An effect source is constructed by providing configuration options.
Optionaloptions: BaseEffectSourceOptions = {}Options which modify the base effect source instance
The animation configuration applied to this source
The color of the source as an RGB vector.
The data of this source.
Track the status of rendering layers
Some other object which is responsible for this source.
A ratio of dim:bright as part of the source radius
The geometric shape of the effect source which is generated later.
ReadonlysourceThe source id linked to this effect source.
Records of suppression strings with a boolean value. If any of this record is true, the source is suppressed.
Protected_A collection of boolean flags which control rendering and refresh behavior for the source.
Protected_PIXI Geometry generated to draw meshes.
Protected_Padding applied on the darkness source shape for visual appearance only. Note: for now, padding is increased radius. It might evolve in a future release.
Protected_The optional geometric shape is solely utilized for visual representation regarding darkness sources. Used only when an additional radius is added for visuals.
Static_Static_Static_Static_StaticdefaultEffect source default data.
Whether or not the source is disabled
The elevation of the point source
The ID of the Level the point source is in
The x-coordinate of the source location
The y-coordinate of the source location
StaticEDGE_The offset in pixels applied to create soft edges.
StaticeffectsStaticsourceIs this source currently active? A source is active if it is attached to an effect collection and is not disabled or suppressed.
Is this source attached to an effect collection?
A convenience accessor to the background layer mesh.
A convenience accessor to the coloration layer mesh.
A convenience accessor to the darkness layer mesh.
The EffectsCanvasGroup collection linked to this effect source.
The elevation bound to this source.
Has the rendered source at least one active layer?
A convenience accessor to the illumination layer mesh.
Is the rendered source animated?
Is this RenderedEffectSource a temporary preview?
Is this source temporarily suppressed?
Returns the update ID associated with this source. The update ID is increased whenever the shape of the source changes.
The x-coordinate of the point source origin.
The y-coordinate of the point source origin.
Static_StaticANIMATIONSCreate a Mesh for a certain rendered layer of this source.
The layer key in layers to draw
The drawn mesh for this layer, or null if no mesh is required
Update shader uniforms used for the background layer.
Update shader uniforms used for the coloration layer.
Update shader uniforms used for the illumination layer.
Add this BaseEffectSource instance to the active collection.
Animate the PointSource, if an animation is enabled and if it currently has rendered containers.
Delta time.
An animation with flickering ratio and light intensity
Delta time
Optionaloptions: {Additional options which modify the flame animation
Optionalamplification?: numberNoise amplification (>1) or dampening (<1)
Optionalintensity?: numberThe animation intensity, from 1 to 10
Optionalreverse?: booleanReverse the animation direction
Optionalspeed?: numberThe animation speed, from 0 to 10
A basic "pulse" animation which expands and contracts.
Delta time
Optionaloptions: { intensity?: number; reverse?: boolean; speed?: number } = {}Additional options which modify the pulse animation
Optionalintensity?: numberThe animation intensity, from 1 to 10
Optionalreverse?: booleanReverse the animation direction
Optionalspeed?: numberThe animation speed, from 0 to 10
A sound-reactive animation that uses bass/mid/treble blending to control certain shader uniforms. "speed" is interpreted as how quickly we adapt to changes in audio. No time-based pulsing is used by default, but we incorporate dt into smoothing so that behavior is consistent across varying frame rates.
The delta time since the last frame, in milliseconds.
Optionaloptions: { intensity?: number; reverse?: boolean; speed?: number } = {}Additional options for customizing the audio reaction.
Optionalintensity?: numberA blend factor in [0..10] that transitions from bass (near 0) to treble (near 10) Mid frequencies dominate around intensity=5.
Optionalreverse?: booleanWhether to invert the final amplitude as 1 - amplitude.
Optionalspeed?: numberA smoothing factor in [0..10], effectively updates/second.
Generic time-based animation used for Rendered Point Sources.
Delta time.
Optionaloptions: { intensity?: number; reverse?: boolean; speed?: number } = {}Options which affect the time animation
Optionalintensity?: numberThe animation intensity, from 1 to 10
Optionalreverse?: booleanReverse the animation direction
Optionalspeed?: numberThe animation speed, from 0 to 10
An animation with flickering ratio and light intensity.
Delta time
Optionaloptions: { intensity?: number; reverse?: boolean; speed?: number } = {}Additional options which modify the flame animation
Optionalintensity?: numberThe animation intensity, from 1 to 10
Optionalreverse?: booleanReverse the animation direction
Optionalspeed?: numberThe animation speed, from 0 to 10
Steps that must be performed when the source is destroyed.
Render the containers used to represent this light source within the LightingLayer
Initialize and configure the source using provided data.
Provided data for configuration
Additional options which modify source initialization
Optionalreset?: booleanShould source data be reset to default values before applying changes?
The initialized source
Refresh the state and uniforms of the source. Only active sources are refreshed.
Remove this BaseEffectSource instance from the active collection.
Protected_ProtectedSpecific configuration for a layer.
Protected_ProtectedConfigure which shaders are used for each rendered layer.
An object whose keys are layer identifiers and whose values are shader classes.
Protected_ProtectedDecide whether to render soft edges with a blur.
Protected_ProtectedUpdate the uniforms of the shader on the darkness layer.
StaticgetGet corrected color according to level, dim color, bright color and background color.
The lighting level (one of CONST.LIGHTING_LEVELS)
OptionalcolorBackground: ColorStaticgetGet corrected level according to level and active vision mode data.
The lighting level (one of CONST.LIGHTING_LEVELS)
The corrected level.
A specialized subclass of the BaseLightSource which renders a source of darkness as a point-based effect.
Mixes
PointEffectSource