Math.PI / 360) * aspect) * 360 / Math.PI
|
|
279
|
+
}
|
|
124
280
|
|
|
125
|
-
/** Near clip distance (default 0.01) — nothing closer than this draws. */
|
|
281
|
+
/** Near clip distance (default 0.01) — nothing closer than this draws. Live, as `fov`. */
|
|
126
282
|
get near(): number { return this._near }
|
|
127
283
|
set near(distance: number) { this._near = distance; this._projSet = true; this._applyProjection() }
|
|
128
284
|
|
|
129
285
|
/** Far clip distance / view range (default 1000) — geometry past it is culled. Shadows keep
|
|
130
|
-
* their own (shorter) range, so a long view distance doesn't cost shadow sharpness. */
|
|
286
|
+
* their own (shorter) range, so a long view distance doesn't cost shadow sharpness. Live, as `fov`. */
|
|
131
287
|
get far(): number { return this._far }
|
|
132
288
|
set far(distance: number) { this._far = distance; this._projSet = true; this._applyProjection() }
|
|
133
289
|
|
|
@@ -141,11 +297,22 @@ export class Camera extends Node {
|
|
|
141
297
|
return this
|
|
142
298
|
}
|
|
143
299
|
|
|
144
|
-
/** Hosts that predate the call keep the fixed defaults (older wasm / native builds)
|
|
300
|
+
/** Hosts that predate the call keep the fixed defaults (older wasm / native builds); a secondary camera's view keeps
|
|
301
|
+
* the projection it started with (warned once). */
|
|
145
302
|
private _applyProjection(): void {
|
|
146
|
-
if (this._sceneId < 0
|
|
303
|
+
if (this._sceneId < 0) {
|
|
304
|
+
if (!this._view) return // remembered: the view starts with it
|
|
305
|
+
if (_creator.setRenderViewProjection) _creator.setRenderViewProjection(this._view.id, this._fov, this._near, this._far)
|
|
306
|
+
else if (!Camera._warnedViewProjection) {
|
|
307
|
+
Camera._warnedViewProjection = true
|
|
308
|
+
console.warn("[camera] this host has no setRenderViewProjection — a secondary camera keeps the projection its view started with")
|
|
309
|
+
}
|
|
310
|
+
return
|
|
311
|
+
}
|
|
312
|
+
if (typeof _creator.setCameraProjection !== "function") return
|
|
147
313
|
_creator.setCameraProjection(this._sceneId, this._fov, this._near, this._far)
|
|
148
314
|
}
|
|
315
|
+
private static _warnedViewProjection = false
|
|
149
316
|
private _following: Node | null = null
|
|
150
317
|
/** The node the camera currently follows (`follow()`), or null. */
|
|
151
318
|
get following(): Node | null { return this._following }
|
|
@@ -155,7 +322,9 @@ export class Camera extends Node {
|
|
|
155
322
|
* view direction), so movement aspects / animation on that node are camera moves — dolly shots,
|
|
156
323
|
* a cutscene path, a `CameraPlace` in a scene file. A node carrying a `CameraPlace` also hands
|
|
157
324
|
* over its projection (fov / near / far). `follow(null)` releases the camera where it is.
|
|
158
|
-
*
|
|
325
|
+
* Following a new node stops following the previous one, and a node leads one camera at a time.
|
|
326
|
+
* Either kind: the pose is written as the camera's own transform, so a following secondary
|
|
327
|
+
* camera is a scene root, not a child.
|
|
159
328
|
*/
|
|
160
329
|
follow(target: Node | { node: Node, applyTo(camera: Camera): void } | null): this {
|
|
161
330
|
const node = target === null ? null : target instanceof Node ? target : target.node
|
|
@@ -175,22 +344,26 @@ export class Camera extends Node {
|
|
|
175
344
|
|
|
176
345
|
/** The scene view's [width, height] in logical units — the units of the scene's touches
|
|
177
346
|
* (`clientX` / `clientY`) and of `getRay`, on every host; × `device.pixelRatio` for device px.
|
|
178
|
-
* [0, 0] before the scene has a viewport. */
|
|
347
|
+
* [0, 0] before the scene has a viewport. The screen's, whichever camera reads it. */
|
|
179
348
|
get displaySize(): [number, number] {
|
|
180
349
|
const s = _creator.getDisplaySize()
|
|
181
350
|
return [ s[0], s[1] ]
|
|
182
351
|
}
|
|
183
352
|
|
|
184
|
-
/** World-space ray direction through a point of the scene view (logical units, as a touch's).
