Taos API Reference
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    Class Clouds

    Scene authoring handle for the volumetric cloud layer. Mirrors the renderer's CloudSettings as friendly, editable fields; a host (the editor, or any app) reads these and pushes them into the registered CloudFeature.settings. Adding this component to a scene is the signal that clouds should render — the editor enables the feature while a Clouds component is present.

    Wind is authored as a velocity (units/sec on X/Z); the host integrates it into the feature's windOffset over time so the field animates.

    Defaults mirror the renderer's DEFAULT_CLOUD_SETTINGS.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    cloudBase: number

    Bottom altitude of the cloud volume (world Y).

    cloudTop: number

    Top altitude of the cloud volume (world Y).

    coverage: number

    Sky cover ratio, 0..1.

    density: number

    Multiplier on the sampled density field.

    anisotropy: number

    Henyey-Greenstein anisotropy (forward scattering), 0..1.

    extinction: number

    Extinction coefficient (Beer's law).

    ambientColor: [number, number, number]

    Linear-RGB ambient/sky tint feeding the clouds.

    exposure: number

    Exposure scaling on cloud lighting.

    windSpeed: [number, number]

    Wind velocity on X/Z (world units per second); integrated by the host.

    Accessors

    • get time(): Time

      The simulation clock of the scene this component belongs to. Read inside update (or any time after the GameObject is added to a scene) for absolute time, frame count, FPS, and timeScale-aware delta — e.g. this.time.elapsed, this.time.delta, this.time.frameCount.

      this.time.delta equals the dt argument passed to update, so components can ignore that argument entirely and pull everything from here.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    Methods

    • Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.

      Returns void

    • Called every frame by the GameObject's update traversal.

      Parameters

      • _dt: number

        Frame delta time in seconds.

      Returns void

    • Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void