CinematicSample

interface CinematicSample

Everything a cutscene decides for one frame.

cinematic.ts:155

Members

camerareadonly

donereadonly

done: boolean

True on and after the final frame; the director restores and stops.

effectsreadonly

elapsedSecondsreadonly

elapsedSeconds?: number

Script time for seekable effects, independent of frame delivery history.

framereadonly

frame: number

lensreadonly

lens: Lens

The lens the shot is taken with — a cinematic one, not the flight lens.

A whole Lens rather than a bare angle, because the lens has one producer under the pose's own precedence and this is the first arm of it: GameEngine resolves cutscene, then observatory, then the ship for the camera, and the optics have to follow the same order through the same code or the picture is composed through one lens and measured through another. It is also what lets a shot carry an aperture and a focus, which docs/design/art.md's photo mode is going to want and an angle cannot hold.

presentationTimereadonly

presentationTime?: number

Analytic body epoch held for a surface stage; the playhead keeps live time.

shipreadonly

ship: CinematicPose & { model?: string; throttle?: number; visible: boolean }

shotreadonly

shot?: string

Authored shot identity; a change is a camera cut, independent of distance.

stagereadonly

stage?: CinematicPose & { model: string; placementId?: string }

Metric prop origin. The pad's landing deck is local y = 0.

textsreadonly

texts: readonly CinematicTextState[]