|
|
353
|
+
/** World-space ray direction through a point of the scene view (logical units, as a touch's). The scene camera's
|
|
354
|
+
* (a secondary camera throws). */
|
|
185
355
|
getViewDirection(screenX: number, screenY: number): Vec3 {
|
|
186
|
-
|
|
356
|
+
this._sceneOnly("getViewDirection")
|
|
187
357
|
const v = new Float32Array(3)
|
|
188
358
|
_creator.getCameraViewDirection(this._sceneId, screenX, screenY, v)
|
|
189
359
|
return new Vec3(v[0], v[1], v[2])
|
|
190
360
|
}
|
|
191
361
|
|
|
192
|
-
/** A pick ray from the camera through a point of the scene view (logical units, as a touch's).
|
|
362
|
+
/** A pick ray from the camera through a point of the scene view (logical units, as a touch's). The scene camera's
|
|
363
|
+
* (a secondary camera throws). */
|
|
193
364
|
getRay(screenX: number, screenY: number): Ray {
|
|
365
|
+
this._sceneOnly("getRay")
|
|
194
366
|
return new Ray(this.worldPosition, this.getViewDirection(screenX, screenY))
|
|
195
367
|
}
|
|
196
368
|
}
|
|
369
|
+
|
package/src/gl/Node.ts
CHANGED
|
@@ -94,6 +94,43 @@ const findNodeByWalk = (rootId: number, name: string): number => {
|
|
|
94
94
|
// Scratch for the world-position read-back in _setOwnedPosition (one per module, never handed out).
|
|
95
95
|
const worldScratch = new Float32Array(3)
|
|
96
96
|
|
|
97
|
+
/** @internal The scene a node is in: the one `scene.add` put it or its nearest such ancestor in (`_inScene`), -1 = none
|
|
98
|
+
* yet. A scene's nodes are pinned, so the walk meets the very wrappers `scene.add` stamped. */
|
|
99
|
+
export const sceneIdOf = (node: Node): number => {
|
|
100
|
+
if (node._inScene >= 0) return node._inScene
|
|
101
|
+
for (let id = _creator.getParent(node.id); id !== 0; id = _creator.getParent(id)) {
|
|
102
|
+
const n = nodes.get(id)
|
|
103
|
+
if (n && n._inScene >= 0) return n._inScene
|
|
104
|
+
}
|
|
105
|
+
return -1
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
/** @internal A node whose render view starts once the node is in a scene (a secondary Camera's `renderToTexture`, a
|
|
109
|
+
* ReflectionProbe): `_bindView(sceneId)` starts it if it has none. */
|
|
110
|
+
export type ViewBinder = Node & { _bindView(sceneId: number): void }
|
|
111
|
+
// The binders waiting for a scene, WEAKLY: a view never placed must not pin its node. Tried whenever the scene graph
|
|
112
|
+
// grows (bindPendingViews) — an empty set costs that call one size check.
|
|
113
|
+
const pendingViews = new Set<WeakRef<ViewBinder>>()
|
|
114
|
+
/** @internal Start `binder`'s view now if its node is in a scene, else at the scene.add / node.add that puts it in one.
