EnvironmentInfo
Since 0.6
The sky the scene is lit by.
Read-only: a behavior that could set the sky would be a second author of it beside the scene file and POST /environment, and a hot reload is where that breaks first — the document's sky would fight the script's on every save. Reacting to the sky (dimming a torch at dusk, picking a footstep set for the weather) is what a behavior actually wants, and reacting only needs to read. Swap the sky from the scene file, from POST /environment, or from the editor. See docs/SKY.md.
Signature
export interface EnvironmentInfo {
readonly kind: SkyKind
/** The preset name for a procedural or atmosphere sky; null for the other kinds. */
readonly preset: string | null
/** Travel direction of the sun (sun -> scene), `[x, y, z]`. All zero when the sky has no sun. */
readonly sunDirection: Vec3
/** The sun's irradiance. 0 below the horizon, so `sunIntensity > 0` is "it is daytime". */
readonly sunIntensity: number
/** Scalar on the whole environment: background, diffuse and specular alike. */
readonly intensity: number
/** Yaw applied to the sky, radians. */
readonly rotation: number
}
Import: import type { EnvironmentInfo } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
kind | readonly kind: SkyKind | |
preset | readonly preset: string | null | The preset name for a procedural or atmosphere sky; null for the other kinds. |
sunDirection | readonly sunDirection: Vec3 | Travel direction of the sun (sun -> scene), [x, y, z]. All zero when the sky has no sun. |
sunIntensity | readonly sunIntensity: number | The sun's irradiance. 0 below the horizon, so sunIntensity > 0 is "it is daytime". |
intensity | readonly intensity: number | Scalar on the whole environment: background, diffuse and specular alike. |
rotation | readonly rotation: number | Yaw applied to the sky, radians. |
Example
The tested fixture fixtures/recipes/jump-pad-and-elevator/scenes/behaviors/camera-zone.ts.
import type { Behavior } from "@argus/api"
/**
* A trigger volume that retunes the camera while the player is inside it.
*
* The engine has no camera-zone concept and needs none: a volume, a `trigger` component and this.
* Here the player's behaviour owns the camera (it re-sends its params when the view is turned), so
* the zone tells it what to change rather than calling `ctx.camera.set` itself. In a scene where
* nothing else writes the camera, the zone can call `ctx.camera.set(kind, params)` directly.
*/
interface Props {
/** `ctx.camera.set` params to merge in on the way in, and on the way out. */
inside?: Record<string, unknown>
outside?: Record<string, unknown>
}
export default {
onTrigger(ctx, trigger) {
const params = trigger.entering ? ctx.props.inside : ctx.props.outside
if (params) ctx.events.emit("camera-zone", { target: trigger.other.id, params })
},
} satisfies Behavior<Record<string, never>, Props>