lecodes-sdk 2.4.7 → 2.4.9
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 +11 -0
- package/dist/host.d.ts +13 -2
- package/dist/types/gl/Camera.d.ts +100 -13
- package/dist/types/gl/Light.d.ts +7 -2
- package/dist/types/gl/Lightmap.d.ts +45 -25
- package/dist/types/gl/Material.d.ts +16 -2
- package/dist/types/gl/Node.d.ts +13 -0
- package/dist/types/gl/Particles.d.ts +1 -1
- 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 +5 -0
- package/dist/types/scene/defineScene.d.ts +15 -54
- 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/compile/assetMacro.ts +2 -2
- package/src/compile/bakeMacro.ts +243 -0
- package/src/compile/bundler.ts +38 -6
- package/src/compile/compileProject.ts +13 -7
- package/src/compile/index.ts +2 -1
- package/src/compile/resourceSlots.ts +4 -3
- package/src/gl/Camera.ts +198 -25
- package/src/gl/Light.ts +280 -274
- package/src/gl/Lightmap.ts +114 -81
- package/src/gl/Material.ts +36 -2
- package/src/gl/Node.ts +61 -0
- package/src/gl/Particles.ts +1 -1
- package/src/gl/ReflectionProbe.ts +141 -0
- package/src/gl/RenderTexture.ts +93 -0
- package/src/gl/Scene.ts +54 -2
- package/src/host.d.ts +13 -2
- package/src/inject.ts +5 -0
- package/src/scene/defineScene.ts +26 -59
- package/src/ui/tree.ts +1 -0
- package/src/version.ts +1 -1
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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// 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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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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/** @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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/** 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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/** @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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/** Exposure compensation in stops (default 0): +1 doubles how bright the scene renders, −2
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* quarters it. The one exposure knob most games need — a dark interior, a flash of white, or eye
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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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* 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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/** The camera's EV100 with the compensation in: log2(aperture² / shutterSpeed x 100 / iso) - compensation. Sunny 16 is
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* ~15; a lit surface of luminance L lands on screen at L / (1.2 x 2^ev100). */
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get ev100(): number {
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@@ -99,7 +247,7 @@ export class Camera extends Node {
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/** The physical camera: `aperture` in f-stops, `shutterSpeed` in seconds, `iso`, plus the same
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* `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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setExposure(exposure: { aperture?: number, shutterSpeed?: number, iso?: number, compensation?: number }): this {
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if (exposure.aperture !== undefined) this._exposure.aperture = exposure.aperture
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if (exposure.shutterSpeed !== undefined) this._exposure.shutterSpeed = exposure.shutterSpeed
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@@ -117,17 +265,25 @@ export class Camera extends Node {
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_creator.setCameraExposure?.(this._sceneId, e.aperture, e.shutterSpeed, e.iso * 2 ** this._ev)
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}
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120
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-
/** Vertical field of view in degrees (default 60) — a smaller angle is a longer lens.
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-
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+
/** Vertical field of view in degrees (default 60) — a smaller angle is a longer lens. Live on both kinds: a
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+
* secondary camera's reaches its view at the next render (before `renderToTexture`, the view's starting value). */
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+
get fov(): number { return this._sceneId >= 0 ? _creator.getCameraFov(this._sceneId, 0) : this._fov }
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271
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set fov(degrees: number) { this._fov = degrees; this._projSet = true; this._applyProjection() }
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123
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-
|
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272
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+
/** The horizontal field of view in degrees: the scene camera's at the screen's aspect, a secondary camera's at its
|
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273
|
+
* texture's (square before `renderToTexture`). */
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|
+
get horizontalFov(): number {
|
|
275
|
+
if (this._sceneId >= 0) return _creator.getCameraFov(this._sceneId, 1)
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|
+
const t = this._texture
|
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277
|
+
const aspect = t ? t.width / t.height : 1
|
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|
+
return Math.atan(Math.tan(this._fov * Math.PI / 360) * aspect) * 360 / Math.PI
|
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279
|
+
}
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124
280
|
|
|
125
|
-
/** Near clip distance (default 0.01) — nothing closer than this draws. */
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+
/** Near clip distance (default 0.01) — nothing closer than this draws. Live, as `fov`. */
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126
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|
get near(): number { return this._near }
|
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|
set near(distance: number) { this._near = distance; this._projSet = true; this._applyProjection() }
|
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284
|
|
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129
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/** 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`. */
|
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|
get far(): number { return this._far }
|
|
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|
set far(distance: number) { this._far = distance; this._projSet = true; this._applyProjection() }
|
|
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289
|
|
|
@@ -141,11 +297,22 @@ export class Camera extends Node {
|
|
|
141
297
|
return this
|
|
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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
|
+
|