|
|
115
|
+
* One try per placement: a view the host refuses (an overlay scene) warns and is not retried. */
|
|
116
|
+
export const awaitScene = (binder: ViewBinder): void => {
|
|
117
|
+
const sceneId = sceneIdOf(binder)
|
|
118
|
+
if (sceneId >= 0) binder._bindView(sceneId)
|
|
119
|
+
else pendingViews.add(new WeakRef(binder))
|
|
120
|
+
}
|
|
121
|
+
/** @internal The scene graph grew (scene.add, node.add, setParent): start the waiting views whose node is in a scene now. */
|
|
122
|
+
export const bindPendingViews = (): void => {
|
|
123
|
+
if (pendingViews.size === 0) return
|
|
124
|
+
for (const ref of pendingViews) {
|
|
125
|
+
const binder = ref.deref()
|
|
126
|
+
if (!binder) { pendingViews.delete(ref); continue }
|
|
127
|
+
const sceneId = sceneIdOf(binder)
|
|
128
|
+
if (sceneId < 0) continue
|
|
129
|
+
pendingViews.delete(ref)
|
|
130
|
+
binder._bindView(sceneId)
|
|
131
|
+
}
|
|
132
|
+
}
|
|
133
|
+
|
|
97
134
|
export class Node extends AspectHost<NodeEvents> implements CompWriter {
|
|
98
135
|
/** @internal The entity's owned handle (`_h.id` = the entity id; DEAD_HANDLE once destroyed). An
|
|
99
136
|
* engine-created entity (a glTF part, an anchor) is wrapped from its number and pinned as the
|
|
@@ -101,6 +138,9 @@ export class Node extends AspectHost<NodeEvents> implements CompWriter {
|
|
|
101
138
|
_h: Handle
|
|
102
139
|
/** Native entity id. */
|
|
103
140
|
get id(): number { return this._h.id }
|
|
141
|
+
/** @internal The id of the scene `scene.add` put this node in (-1 = none; `scene.remove` clears it) — how a render
|
|
142
|
+
* view finds its scene (sceneIdOf). */
|
|
143
|
+
_inScene = -1
|
|
104
144
|
|
|
105
145
|
private _matrix?: Float32Array
|
|
106
146
|
private _worldMatrix?: Float32Array
|
|
@@ -132,6 +172,25 @@ export class Node extends AspectHost<NodeEvents> implements CompWriter {
|
|
|
132
172
|
set name(value: string) { _creator.setName(this.id, value) }
|
|
133
173
|
get visible(): boolean { return _creator.isVisible(this.id) }
|
|
134
174
|
set visible(value: boolean) { _creator.setVisible(this.id, value) }
|
|
175
|
+
/**
|
|
176
|
+
* The node's visibility LAYERS, a bit mask 1..255. The scene's own view draws every layer; a render
|
|
177
|
+
* view (a secondary `Camera`'s or a `ReflectionProbe`'s, their `layers` option) draws only the
|
|
178
|
+
* renderables whose layers share a bit with its mask — which is what layers are for: leaving a subtree
|
|
179
|
+
* out of a second camera (the car out of the reflection probe riding on it, the player's own body out
|
|
180
|
+
* of a mirror). A node without a layer
|
|
181
|
+
* of its own takes its nearest ancestor's, else 1, so a car's layer covers everything parented under
|
|
182
|
+
* it; `0` clears the node's own (inherit again). `visible = false` wins over any layer. Reads the
|
|
183
|
+
* effective bits. A host without layers draws everything everywhere (reads 1, a write warns once).
|
|
184
|
+
*/
|
|
185
|
+
get layer(): number { return _creator.getLayer ? _creator.getLayer(this.id) : 1 }
|
|
186
|
+
set layer(mask: number) {
|
|
187
|
+
if (_creator.setLayer) _creator.setLayer(this.id, mask & 0xff)
|
|
188
|
+
else if (!Node._warnedLayer) {
|
|
189
|
+
Node._warnedLayer = true
|
|
190
|
+
console.warn("[node] this host has no setLayer — node layers are ignored, every view draws everything")
|
|
191
|
+
}
|
|
192
|
+
}
|
|
193
|
+
private static _warnedLayer = false
|
|
135
194
|
|
|
136
195
|
// --- local transform ---
|
|
137
196
|
// Native owns the authoritative matrix. `_sync()` reads it into a per-node scratch buffer on EVERY
|
|
@@ -317,6 +376,7 @@ export class Node extends AspectHost<NodeEvents> implements CompWriter {
|
|
|
317
376
|
/** Parent the given nodes under this one. */
|
|
318
377
|
add(...children: Node[]): this {
|
|
319
378
|
for (const c of children) { _creator.setParent(c.id, this.id, false); nodes.pin(c) }
|
|
379
|
+
bindPendingViews()
|
|
320
380
|
return this
|
|
321
381
|
}
|
|
322
382
|
setParent(parent: Node | null, worldPositionStays = false): this {
|
|
@@ -326,6 +386,7 @@ export class Node extends AspectHost<NodeEvents> implements CompWriter {
|
|
|
326
386
|
} else {
|
|
327
387
|
_creator.setParent(this.id, parent.id, worldPositionStays)
|
|
328
388
|
nodes.pin(this)
|
|
389
|
+
bindPendingViews()
|
|
329
390
|
}
|
|
330
391
|
return this
|
|
331
392
|
}
|
|
@@ -0,0 +1,141 @@
|
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// A reflection probe: a cube of the scene's light drawn around a point, live (creator-gl renderview.cpp: a render view of
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// six faces into an HDR cube render texture; with PREFILTER, Filament's libs/iblprefilter filter after each completed
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// cube). A Node, placed and parented like any; its view starts once the node is in a scene (Node.ts awaitScene) — or at
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// `scene.environment = probe` while it is in none. RenderTexture.ts holds the half it shares with a secondary Camera.
