CameraArm
Since 0.6
{@link CameraHandle.arm}: what the engine rig's boom is doing this frame.
Signature
export interface CameraArm {
/** True while a `third-person` or `orbit` rig resolved its arm this frame. Every number is 0 when false. */
readonly active: boolean
/** The length the rig asked for, metres: the `distance` of the last `set`. */
readonly desired: number
/** The length it has, pivot to eye, after collision and the recovery ease. */
readonly length: number
/** Shorter than the arm's minimum (0.5 m): the eye is in or against the character. */
readonly collapsed: boolean
/** Geometry is shortening the arm. */
readonly blocked: boolean
/** What is shortening it, or null. */
readonly blocker: EntityHandle | null
/** 0..1, how far the followed character is faded away (see `fadeStart`). */
readonly fade: number
/** Radius of the sphere the boom sweeps: `probeRadius`, widened so the near plane never enters a wall. */
readonly probeRadius: number
}
Import: import type { CameraArm } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
active | readonly active: boolean | True while a third-person or orbit rig resolved its arm this frame. Every number is 0 when false. |
desired | readonly desired: number | The length the rig asked for, metres: the distance of the last set. |
length | readonly length: number | The length it has, pivot to eye, after collision and the recovery ease. |
collapsed | readonly collapsed: boolean | Shorter than the arm's minimum (0.5 m): the eye is in or against the character. |
blocked | readonly blocked: boolean | Geometry is shortening the arm. |
blocker | readonly blocker: EntityHandle | null | What is shortening it, or null. |
fade | readonly fade: number | 0..1, how far the followed character is faded away (see fadeStart). |
probeRadius | readonly probeRadius: number | Radius of the sphere the boom sweeps: probeRadius, widened so the near plane never enters a wall. |
Example
The tested fixture fixtures/recipes/couch-coop/scenes/behaviors/couch.ts.
import type { Behavior } from "@argus/api"
/**
* Two players on one keyboard, one screen split down the middle.
*
* The scene's `meta.players` (`max: 2`, `keyboard: "split"`) gives player 1 the keys on the left
* half (WASD) and player 2 the right half (the arrows), and `spawn { for: "player", player: N }`
* makes `p1` and `p2` theirs; the engine walks each one's controller from their own keys. This
* behaviour does the rest: it seats player 2 and gives each player a view.
*
* Seating: `join: "script"` means only a script seats anyone. A lobby would wait for a press; this
* seats the right half at once, which is also what lets a headless self-test drive player 2
* (headless, no key or pad ever joins anyone).
*
* Both players home is a win: each pad emits `goal-reached` (`home.ts`), and this counts them.
*/
interface State {
home: string[]
won: boolean
layout: string
views: number
seated: number
}
export default {
init(ctx) {
// No number is no seat: under `keyboard: "player"` (the default) the keyboard has no halves.
if (ctx.players.count < 2 && typeof ctx.players.join("keyboard-right") !== "number") {
throw new Error('player 2 was not seated: "keyboard-right" needs meta.players.keyboard "split"')
}
// View 1 is `ctx.camera`; view 2 has a rig of its own. Each follows its player from behind.
ctx.views.setLayout("left-right")
for (const [view, id] of [[1, "p1"], [2, "p2"]] as const) {
ctx.views.set(view, "third-person", { distance: 6, yaw: 0, pitch: -15 })
ctx.views.follow(view, id)
}
ctx.state.home = []
ctx.state.won = false
// Kept so a test can read what was set up.
ctx.state.layout = ctx.views.layout
ctx.state.views = ctx.views.count
ctx.state.seated = ctx.players.count
ctx.events.on("goal-reached", (event) => {
const goal = (event.data as { goal?: string }).goal
if (goal === undefined || ctx.state.home.includes(goal)) return
ctx.state.home.push(goal)
if (ctx.state.home.length === 2 && !ctx.state.won) {
ctx.state.won = true
ctx.events.emit("both-home", { home: ctx.state.home })
}
})
},
} satisfies Behavior<State>