Canonical-to-render coordinate bridge, floating origin and LOD.
Classes
ExposureMeterState belongs to the instrument, never the universe or the lens's ISO.SpringRopeA damped spring chain around a gravity arc, with two kinematic endpoints.ThrusterVisualsPresentation demands only.
Interfaces
AdvanceBeatOne knot of a throttle profile: how far along the line, at what frame.AimBeatAtmosphereRecipeAttitudeThe three angles a pilot reads off the horizon.CameraPolicyCharacterCameraInputCharacterCameraMemoryWhat the camera remembers between frames, and nothing the world does.CharacterCameraPoseCinematicEffectsScreen-space effect drives, all 0..1.CinematicPoseCamera and hero-ship pose, absolute.CinematicSampleEverything a cutscene decides for one frame.CinematicSparkThe anamorphic spike a warp point leaves in the lens: a vertical spindle that swells and dies over ~24 frames.CinematicTextStateOne line of text this frame.CompositionDepthOfFieldWhere sharpness begins and ends, meters.EntryArcA ballistic entry, as the numbers that fix it.ExposureFadeWindowTitle timing, in the terms the reference analysis measured: the frame a title first crosses the visibility threshold, the frame it reaches full opacity, the frame the fade-out sta…FlightCameraStateGalaxyJourneyRouteGeneratedShapeGlassFixed optical properties of a design, distinct from the photographer's lens controls.GroundGroundSampleHazeAuthoringHorizonFrameThe horizon as two unit vectors, in whatever axes the ship is posed in.LensThe camera's optics, as an instrument rather than as a projection matrix.LensReadoutEvery derived quantity at once, for a panel or a harness readout.LensViewA lens and the pixels it lands on — everything a derivation needs.LinePathA straight trajectory flown at varying speed: fixed direction, authored throttle.LocalTriadThe local east/north/up triad at a body-fixed up direction.LodThresholdsAngular radius, in radians, at which a body changes representation.LookOffsetWhere the head is turned, relative to whatever the pose aims at.MainDriveThe main drive: one exit plane, always along +Z, always on the axis.MeterReadingNozzleOne valve on the hull.NozzleAllocationA layout, prepared for nozzleFiring: every valve's wrench, once.NozzleWrenchWhat one nozzle contributes, precomputed once per layout.ObserverStateWhere the camera is, relative to the thing it is looking at.OccluderOrbitCurvePatchInputPatchPlacementWhere a patch sits, which way it faces, and how big it is drawn.PatchWaterWhether a patch of this body is drawn with water over it, and from what — rule 53's "a sheet is drawn" and "this tile is the seabed", as one answer.RegionConeA node's extent: the cone of directions it covers.RenderBodyRenderEntityRenderHorizonThe horizon under the eye: which way is up, which way is north, and how fast the ground beneath is moving.RenderPatchRenderPlacementRenderSceneRenderStarRenderStructureRingSpanRing radii as they are authored: meters from the body's center.RiseStanceWhere the eye stands for a rise, in the axes toParent was given in.RockMeshOne variant's buffers, ready to be handed to a renderer verbatim.RotationStopCueA picture of counter-torque, captured before the world's stop clears spin.RouteBeatA camera (or ship) waypoint: where to be at a given frame.ScatterEyeWhere the camera is, in the terms this selection needs.ScatteringLutScatterSelectOptionsScreenBeatA waypoint in frame terms: where in the frame, and how far from the lens.SelectedPatchSensorSettingsShapeExtentShapeFieldShapeMeshSurfaceMaterialOne deposit: what it reflects, and how it takes the light.SurfaceStanceWhere a viewer stands on a body, and which way they are facing.TerrainEyeWhere the camera is, and the shell of ground it is looking at.TerrainPaletteThe whole surface appearance of one body.TerrainSelectionTerrainSelectOptionsThrusterLayoutTrackedPassA pass staged the way a model shop stages one: the ship on a rail, the camera standing off it, and the framing solved rather than authored.TrackedPoseWhere a tracked pass puts its two bodies at frame, in stage axes.ViewportThe picture's size in display pixels.WarpFlashThe three phases of a warp flash, for hosts that want to know.WaterPatchThe sea over a patch: the datum sphere, meshed on the patch's own grid.
Types
CameraModeCinematicTextStyleThe typographic roles the overlay knows how to set.CompositionAimWhat sits in the middle of the frame.CompositionPlacementWhich arm a composition lands on, and the numbers that arm needs.FlightViewGalaxyViewThe views, as a type.LodTierMillimetersMillimeters.NozzleKindPhotographicLookStandoffHow far out the camera stands.
