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frame_bounds

Bounds union and exact frustum fitting — the math behind "put this subject in frame".

by◐lumi·posted 2mo ago
What it does

frame_bounds

Bounds union and exact frustum fitting — the math behind "put this subject in frame".

fit solves for the camera distance that keeps every corner of a box inside the frustum at a given orbit angle. That is exact for any shape at any angle, which a circumscribed sphere is not: a sphere frames the DIAGONAL of the box from every direction, so a 14 x 0.5 x 14 plate backs the camera off nearly 1.4x further than its silhouette needs.

Two consumers share this one implementation: the capture toolbox's framed shots and editor frame-selection. Toolboxes are self-contained and never cross-require, so the math lives here as a module rather than inside either.

local FrameBounds = require("@builtin::modules.frame_bounds")

local box = FrameBounds.union({
    FrameBounds.ofEntity(entity.find("player")),
    FrameBounds.ofEntity(entity.find("prop")),
})
local framed = FrameBounds.fit(box, { fov = 60, aspect = 16 / 9, angle = { 0, 20 } })
-- framed.px/py/pz is where the camera goes, framed.cx/cy/cz is what it looks at.

Exports

  • FrameBounds.union(boxes) -> Aabb? — the AABB enclosing every box in the list. nil when the list is empty (or holds nothing with min/max), which is the signal that there is nothing to frame.
  • FrameBounds.ofEntity(target) -> Aabb? — world-space bounds of an entity and its descendants (hierarchyBounds, covering a character root plus its skinned mesh and bones), falling back to the entity's own mesh bounds. nil when the target has no renderable geometry.
  • FrameBounds.fit(box, opts?) -> Framed — a camera pose that frames box. opts is { fov = 60, aspect = 16/9, margin = 1.15, angle = { yawDeg, pitchDeg } }; angle also accepts { yaw = , pitch = }. Returns { px, py, pz, cx, cy, cz, distance, radius, fov, near, far, center, size } — camera position, look-at point (the box centre), the fitted distance, the bounding-sphere radius, geometry-derived near/far clip planes, and the box's centre and full size. A degenerate (point) box gets a short fixed distance so the camera is not sitting inside the subject.
  • FrameBounds.fitDistance(hx, hy, hz, dx, dy, dz, tanH, tanV) -> number — the corner projection itself: the smallest distance along the orbit direction (dx, dy, dz) (subject toward camera, unit length) that keeps all eight corners of the half-extent box inside a frustum with half-angle tangents tanH / tanV. fit applies margin to this; call it directly when you already have a direction and want the raw fit.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Bounds union and exact frustum fitting. `fit` solves for the camera distance that keeps every corner of a box inside the frustum at a given orbit angle. It is exact for any shape at any angle, which a circumscribed sphere is not: a sphere frames the DIAGONAL from every direction, so a 14 x 0.5 x 14 plate backs the camera off nearly 1.4x further than its silhouette needs. Two consumers: the capture toolbox's framed shots, and editor frame-selection. Toolboxes are self-contained and never cross-require, so the shared implementation lives here as a module rather than in either. Consumers: local FrameBounds = require("@builtin::modules.frame_bounds") local box = FrameBounds.union({ FrameBounds.ofEntity(entity.find("player")) }) local framed = FrameBounds.fit(box, { fov = 60, angle = { 0, 20 } })

union(boxes: { Aabb }) → Aabb

Union a list of AABBs into one.

argtypedescription
boxes{ Aabb }Array of `{ min = vec3, max = vec3 }`.

examples

local u = FrameBounds.union({ a:hierarchyBounds(), b:hierarchyBounds() })

ofEntity(target: any) → Aabb

World-space bounds of an entity and its descendants, falling back to the entity's own mesh bounds.

argtypedescription
targetanyAn entity proxy.

examples

local b = FrameBounds.ofEntity(entity.find("player"))

fitDistance(hx: number, hy: number, hz: number, dx: number, dy: number, dz: number, tanH: number, tanV: number) → number

Smallest distance along the orbit direction that keeps all eight corners of a half-extent box inside the frustum.

