CutsceneFrame
@zylem/game-lib / cinematics / CutsceneFrame
Interface: CutsceneFrame
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:211
Properties
blend
blend:
number
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:217
0…1 while blending in from the previous shot, else 1.
camera
camera: \{
damping:number;dollyEasing:"linear"|"easeInOut"|"easeIn"|"easeOut";dollyId?:string;fov:number;id:string;keyframes:object[];kind:"static"|"dolly"|"follow";name:string;offset?: \{x:number;y:number;z:number; \};pose: \{lookAt: \{x:number;y:number;z:number; \};position: \{x:number;y:number;z:number; \}; \};target?:string; \} |undefined
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:214
Union Members
Type Literal
\{ damping: number; dollyEasing: "linear" | "easeInOut" | "easeIn" | "easeOut"; dollyId?: string; fov: number; id: string; keyframes: object[]; kind: "static" | "dolly" | "follow"; name: string; offset?: \{ x: number; y: number; z: number; \}; pose: \{ lookAt: \{ x: number; y: number; z: number; \}; position: \{ x: number; y: number; z: number; \}; \}; target?: string; \}
damping
damping:
number
Smoothing for follow cameras, 0 (instant) … 1 (very slow).
dollyEasing
dollyEasing:
"linear"|"easeInOut"|"easeIn"|"easeOut"=CutsceneEasingSchema
Progress curve along the dolly path (0 → 1 over the shot).
dollyId?
optionaldollyId?:string
dolly cameras ride this path over each shot.
fov
fov:
number
Vertical field of view in degrees.
id
id:
string
keyframes
keyframes:
object[]
kind
kind:
"static"|"dolly"|"follow"=CutsceneCameraKindSchema
name
name:
string
offset?
optionaloffset?:object
Offset from the target for follow cameras.
offset.x
x:
number
offset.y
y:
number
offset.z
z:
number
pose
pose:
object=CameraPoseDefSchema
Base pose; static cameras hold it, keyframes and dollies start from it.
pose.lookAt
lookAt:
object=Vec3Schema
pose.lookAt.x
x:
number
pose.lookAt.y
y:
number
pose.lookAt.z
z:
number
pose.position
position:
object=Vec3Schema
pose.position.x
x:
number
pose.position.y
y:
number
pose.position.z
z:
number
target?
optionaltarget?:string
Entity name a follow camera tracks, and what a dolly looks at when set.
undefined
pose
pose:
EvaluatedPose|undefined
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:215
scene
scene: \{
end:number;id:string;name:string;start:number;transitionIn: \{duration:number;easing:"linear"|"easeInOut"|"easeIn"|"easeOut";type:"fade"|"cut"|"wipe"|"radial"|"noise"|"cells"; \}; \} |undefined
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:212
Union Members
Type Literal
\{ end: number; id: string; name: string; start: number; transitionIn: \{ duration: number; easing: "linear" | "easeInOut" | "easeIn" | "easeOut"; type: "fade" | "cut" | "wipe" | "radial" | "noise" | "cells"; \}; \}
end
end:
number
id
id:
string
name
name:
string
start
start:
number
Seconds from the cutscene start.
transitionIn
transitionIn:
object=SceneTransitionSchema
How the picture arrives at this scene's start.
transitionIn.duration
duration:
number
Seconds; ignored for cut.
transitionIn.easing
easing:
"linear"|"easeInOut"|"easeIn"|"easeOut"=CutsceneEasingSchema
transitionIn.type
type:
"fade"|"cut"|"wipe"|"radial"|"noise"|"cells"=SceneTransitionTypeSchema
undefined
shot
shot: \{
blend: \{duration:number;easing:"linear"|"easeInOut"|"easeIn"|"easeOut"; \};cameraId:string;end:number;id:string;start:number; \} |undefined
Defined in: packages/game-lib/src/lib/cinematics/cutscene-math.ts:213