Functions
adaptExposureaimPointairyDiameteranglesForPhaseangularRadiusangularResolutionapertureDiameterapparentWidthapplyDragapplyLookapplyZoomapproachStatearcAnomalyarcContinuationarcPointarcRadiusarcSamplesarrivalaspectRatioatmosphereRecipeatmosphereShellRatioattitudeOfbakeMultipleScatteringbakeTransmittancebodyGroundbuildPatchbuildScenebuildShapeMeshcharacterCameraPosecharacterFeetchaseCameraPositionchaseOffsetForcircleOfConfusionclampDistanceclampElevationclampLatitudeclampOrbitDistanceclampPitchclampStanceHeightclipOccludedSegmentcloudShellAltitudecompassDegreescompositionAimcompositionIdscompositionLookcompressDistancecreateGalaxyJourneydecodeShapeFielddefocusDiameterdefocusParametersdepthOfFielddiffractionLimitdistanceBoundsdrawnAnchorRadiusdriveThrottledropBlenddropLeveldropProgressdropRadiuseaseIneaseOuteffectiveFocalLengthencodeShapeFieldenhancedStarVisibilityentryArcexpApproachexposureForLuminanceexposureMultiplierexposurePinnedToLensexposureValuefadeEnvelopefillfindCompositionflightCameraPoseframeTargetframeTwoTargetsframingDistancegalaxyJourneyProgressgalaxyJourneyStategenerateShapeFieldheightForScrubhistogramhistogramBinhorizonDirectionhorizonOrientationhorizonPitchhorizontalFovhullInHorizonhyperfocalDistanceisCenteredisGalaxyViewisRadialisSensorSettingsisUsableLenslaunchArclensForFovlensReadoutlerplinePositionlineVelocitylocalTriadlodThresholdslookAlonglookTowardmarsApproachmarsLandingCameramarsLandingDrivesmarsLandingFovmeterHistogramnearestBodynearFieldLightingnodeDistancenozzleFiringnozzleValveSeednozzleWrenchobserverOffsetobserverPoseoccludedAtoccluderViewChangeonBallorbitCurveorbitFrameorbitOffsetorbitTowardorbitViewChangeorientationAlongorientationFororiginForCameraparseSensorSettingspatchIndicespatchPlacementpatchWaterphysicalViewPositionpixelAnglepixelPitchpixelsPerRadianplaceAtplaceCompositionplaceOnStarShellplacePathIntoplacePointprepareNozzlespsfWeightsradiirangeForWidthregionConeregionKeyregionSpacingresolveCameraPolicyringScalesriseClearanceriseFovriseStancerockMeshrotationStopCuerouteOrientationroutePositionsampleLutsampleShapeFieldsaturatescatterRangescatterVariantsceneOccludersscreenDirectionscreenOffsetscreenRoutePositionscrubForHeightselectLodselectScatterRegionsselectTerrainshapeExtentshapePhishapeThetasheetInputshortestAngleshutterFractionsmoothsparkEnvelopesplineScalarsplitExposurestanceTowardstandoffRadiistarColorstellarIlluminancestellarLuminancestellarVisualIlluminancestellarVisualMagnitudesunkSphereRadiussunlightAtsurfaceColorsurfaceHeightBoundssurfaceStancePosesurfaceVisibilityGainterminatorForterrainPaletteterrainPatchKeytessellateOrbittrackedPoseturnvalidateGalaxyJourneyvalveOpeningverticalFovverticalFovDegreesviewOrbitwarpFlashEnvelopewhiteBalancewithAttitudewrapHeadingwriteStarCoordinateszoomFactorForNotches
Constants
BASELINE_VIEWPORTWhat everything measures against when nobody says.BILLBOARD_PIXEL_FRACTIONHow much of a pixel a body's diameter covers where it stops being a point.CAMERA_GROUND_CLEARANCENever let the camera get closer to the ground than this.CAMERA_MODESCHASECHASE_OFFSETCamera offset from the ship, in ship axes: behind and slightly above.CINEMATIC_FOVCOARSEN_STEPHow the tolerance is loosened when the cap binds, and how far.COARSEN_STEPSCOC_TOLERANCE_PIXELSHow large a blur circle still reads as a point, in display pixels.COMPOSITIONSThe list.DEFAULT_CELL_PIXELSHow many pixels one grid cell of a patch may cover before it is refined.DEFAULT_F_STOPThe exposure triangle every preset starts from.DEFAULT_FLIGHT_CAMERADEFAULT_GAUGEThe sensor's vertical extent, millimeters.DEFAULT_ISODEFAULT_LENSThe optics the predicate is a statement about.DEFAULT_MAX_LEVELThe deepest level to ask for when the