argtypedescription
hxnumberHalf-extent on X.
hynumberHalf-extent on Y.
hznumberHalf-extent on Z.
dxnumberOrbit direction X (subject toward camera, unit length).
dynumberOrbit direction Y.
dznumberOrbit direction Z.
tanHnumberTangent of the half horizontal FOV.
tanVnumberTangent of the half vertical FOV.

examples

local d = FrameBounds.fitDistance(1, 1, 1, 0, 0.34, 0.94, 1.03, 0.58)

cameraAxes(dx: number, dy: number, dz: number) → CameraAxes

The camera's own forward / right / up for a view along an orbit direction, with right and up taken from the world up.

argtypedescription
dxnumberOrbit direction X (subject toward camera, unit length).
dynumberOrbit direction Y.
dznumberOrbit direction Z.

examples

local axes = FrameBounds.cameraAxes(0, 0.34, 0.94)

fitDistanceAxes(hx: number, hy: number, hz: number, axes: CameraAxes, tanH: number, tanV: number) → number

Smallest distance that keeps all eight corners of a half-extent box inside the frustum, projected onto explicitly-given camera axes. Callers that aim by a named station rather than an orbit angle pass their own axes; `fitDistance` derives them from a direction and calls this.

argtypedescription
hxnumberHalf-extent on the first extent axis.
hynumberHalf-extent on the second.
hznumberHalf-extent on the third.
axesCameraAxes`{ forward, right, up }`, in the SAME frame the half-extents are measured in.
tanHnumberTangent of the half horizontal FOV.
tanVnumberTangent of the half vertical FOV.

examples

local d = FrameBounds.fitDistanceAxes(7, 0.25, 7, axes, 1.03, 0.58)

fit(box: Aabb, opts: FitOpts?) → Framed

Solve for a camera pose that frames `box` at the given orbit angle.

argtypedescription
boxAabbThe AABB to frame.
optsFitOpts?`{ fov, aspect, margin, angle = { yawDeg, pitchDeg } }`.

examples

local f = FrameBounds.fit(b, { fov = 60, angle = { 0, 20 } })

frameEditorCamera(refs: { any }) → boolean

Frame the EDITOR camera on a set of entity refs (`{ kind, id }`): fit the union of their renderable bounds at the camera's CURRENT view direction, so repeated framings keep the angle. Refs without geometry (lights, empty containers) frame their transforms. The one implementation behind the F key, the Hierarchy's Focus action, and a row double-click — a camera move over this module's own fit math, living here for the same reason `fit` does. Returns true when the camera moved.

argtypedescription
refs{ any }
⌬ Types
Vec3 = { x: number, y: number, z: number }Aabb = { min: Vec3, max: Vec3 }CameraAxes = {FitOpts = {Framed = {

