Screen Space Ambient Occlusion (SSAO) effect.

Hierarchy (view full)

Constructors

Properties

aoRadius: VolumeParameter = ...

The most important parameter for your ambient occlusion effect. Controls the radius/size of the ambient occlusion in world units. Should be set to how far you want the occlusion to extend from a given object. Set it too low, and AO becomes an edge detector. Too high, and the AO becomes "soft" and might not highlight the details you want. The radius should be one or two magnitudes less than scene scale: if your scene is 10 units across, the radius should be between 0.1 and 1. If its 100, 1 to 10.

Default

1
color: VolumeParameter = ...

The color of the ambient occlusion. By default, it is black, but it can be changed to any color to offer a crude approximation of global illumination. Recommended in scenes where bounced light has a uniform "color", for instance a scene that is predominantly lit by a blue sky. The color is expected to be in the sRGB color space, and is automatically converted to linear space for you. Keep the color pretty dark for sensible results.

Default

new Color(0, 0, 0)
falloff: VolumeParameter = ...

The second most important parameter for your ambient occlusion effect. Controls how fast the ambient occlusion fades away with distance in proportion to its radius. Defaults to 1, and behind-the-scenes, is a calculated as a ratio of your radius (0.2 * distanceFalloff is the size used for attenuation). Decreasing it reduces "haloing" artifacts and improves the accuracy of your occlusion, but making it too small makes the ambient occlusion disappear entirely.

Default

1
gameObject: GameObject

the object this component is attached to. Note that this is a threejs Object3D with some additional features

guid: string = "invalid"

the unique identifier for this component

intensity: VolumeParameter = ...

A purely artistic control for the intensity of the AO - runs the ao through the function pow(ao, intensity), which has the effect of darkening areas with more ambient occlusion. Useful to make the effect more pronounced. An intensity of 2 generally produces soft ambient occlusion that isn't too noticeable, whereas one of 5 produces heavily prominent ambient occlusion.

Default

1
quality: ScreenSpaceAmbientOcclusionN8QualityMode = ScreenSpaceAmbientOcclusionN8QualityMode.Medium

The quality of the ambient occlusion effect.

Default

ScreenSpaceAmbientOcclusionN8QualityMode.Medium
screenspaceRadius: boolean = false

If you want the AO to calculate the radius based on screen space, you can do so by setting configuration.screenSpaceRadius to true. This is useful for scenes where the camera is moving across different scales a lot, or for scenes where the camera is very close to the objects.

Default

false
sourceId?: string

holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)

Accessors

  • get activeAndEnabled(): boolean
  • Returns boolean

    true if the object is enabled and active in the hierarchy

  • get context(): Context
  • Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene

    Returns Context

  • set context(context): void
  • Parameters

    Returns void

  • get destroyed(): boolean
  • Returns boolean

    true if this component was destroyed (this.destroy()) or the whole object this component was part of

  • get enabled(): boolean
  • Returns boolean

  • set enabled(val): void
  • Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3
  • Forward (0,0,-1) vector in world space

    Returns Vector3

  • get hideFlags(): HideFlags
  • Returns HideFlags

  • get isPostProcessingEffect(): boolean
  • Returns boolean

  • get layer(): number
  • Returns number

    the layer of the gameObject this component is attached to

  • get name(): string
  • Returns string

    the name of the gameObject this component is attached to

  • set name(str): void
  • Parameters

    • str: string

    Returns void

  • get postprocessingContext(): PostProcessingEffectContext
  • Returns PostProcessingEffectContext

  • get right(): Vector3
  • Right (1,0,0) vector in world space

    Returns Vector3

  • get scene(): Scene
  • shorthand for this.context.scene

    Returns Scene

    the scene of the context

  • get static(): boolean
  • Is the gameObject marked as static

    Returns boolean

  • set static(value): void
  • Parameters

    • value: boolean

    Returns void

  • get tag(): string
  • Returns string

    the tag of the gameObject this component is attached to

  • set tag(str): void
  • Parameters

    • str: string

    Returns void

  • get typeName(): string
  • Returns string

  • get up(): Vector3
  • Up (0,1,0) vector in world space

    Returns Vector3

  • get worldEuler(): Euler
  • Returns Euler

  • set worldEuler(val): void
  • Parameters

    Returns void

  • get worldPosition(): Vector3
  • Returns Vector3

  • set worldPosition(val): void
  • Parameters

    Returns void

  • get worldQuaternion(): Quaternion
  • Returns Quaternion

  • set worldQuaternion(val): void
  • Parameters

    Returns void

  • get worldRotation(): Vector3
  • Returns Vector3

  • set worldRotation(val): void
  • Parameters

    Returns void

Methods

  • Type Parameters

    Parameters

    • type: string
    • listener: ((evt) => any)
        • (evt): any
        • Parameters

          • evt: T

          Returns any

    Returns void

  • Apply post settings. Make sure to call super.apply() if you also create an effect

    Parameters

    • ctx: PostProcessingEffectContext

    Returns void | EffectProviderResult

  • called once when the component becomes active for the first time (once per component)
    This is the first callback to be called

    Returns void

  • called before the scene gets rendered in the main update loop

    Parameters

    • frame: XRFrame

    Returns void

  • Called before the XR session is requested. Use this callback if you want to modify the session init features

    Parameters

    • mode: XRSessionMode
    • args: XRSessionInit

    Returns void

  • implement to create a effect once to be cached in the base class. Make sure super.apply() is called if you also override apply

    Returns EffectProviderResult

  • called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible

    Returns void

  • called every time when the component gets enabled (this is invoked after awake and before start)
    or when it becomes active in the hierarchy (e.g. if a parent object or this.gameObject gets set to visible)

    Returns void

  • Called for all scripts when the context gets paused or unpaused

    Parameters

    • isPaused: boolean
    • wasPaused: boolean

    Returns void

  • Callback when a controller is connected/added while in a XR session
    OR when the component joins a running XR session that has already connected controllers
    OR when the component becomes active during a running XR session that has already connected controllers

    Returns void

  • called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them)

    Parameters

    • guidsMap: GuidsMap

    Returns void

  • starts a coroutine (javascript generator function)
    yield will wait for the next frame:

    • Use yield WaitForSeconds(1) to wait for 1 second.
    • Use yield WaitForFrames(10) to wait for 10 frames.
    • Use yield new Promise(...) to wait for a promise to resolve.

    Parameters

    • routine: Generator<unknown, any, unknown>

      generator function to start

    • evt: FrameEvent = FrameEvent.Update

      event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update will be called after regular component update() methods)

    Returns Generator<unknown, any, unknown>

    the generator function (use it to stop the coroutine with stopCoroutine)

    Example

    onEnable() { this.startCoroutine(this.myCoroutine()); }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • Stop a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator<unknown, any, unknown>

      the routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      the frame event to unregister the routine from (default: FrameEvent.Update)

    Returns void

  • Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.

    Parameters

    • mode: XRSessionMode

    Returns boolean

    true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)

  • Reset previously set values (e.g. when adjusting settings on the renderer like Tonemapping)

    Returns void

  • regular callback in a frame (called every frame when implemented)

    Returns void

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