Replace addons with conventional handles
Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once. Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
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import { Node, type NodeOptions } from "../Node";
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import type { Scene } from "../Scene";
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export type SpotLightOptions = NodeOptions & {
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color?: ArrayLike<number>;
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intensity?: number;
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range?: number;
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innerAngle?: number;
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outerAngle?: number;
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};
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export class SpotLight extends Node {
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constructor(scene: Scene, options: SpotLightOptions = {}) {
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super(scene, options);
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const nodeReady = this.ready;
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this.ready = nodeReady.then(async () => {
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const array = await scene.ensureRows("spotLights", this.id + 1, 32, "f32");
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array.row(this.id).set([
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...Array.from(options.color ?? [1, 1, 1]), options.intensity ?? 1,
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options.range ?? 10, options.innerAngle ?? 0.35, options.outerAngle ?? 0.7, 1,
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]);
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return this;
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});
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}
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get innerAngle() { return this.scene.array("spotLights").row(this.id)[5]; }
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set innerAngle(value: number) { this.scene.array("spotLights").row(this.id)[5] = value; }
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get outerAngle() { return this.scene.array("spotLights").row(this.id)[6]; }
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set outerAngle(value: number) { this.scene.array("spotLights").row(this.id)[6] = value; }
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override async dispose() {
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await this.ready;
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if (this.disposed) return;
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this.scene.array("spotLights").row(this.id).fill(0);
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await super.dispose();
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}
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}
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