Sub-parts

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component · born here
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# Camera Manages viewport priority, render-to-texture, and capture. State is stored in the native `Camera` ECS component; the Rust camera system handles render scheduling and render targets. Public fields: `fov`, `near`, `far`, `priority`, `textureHandle` (the guid of the texture the camera renders into; empty = main viewport), `renderLayers` (which render layers this camera draws — a space-separated spec of names, e.g. `"all"`, `"all !ui"`, or `"default sky"`; `ui`/`sky`/`debug`/`EditorUI` are built-in layers), `postProcessing` (whether this camera runs the post-process chain), `debugChannel`, plus the behavior slot below. Methods: `:lookAt(target)` (entity id string OR `{x, y, z}` table), `:render()`, `:capture()`, `:setTargetTexture(tex?)` (a `renderer.texture.create` handle to render into, or nil for the viewport). ```luau entity(id).component.add("Camera", { fov = 90, priority = 10 }) entity(id).component.get("Camera"):capture() ``` The scene's play-mode camera is reached as `layers.active.camera`, a handle that reads and writes the fields above on whichever entity currently carries them. `layers.active.camera.entity` is the entity ref for that camera and `layers.active.camera.entityId` its id string, so a script that needs to attach something to the camera — an `AudioListener`, a child entity — goes through the ref: ```luau local cam = layers.active.camera cam.fov = 70 -- the camera's settings cam.entity.component.add("AudioListener") -- the entity carrying them ``` ## How the camera moves: `behavior` and `follow` A `Camera` does not move itself. `behavior` names a component that does, and setting it attaches that component to this entity. Clearing it detaches whatever was attached. ```luau local cam = entity(id).component.get("Camera") cam.behavior = asset.ref("@builtin::controller.orbital_follow", "component") cam.follow = playerBody ``` `follow` is the standard slot every shipped behavior reads. Set the follow target on the **Camera**, not on the behavior, so swapping behaviors keeps it. A behavior that finds its own `follow` field empty falls back to this one, which is what lets a rig keep tracking the player across a behavior swap. `followResolves` answers whether that slot names an entity that is live — `true` while it names a live one or names nothing at all, `false` once the target is despawned or the id names no entity. A rig whose target does not resolve holds its last pose, and this is the field that tells it from a rig posed correctly on a subject that has not moved. `camera.get` carries the same value beside `follow`, and a write naming an id with no entity behind it draws a warning where it lands. ```luau cam.followResolves -- false once the followed entity is gone tools.use("camera", "get", id).followResolves -- the same answer off the tool ``` The shipped behaviors live under `@builtin::controller.*`: `orbital_follow`, `third_person_follow`, `first_person`, `free`, `orbit`, `chase`, `isometric`, `rts`, `birds_eye`, `side_scroller`, `cinematic`, `menu`. ## Writing your own Any component can be a camera behavior. Write one that moves its own entity and attach it the same way: ```luau cam.behavior = asset.ref("MyChaseCam", "component") ``` `follow` lives on the Camera, so a behavior gets no property notification of its own when the target changes. Declare `onFollowChanged(newFollow, oldFollow)` to be told the moment it does — the Camera calls it on the component it attached, which is what lets a rig re-pose on the new subject at once. A behavior that reads `Camera.follow` on its own schedule declares nothing and is attached the same way. ```luau typed function public:onFollowChanged(newFollow: any, oldFollow: any) -- pose this entity against the new target end ``` To make it appear in the discovery catalog alongside the shipped ones, declare the `cameraBehavior` tag in the component's `.metadata`: ```json { "tags": ["cameraBehavior"] } ``` The tag governs **discovery**, not attachment. A tagged component is listed by `layers.active.camera.behaviors` and is what tooling offers when something asks "which camera behaviors exist"; an untagged component attaches just as well and simply stays out of that list. Tag the ones you want other people (and agents) to find. ```luau for name, ref in pairs(layers.active.camera.behaviors) do print(name, ref.identity) end ``` ## Texture colour space `textureColorSpace = "display"` applies the display transform when rendering into a texture. `"linear"` writes scene-linear values instead. `postProcessing` independently controls the effects chain in either mode. Floating-point targets retain values above one; normalized targets clamp to their representable range. The main viewport uses display encoding.
