API Referenceatlas
atlas
Scene, object, component, resource, camera, and window APIs.
declare module "atlas"
Scene, object, component, resource, camera, and window APIs.
Submodules
Types
Fog— Fog color and intensity used by the scene environment.VolumetricLighting— Controls volumetric light scattering and its accumulation parameters.LightBloomConfiguration— Brightness threshold, filter radius, and sample budget for light bloom.RimLightingConfiguration— Color and strength of the rim-lighting effect.Environment— Scene-wide fog, lighting effects, and color lookup texture.ViewInformation— Camera position, target, and timing information supplied to frame-dependent delegates.WindowConfiguration— Window geometry, presentation flags, and rendering configuration for windowed mode.VideoMode— Monitor resolution in pixels and refresh rate in hertz.Controller— Type alias for Gamepad.ControllerID— Device descriptor returned by Window.getControllers; isJoystick distinguishes joystick devices.
Classes
Scene— Access to the active scene, its lighting, atmosphere, camera, and window.Component— Base class for behavior attached to a GameObject. Override lifecycle and event hooks to implement scripts.Material— Physically based surface properties. Defaults include white albedo, metallic 0, roughness 0.5, and AO 1.CoreVertex— Mesh vertex with position, color, UV coordinates, and a tangent-space basis.Instance— A transform for an instance of a CoreObject. Transform methods commit changes to the runtime.GameObject— Base class for scene objects with a transform, visibility, and attached components.UIObject— Base class for UI elements with screen-space positioning and measured size.CoreObject— Renderable mesh with vertices, indices, textures, material, and optional instances.Model— A resource-backed model containing multiple CoreObjects.Resource— Reference to a named asset and its resource type.ResourceGroup— Named collection of resources with lookup by resource name.Camera— Active camera controls for projection, orientation, movement, and depth of field.Monitor— Connected display information and supported video modes.Gamepad— Connected gamepad access, trigger creation, and vibration control.Joystick— Joystick access using device-specific axis and button indices.Window— Active runtime window: scene objects, input, audio, display configuration, and frame timing.
Enums
ResourceType— Asset category used when loading or looking up a resource.ControllerAxis— Logical gamepad axes, including paired sticks and individual axis selections.ControllerButton— Standard gamepad button identifiers.NintendoControllerButton— Button identifiers using Nintendo controller labels.SonyControllerButton— Button identifiers using Sony controller labels.
Values
CONTROLLER_UNDEFINED— Sentinel used by global controller triggers to avoid selecting a specific controller.