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import { Node, awaitScene } from "./Node"
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import { CAMERA_DEFAULTS } from "./Camera"
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import {
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RenderTexture, RT_FLAG_CUBEMAP, RT_FLAG_HDR, RT_FLAG_PREFILTER, RT_MAX_SIDE, makeRenderTexture, requireRenderTextures, startRenderView,
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} from "./RenderTexture"
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/** `new ReflectionProbe(options)`: the cube, what its view draws, and how often. */
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export type ReflectionProbeOptions = {
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/** The cube's edge, texels per face side (default 128): a power of two, 16..4096, when prefiltered; 1..4096 otherwise.
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* A probe is light, not a picture — 64..128 is plenty for a car's reflections. */
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size?: number
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/** The layers its view draws, a bit mask over `Node.layer` (default 0xff = everything): leave out the probe's own
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* carrier, or the cube is the inside of the car it rides on. Fixed. */
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layers?: number
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/** Shadows in its view (default `false`): with them, a full cube renders its own shadow maps six times. Fixed. */
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shadows?: boolean
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/** Faces drawn per render, 1..6, round-robin (default 6 = the whole cube) — `probe.facesPerFrame`. */
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facesPerFrame?: number
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/** Render once every N frames drawn (default 1 = every frame) — `probe.everyNth`. */
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everyNth?: number
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/** Filter the cube for ROUGHNESS (default `true`; `size` a power of two then). Without it the cube has one sharp level:
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* under `scene.environment` only mirror-like surfaces (roughness near 0) are right, and the diffuse ambient stays the
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* scene's own probe's. With it the GPU filters every completed cube into five roughness levels — a brushed or painted
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* body shows its surroundings blurred as much as its roughness says — and the roughest level becomes the diffuse
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* ambient: what the probe sees lights matte surfaces too (a red wall tints them red).
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*
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* COST: one filtering per completed cube (every render at `facesPerFrame` 6, every third at 2), on the frame after:
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* the cube's mip chain plus a pass per level whose taps are the level's texels × `samples` — for a 64 cube at the
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* default 256 samples about 2 million cube taps — and ten small driver submissions on the CPU. `everyNth` /
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* `facesPerFrame` space the filterings out. Fixed. */
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prefilter?: boolean
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/** The filter's samples per texel, 1..2048 (default 256 — a quarter of Filament's offline default: each sample reads
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* the mip that matches its footprint, which keeps a low count smooth; raise it if a mid-roughness surface reads
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* blotchy). Smoothness for time; read with `prefilter` only. */
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samples?: number
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/** Near clip plane in metres (default 0.01). Fixed. */
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near?: number
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/** Far clip plane in metres (default 1000). Fixed. */
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far?: number
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}
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/**
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* A REFLECTION PROBE: a cube of the scene's light drawn around a point, live — chrome and glass show what is actually
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* around them, moving objects included. A Node: place it, or parent it (`car.add(probe)` — it rides along); the six faces
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* look along the world axes from its WORLD position (its rotation and scale are ignored). It draws once it is in a scene
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* (added to one, or under a node that is), every frame that scene is on show — after the frame's update passes, before
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* the scene's own picture — in linear HDR light (no tone mapping) at the scene camera's exposure. It sees the scene's
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* renderables, lights, environment and sky, not its overlays.
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*
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* Two ways to use it:
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* - `scene.environment = probe`: the scene's reflections come from the cube instead of the scene's own probe
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* (`SceneOptions.ibl`) — and, prefiltered (the default), its diffuse ambient too. A probe in no scene yet starts in
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* that one.
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* - `probe.texture` in a material that samples a cube itself (a custom shader's samplerCubemap): the same cube as a
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* `RenderTexture` — when prefiltered, the filtered one, five roughness levels.
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*
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* COST: a full render is six passes over the scene, plus (prefiltered) a GPU filtering per completed cube (`prefilter`
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* says what one costs). Keep `size` small (128 is a lot), spread the cube over frames (`facesPerFrame: 2` = a whole cube
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* every 3 frames, a third of the cost each), render less often (`everyNth`), leave out what it need not see (`layers` —
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* its carrier first), keep `shadows` off, and turn it off once a static surrounding is drawn (`enabled = false` keeps the
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* last cube).