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# transform Math helpers for positions, rotations, and directions on transforms. Exposed as the global `Transform` table via `--!global Transform` — no explicit require needed in user code. Functions that take an entity accept either an entity ID string or an entity proxy table from `entity("id")`. ## Exports Look-at and entity-aware helpers: - `Transform.lookAtQuat(fx, fy, fz, tx, ty, tz) -> (qx?, qy?, qz?, qw?)` — quaternion from origin toward target. Nil when degenerate. - `Transform.lookAt(entity, txOrTarget, ty?, tz?) -> (boolean, string?)` — make an entity face a world position or another entity. Both slots read world space: the subject and an entity target are read as `entity(id).position` and the aim is written as `entity(id).rotation`, so a parent under either one still leaves the aim on the point named. Returns whether the rotation was written, and the reason when it was not. - `Transform.distance(x1, y1, z1, x2, y2, z2) -> number` — Euclidean distance between two points. - `Transform.distanceBetween(entityA, entityB) -> number?` — distance between two entities' world positions. Nil when either is unresolvable. - `Transform.direction(fromX, fromY, fromZ, toX, toY, toZ) -> (dx, dy, dz)` — unit direction vector. - `Transform.directionBetween(entityA, entityB) -> (dx, dy, dz)` — unit world-space direction between two entities' world positions. Rotation shapes: A quaternion **constructor** here returns the four components as four separate values, so a caller either names them or braces the call to make one table: ```lua local qx, qy, qz, qw = Transform.quatFromAxisAngle(0, 1, 0, math.rad(90)) entity("cam").localRotation = { Transform.quatFromAxisAngle(0, 1, 0, math.rad(90)) } ``` A rotation-taking **surface** reads that table through `Transform.toQuaternion`, which also takes euler DEGREES — so `{ qx, qy, qz, qw }`, `{ x =, y =, z =, w = }`, `{ pitch, yaw, roll }` and `{ pitch =, yaw =, roll = }` all mean the same thing wherever a rotation is assigned: `entity(id).rotation` / `.localRotation`, `entityOps.spawn`, `entityOps.transform`, and the capture viewpoints. - `Transform.toQuaternion(rotation, label?) -> { qx, qy, qz, qw }` — the shared reading of a rotation a caller wrote. Raises when the value matches no form, naming what arrived; a value that is one of the shapes a quaternion helper returns is named as such along with the packing it goes in as. - `Transform.tryQuaternion(rotation, label?) -> ({ qx, qy, qz, qw } | nil, message?)` — the same reading without raising, for a surface that wants to raise the message at its own caller's line. - `Transform.readVec3(value, label?) -> { x, y, z }` — the same for a vector. - `Transform.snapVec3(v, step) -> { x, y, z }` — quantize a vector to a step grid. Quaternion construction / conversion: - `Transform.quatFromYaw(yaw)`, `Transform.quatFromYawPitch(yaw, pitch)`, `Transform.quatFromAxisAngle(ax, ay, az, angle)` — quaternion constructors. - `Transform.quatIdentity()` — identity quaternion. - `Transform.euler(qx, qy, qz, qw) -> (yaw, pitch, roll)` and the named alias `Transform.quatToEuler`. - `Transform.eulerToQuat(yaw, pitch?, roll?)` — euler-to-quaternion in YXZ order. Lerps and interpolation: - `Transform.lerp(ax, ay, az, bx, by, bz, t) -> (x, y, z)` — vec3 lerp. - `Transform.lerp1(a, b, t) -> number` — scalar lerp. - `Transform.normalizeAngle(a) -> number` — wrap angle into `[-pi, pi]`. - `Transform.lerpAngle(a, b, t) -> number` — shortest-arc angle lerp. - `Transform.slerp(ax, ay, az, aw, bx, by, bz, bw, t) -> (qx, qy, qz, qw)` — quaternion slerp with shortest-path and near-parallel fallback. Quaternion operations: - `Transform.quatMul(...) -> (qx, qy, qz, qw)` — `qa * qb` composition. - `Transform.quatInverse(qx, qy, qz, qw) -> (qx, qy, qz, qw)` — inverse (= conjugate for unit quats). - `Transform.quatRotateVec(qx, qy, qz, qw, vx, vy, vz) -> (x, y, z)` — rotate a vec3 by a quaternion. Pose helpers: - `Transform.orbit(centerX, centerY, centerZ, radius, height, angle) -> (x, y, z, qx, qy, qz, qw)` — orbital pose facing the center. - `Transform.worldToLocal(...)` / `Transform.localToWorld(...)` — pose-space conversions. Nested `Transform.vec.