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evaluateCameraPose

@zylem/game-lib


@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

lookup?​

TargetLookup

Returns​

EvaluatedPose