A specialized subclass of RenderedEffectSource which represents a source of point-based vision.

Hierarchy

  • any
    • PointVisionSource

Constructors

Properties

_visionModeActivated: boolean = false

The vision mode activation flag for handlers

blinded: Record<string, boolean> = {}

Records of blinding strings with a boolean value. By default, if any of this record is true, the source is blinded.

light: PointSourcePolygon

The polygon of light perception.

los: PointSourcePolygon

The unconstrained LOS polygon.

visionMode: any = null

The vision mode linked to this VisionSource

visionModeOverrides: object = {}

Data overrides that could happen with blindness vision mode.

_initializeShaderKeys: string[] = ...
_refreshUniformsKeys: string[] = ...
defaultData: any = ...
EDGE_OFFSET: number = -2
effectsCollection: string = "visionSources"
sourceType: string = "sight"
_brightLightingLevel: number = LIGHTING_LEVELS.BRIGHT

The corresponding lighting levels for bright light.

_dimLightingLevel: number = LIGHTING_LEVELS.DIM

The corresponding lighting levels for dim light.

Accessors

  • get fov(): any

    An alias for the shape of the vision source.

    Returns any

  • get isAnimated(): boolean

    Is the rendered source animated?

    Returns boolean

  • get isBlinded(): boolean

    Is this source temporarily blinded?

    Returns boolean

  • get lightRadius(): number

    Light perception radius of this vision source, taking into account if the source is blinded.

    Returns number

  • get preferred(): boolean

    If this vision source background is rendered into the lighting container.

    Returns boolean

  • get radius(): any

    Returns any

  • get _layers(): {
        background: {
            blendMode: string;
            defaultShader: typeof BackgroundVisionShader;
        };
        coloration: {
            blendMode: string;
            defaultShader: typeof ColorationVisionShader;
        };
        illumination: {
            blendMode: string;
            defaultShader: typeof IlluminationVisionShader;
        };
    }

    Returns {
        background: {
            blendMode: string;
            defaultShader: typeof BackgroundVisionShader;
        };
        coloration: {
            blendMode: string;
            defaultShader: typeof ColorationVisionShader;
        };
        illumination: {
            blendMode: string;
            defaultShader: typeof IlluminationVisionShader;
        };
    }

Methods

  • Parameters

    • changes: any

    Returns void

  • Parameters

    • layer: any
    • layerId: any

    Returns void

  • Returns {}

  • Returns void

  • Returns any

  • Parameters

    • data: any

    Returns void

  • Returns void

  • Returns void

  • Parameters

    • shader: any

    Returns void

  • Returns void

  • Protected

    Creates the polygon that represents light perception. If the light perception radius is unconstrained, no new polygon instance is created; instead the LOS polygon of this vision source is returned.

    Returns PointSourcePolygon

    The new polygon or this.los.

  • Protected

    Create a restricted FOV polygon by limiting the radius of the unrestricted LOS polygon. If the vision radius is unconstrained, no new polygon instance is created; instead the LOS polygon of this vision source is returned.

    Returns PointSourcePolygon

    The new polygon or this.los.

  • Protected

    Responsible for assigning the Vision Mode and calling the activation and deactivation handlers.

    Returns void

  • Protected

    Update layer uniforms according to vision mode uniforms, if any.

    Parameters

    • shader: AdaptiveVisionShader

      The shader being updated.

    • vmUniforms: Record<string, any>

      The targeted layer.

    Returns void