*` namespace (component-wise vec3): - `Transform.vec.add`, `sub`, `scale`, `dot`, `cross`, `length`, `normalize`. Types: - `Vec3 = { x: number, y: number, z: number }` - `EntityRef = string | { entityId: string }` ## Usage ```luau -- Look-at by coordinates or by target entity: Transform.lookAt("cam", 0, 1, 0) -- an entity target resolves to that entity's world position local aimed, why = Transform.lookAt("cam", "box") -- Orbit pose around a point: local x, y, z, qx, qy, qz, qw = Transform.orbit(0, 1, 0, 5, 2, t) entity.find("cam").localPosition = { x, y, z } entity.find("cam").localRotation = { qx, qy, qz, qw } -- Quaternion math: local qx, qy, qz, qw = Transform.quatFromYawPitch(math.pi / 4, 0) local sx, sy, sz, sw = Transform.slerp(0, 0, 0, 1, qx, qy, qz, qw, 0.5) -- Component-wise vec3 helpers: local nx, ny, nz = Transform.vec.normalize(1, 1, 0) ``` ## Notes - The `--!global Transform` directive promotes the module's typed functions onto the runtime universe's globals bucket, so `Transform.*` is available without any per-source `require`. - Entity-aware functions (`lookAt`, `distanceBetween`, `directionBetween`) report a missing entity or a missing transform in their return value rather than raising: `lookAt` answers `false, "unresolved"` / `"no-transform"` / `"incomplete-target"` / `"degenerate"`, `distanceBetween` answers `nil`, and `directionBetween` answers zeros. - Quaternion APIs operate on raw `(qx, qy, qz, qw)` tuples for parity with the entity proxy's `localRotation.get`/`set`. Use `Transform.quatIdentity()` rather than hand-rolling `(0, 0, 0, 1)`. - `Transform.slerp` flips the second quaternion if `dot < 0` to take the shortest path, and falls back to lerp+normalize when the inputs are within `dot > 0.9995` to avoid `1/0` near-parallel issues.
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# environment Module Environment / reflection capture — bake the scene into reflection-probe cube slots from world positions, persist them as `faces6` `.texture` assets, set per-probe blend data so surfaces reflect the probes covering them, and capture the sky into its own slot as the fallback under them. Public Luau surface over the `__environment` Internal FFI namespace, auto-injected as `_G.environment` via the prelude. ## Purpose The generic "render the scene into a cubemap from a point" capability the reflection-probe system is built on. Captures are queued for the render system (which owns the live scene); `captureSlotToAsset` additionally yields a few frames while the GPU readback completes. Persisted cubes are `faces6` `.texture` assets (px/nx/py/ny/pz/nz PNGs + a `cube.yaml` sidecar — see `docs/specs/cubemap-textures.md` §4 for the face convention). For probe authoring use the higher-level `reflectionProbe` module; reach for `environment` when you need the raw per-slot primitives. ## Usage ```luau -- Register probe blend data: index i maps to cube slot i. environment.setProbes({ { x = 0, y = 2, z = 0, radius = 12 } }) -- Bake slot 0 from a point (queued, next frame). environment.captureSlot(0, 0, 2, 0) -- Bake + persist to /source/probe_lobby.texture/ (yields; call from a -- task/coroutine/execute context). local path, err = environment.captureSlotToAsset("probe_lobby", 0, 0, 2, 0) -- Restore a persisted cube into a slot WITHOUT re-rendering. environment.loadSlotFromAsset("probe_lobby", 0) -- Capture the sky alone into the fallback slot: a surface no probe covers -- reflects the sky rather than black. environment.captureSky() ``` ## Exports - `environment.setProbes(probes) -> boolean` — set active probes' blend data; array of `{ x, y, z, radius, priority? }`, index i → cube slot i, gathered highest `priority` first - `environment.captureSky(x?, y?, z?) -> boolean` — render the sky alone into the fallback slot and arm it (queued) - `environment.setSkyFallback(active) -> boolean` — arm/disarm the fallback against the sky already captured (arming is refused while the slot holds none) - `environment.captureSlot(slot, x, y, z) -> boolean` — bake the scene into a slot from a point (queued) - `environment.captureSlotToAsset(name, slot, x, y, z, timeoutFrames?) -> (string?, string?)` — bake + persist as a `faces6` `.texture`; yields - `environment.loadSlotFromAsset(name, slot) -> (boolean, string?)` — upload a persisted cube into a slot without re-rendering Back-compat single-global-reflection helpers (slot 0 + one full-coverage probe): - `environment.capture(x, y, z) -> boolean` - `environment.captureToAsset(name, x, y, z) -> (string?, string?)` - `environment.loadFromAsset(name) -> (boolean, string?)`
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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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