Squash of 25 work commits (Sep 1–12):237da90render: the sprite lane hands the screen draw back the way it found it895b9a7particles: an emitter can ride a body's own frame914471fai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets3fcccf3sim: the whole world is implicitly editable, and one seam says where the ground is5692fabsim: the landform world proves itself — walker through the tunnel includedf4af6dfsim: terrain knows who changed it — a plan layer over player historyadbb078render: a water volume can be physics without a picturec17480frender: a non-rigid body may carry its own orientationacad401sim: an agent with no route holds and retries instead of walking into the wall22b2bf9sim + chat: the composed world surface takes a map floor; the chat gets plan toolsfaf8112web path: the tessellator's lap timer, the trace span and the fusion cycle timer have no clock on the webd3472ebtsdf: the clock-taking XR helpers are native-only — the browser has no depth camera and no Instant4946c9esim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap4317f58sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks9791279render: support rigged models and custom materials across viewers3ce2792sim: use deck geometry for collision and sensing c8b79ff Add portable PBR, rig and soft-body authoring support 108d423 Add transactional polygon modeling and editable asset documents 38f4d3b Refine editable modeling and firm yarn character behavior 08a2637 sim: add entity-owned lights and vehicle headlights 00d96a7 render: add clustered lights, local shadows and incremental GI cf916af render: import glTF asset extensions and wire clustered GI c6d2cca model: cut transaction memory and raise capacity limits 41af47a raytrace: add a CPU probe-ray BVH budget example c963d0a libs: the game sim splits into makepad-scene and makepad-soft-body; render, model, fab and the asset importer retarget Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
95 lines
4.1 KiB
Markdown
95 lines
4.1 KiB
Markdown
# Entity lights
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Sandbox Splash can attach named point lights and spotlights to any entity:
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```javascript
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let car = game.car({pos: vec3(0, 1, 0)})
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game.headlights(car, true)
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game.light(car, {
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name: "headlight_left"
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kind: "spot"
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pos: vec3(-0.7, 0.1, -2.1)
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dir: vec3(0, -0.08, -1)
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color: #fff0d1
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intensity: 4
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range: 30
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inner_angle: 12
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outer_angle: 25
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shadows: true
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})
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game.headlights(car, false)
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game.light_remove(car, "headlight_left")
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```
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`game.light(owner, options)` upserts one name, preserving omitted settings.
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The default name is `light`; default kind is `point`. It returns false and logs
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invalid data, without replacing the previous fixture. `game.light_remove`
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returns whether it removed one. `game.headlights` installs/toggles
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`headlight_left` and `headlight_right` without resetting custom tuning.
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Both `game.car` and `game.racecar` install enabled headlights by default;
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`headlights: false` creates them disabled.
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Position is body-local and follows entity scale. Direction follows the visible
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entity rotation (including rigid-body pitch/roll), not scale. Forward is -Z.
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Range is world units and does not scale. Cone angles are half-angles in degrees;
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require `0 <= inner <= outer` and `0.5 <= outer <= 85`. Color is linear RGB in
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0..1; intensity is a nonnegative artistic multiplier, not lumens/candelas.
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Intensity is limited to 10000 and range to 0.05..10000. Names are 1..64 bytes;
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there are at most 16 authored lights per entity.
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Shadow casters include the owner: position the emitter outside its solid mesh.
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This is surface lighting and occlusion, not a volumetric beam/fog effect.
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Lights live in `Entity::lights`, clone and disappear with their owner, and are
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transformed every frame. Hidden physics bodies may own visible fixtures.
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There is no geometry rebuild or light bake on a light edit. Authored values
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replicate reliably in protocol version 7; movement uses the existing entity
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pose stream. Every peer must run the same protocol version. This does not add
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new rigid-body orientation fields to the network protocol.
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Named model/bone sockets are not part of this API. Use body-local offsets;
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imported model emitters are a separate modeling API.
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## Local shadows
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In clustered mode, `shadows: true` requests realtime occlusion. Shadows are
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off by default for generic lights and on for the headlight helper. The renderer
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draws a depth atlas before the forward pass, including static models,
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primitives, terrain/voxels, moving models/parts and skinned casters. Transparent
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light transmission and alpha-cutout shadow silhouettes are not implemented;
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dynamic primitive casters retain the existing box approximation.
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```rust
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renderer.set_local_shadow_config(makepad_render::LocalShadowConfig {
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max_faces: 2,
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resolution: 256,
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});
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```
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Default budget: eight 512px faces. Limits: 0..16 faces, 128..1024px per face
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(rounded up to a power of two). A spotlight uses one face; a point uses six.
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The allocator prioritizes active lights by brightness/range/distance to the
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camera. Allocation is all-or-nothing per light; an excluded shadow request is
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omitted, not changed into a wall-leaking unshadowed light. This can cause popping
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at the budget boundary. `RenderStats::clustered.shadows` reports selected lights,
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faces, omitted requests, caster draws and CPU encoding time, not GPU duration.
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Use a small spotlight budget on constrained devices; no Quest GPU performance
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claim is implied by these defaults. Sun CSM remains independent. The legacy
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`MAKEPAD_CLUSTERED=off` path does not support these local shadow/cone semantics.
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## Verification fixture
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After a release sandbox build, launch from the checkout root:
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```sh
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SANDBOX_WORLD=clustered MAKEPAD_CLUSTER_DEMO_HEADLIGHTS=1 \
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./apps/sandbox/target/release/makepad-sandbox --remote
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```
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A moving body carries two lights toward a freestanding blocker and a rear wall.
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`MAKEPAD_CLUSTER_DEMO_FREEZE=1` pins the body for comparison;
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`MAKEPAD_HEADLIGHT_UNSHADOWED=1` removes the two shadow requests for an A/B run.
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`MAKEPAD_HEADLIGHT_POINT=1` adds a blue, six-face point light.
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`MAKEPAD_HEADLIGHT_SHADOW_FACES=N` overrides the atlas budget in this fixture.
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Finish owned test instances through their printed `/gq` endpoint.
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