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*
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* LIFETIME: the cube and its view live as long as the probe — keep a reference (`scene.environment` holds it too).
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* Destroying the probe's node stops the view (the cube keeps its last light); moving it to another scene later does not
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* move the view. Throws on a host without render textures (`createRenderTexture` — the web hosts, for now).
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*/
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export class ReflectionProbe extends Node {
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/** The cube the probe draws (`cubemap`, linear HDR light) — the filtered one, five roughness levels, when `prefilter`. */
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readonly texture: RenderTexture
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/** Filtered for roughness (the `prefilter` option). */
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readonly prefilter: boolean
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/** @internal The render view's owned handle (`_view.id` = the engine's view id), null until the view starts: it lives
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* exactly as long as this probe holds it. */
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_view: Handle | null = null
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private readonly _layers: number
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private readonly _shadows: boolean
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private readonly _near: number
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private readonly _far: number
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private _enabled = true
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private _everyNth: number
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private _facesPerFrame: number
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constructor(options: ReflectionProbeOptions = {}) {
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requireRenderTextures("new ReflectionProbe")
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const size = Math.max(1, Math.floor(options.size ?? 128))
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const prefilter = options.prefilter !== false
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if (prefilter && (size < 16 || size > RT_MAX_SIDE || (size & (size - 1)) !== 0)) {
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throw new Error(`new ReflectionProbe: a prefiltered probe's size is a power of two, 16..${RT_MAX_SIDE} (got ${size}) — or prefilter: false`)
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}
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super()
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const samples = prefilter ? Math.max(0, Math.floor(options.samples ?? 0)) : 0
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this.texture = makeRenderTexture("new ReflectionProbe", size, size, RT_FLAG_CUBEMAP | RT_FLAG_HDR | (prefilter ? RT_FLAG_PREFILTER : 0), samples)
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this.prefilter = prefilter
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this._layers = (options.layers ?? 0xff) & 0xff
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this._shadows = options.shadows === true
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this._near = options.near ?? CAMERA_DEFAULTS.near
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this._far = options.far ?? CAMERA_DEFAULTS.far
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this._everyNth = Math.max(1, Math.floor(options.everyNth ?? 1))
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this._facesPerFrame = Math.min(6, Math.max(1, Math.floor(options.facesPerFrame ?? 6)))
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awaitScene(this)
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}
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/** @internal Node.ts awaitScene / Scene.environment: the probe is in scene `sceneId` — start its view into its cube. */
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_bindView(sceneId: number): void {
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if (this._view) return
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this._view = startRenderView("ReflectionProbe", sceneId, this.texture, this.id, this._layers, 90, this._near, this._far, this._shadows)
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if (this._view && (!this._enabled || this._everyNth !== 1 || this._facesPerFrame !== 6)) this._sendSchedule()
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}
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/** Whether the probe draws (default `true`). Off keeps the last cube and costs nothing — a probe that has drawn its
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* static surroundings once; back on, it renders on the next frame drawn. */
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get enabled(): boolean { return this._enabled }
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set enabled(on: boolean) {
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this._enabled = on
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this._sendSchedule()
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}
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/** Render once every N frames DRAWN (default 1 = every frame). The count restarts with each change: the next frame
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* drawn renders, then one in every N. */
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get everyNth(): number { return this._everyNth }
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set everyNth(n: number) {
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this._everyNth = Math.max(1, Math.floor(n))
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this._sendSchedule()
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}
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/** The cube's faces drawn per render, 1..6 (default 6), round-robin from where the last render stopped: 2 spreads a
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* whole cube over 3 renders at a third of the cost each. A prefiltered cube is filtered each time it completes. */
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get facesPerFrame(): number { return this._facesPerFrame }
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set facesPerFrame(n: number) {
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this._facesPerFrame = Math.min(6, Math.max(1, Math.floor(n)))
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this._sendSchedule()
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}
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/** @internal Send the whole schedule (`setRenderViewOptions` restarts the count, so the next frame drawn renders). */
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private _sendSchedule(): void {
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if (this._view) _creator.setRenderViewOptions?.(this._view.id, this._enabled, this._everyNth, this._facesPerFrame)
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}
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}
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