evaluateCameraPose
@zylem/game-lib / cinematics / evaluateCameraPose
Function: evaluateCameraPose()
evaluateCameraPose(
camera,definition,shot,time,lookup?):EvaluatedPose
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:172
Where a camera is at time while shot is active: base pose, then dolly
progress or follow target, then keyframes on top.
Parameters
camera
damping
number = ...
Smoothing for follow cameras, 0 (instant) … 1 (very slow).
dollyEasing
"linear" | "easeInOut" | "easeIn" | "easeOut" = CutsceneEasingSchema
Progress curve along the dolly path (0 → 1 over the shot).
dollyId?
string = ...
dolly cameras ride this path over each shot.
fov
number = ...
Vertical field of view in degrees.
id
string = ...
keyframes
object[] = ...
kind
"static" | "dolly" | "follow" = CutsceneCameraKindSchema
name
string = ...
offset?
\{ x: number; y: number; z: number; \} = ...
Offset from the target for follow cameras.
offset.x
number = ...
offset.y
number = ...
offset.z
number = ...
pose
\{ lookAt: \{ x: number; y: number; z: number; \}; position: \{ x: number; y: number; z: number; \}; \} = CameraPoseDefSchema
Base pose; static cameras hold it, keyframes and dollies start from it.
pose.lookAt
\{ x: number; y: number; z: number; \} = Vec3Schema
pose.lookAt.x
number = ...
pose.lookAt.y
number = ...
pose.lookAt.z
number = ...
pose.position
\{ x: number; y: number; z: number; \} = Vec3Schema
pose.position.x
number = ...
pose.position.y
number = ...
pose.position.z
number = ...
target?
string = ...
Entity name a follow camera tracks, and what a dolly looks at when set.
definition
Pick<CutsceneDefinition, "dollies">
shot
Pick<CameraShot, "start" | "end">
time
number