caller does not say.DEFAULT_MAX_PATCHESHow many patches may be selected at once.DEFAULT_MAX_SCATTER_REGIONSHow many regions one selection may hold.DEFAULT_ORBITThe orbit a session opens with: the chase's own standoff, from the quarter.DEFAULT_SENSOR_SETTINGSDEFAULT_SHUTTERDEFAULT_VIEWPORTDRAG_RADIANS_PER_PIXELRadians of orbit per pixel of drag at the reference sensitivity.DROP_BLEND_SHAREThe share of the drop over which the orbit camera's roll is blended into the surface camera's.DROP_LEVEL_FROMWhere in the drop the camera stops watching the ground and turns to face the star along the horizon.DROP_SECONDSHow long a drop takes, seconds of wall clock.ELEVATION_LIMITHow close to a pole the camera may get, radians.FLIGHT_FOVThe two lenses the engine ships, and the only two it composes against.FOV_MAXFOV_MINThe angles a lens on this build may be set to, degrees.GALAXY_JOURNEY_ALTITUDEGALAXY_JOURNEY_LENSGALAXY_JOURNEY_SECONDSGALAXY_LUMINOUS_EFFICACYFixed V-to-photopic spectral approximation; the field records its calibration.GALAXY_VIEWSFixed outside instruments; the journey shares the face-on lens.GLASS_PRESETSHISTOGRAM_BINSThe meter bins pre-exposed light.HISTOGRAM_MINHISTOGRAM_STEPHISTOGRAM_STOPSHORIZON_THIRDWhere the horizon sits in the frame, as a fraction of its height from the bottom.INERTIAL_HORIZONThe horizon with nothing to measure against: the axes as they are.LATITUDE_LIMITHow close to a pole a stance may sit, radians.LENS_PRESETSLOD_THRESHOLDSThe flight lens over the baseline viewport — what a caller without one gets.LOOK_SHOULDERSMARS_CUTOFF_SECONDSThe drive is out three quarters of a second after the deck takes the weight.MARS_LANDING_FPSMARS_LANDING_SECONDSMARS_TOUCHDOWN_SECONDSMAX_OBSERVER_DISTANCEThe furthest the camera may retreat from any target, meters.METER_SHOULDERMIN_DISTANCE_RADIIThe closest the camera may sit to a body, as a multiple of its radius.MIN_STANCE_HEIGHTThe lowest the eye may sit above the ground, meters.MORPH_ENDMORPH_STARTWhere a patch starts and finishes sliding onto its parent's grid, as multiples of the distance its own cells subtend cellPixels at.MULTI_SCATTER_SIZENEAR_LIMITDistance below which nothing is touched: true meters, true scale.NO_EFFECTSNO_LOOKLooking exactly where the pose aims.NO_MORPH_DISTANCEThe morph band of a patch with no parent: both ends past any distance.NO_SPARKOPEN_OCEANOpen-ocean reflectance in linear sRGB — a few percent, blue.ORBIT_LENGTHSHow far the orbit may stand from the hull, in hull lengths.PHOTOGRAPHIC_LOOKSPITCH_LIMITHow close to vertical the view may pitch, radians.REFLECTANCE_CEILINGThe brightest a surface may reflect.RISE_CLEARANCEHow far above the horizon the parent sits by default, radians.RISE_FILLHow much of the frame's height the parent fills.ROCI_HALF_LENGTHROCK_PIXELSHow many pixels the smallest rock has to cover to be worth drawing.ROCK_VARIANTSHow many shapes there are.SHELL_SPANHow far one e-fold of real distance moves the compressed position.SHELL_STARTWhere the compressed range starts.SOLAR_LUMINANCESTAR_POSITION_QUANTUMEach float32 position spans one kilometer, including at the galactic rim.STAR_SHELL_RADIUSRadius of the shell distant stars are drawn on.STAR_SUBCELLSSTAR_VISIBILITYAuthored Enhanced response.STELLAR_V_ZERO_ILLUMINANCEJohnson V point-source zero point, with the same photopic conversion as the diffuse sky.STRUCTURE_VISIBILITY_METERSMetric assets are drawn only beside an uncompressed body.SURFACE_LUMINANCEA unit of the surface shaders is an albedo-one surface under terrestrial sunlight.TORQUE_LEVERThe lever at which a nozzle's torque counts in full, meters.TRANSMITTANCE_HEIGHTTRANSMITTANCE_WIDTHZOOM_PER_NOTCHMultiplicative zoom for one wheel notch.