@newkrok/three-particles 2.16.0 → 3.0.0

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package/llms-full.txt CHANGED
@@ -62,7 +62,7 @@ function animate() {
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  | Property/Method | Type | Description |
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  |-----------------|------|-------------|
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- | `instance` | `THREE.Points \| THREE.Mesh \| Gyroscope` | The renderable object — add to scene (Mesh when using RendererType.INSTANCED) |
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+ | `instance` | `THREE.Points \| THREE.Mesh` | The renderable object — add to scene (Mesh when using RendererType.INSTANCED or RendererType.MESH) |
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  | `pauseEmitter()` | `() => void` | Stop emitting new particles |
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  | `resumeEmitter()` | `() => void` | Resume emitting particles |
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  | `dispose()` | `() => void` | Destroy system, free resources |
@@ -516,6 +516,19 @@ const system = createParticleSystem({
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  ### SimulationSpace
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  `LOCAL` | `WORLD`
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+ - **`LOCAL`** (default): particles are children of the emitter in the scene
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+ graph and move/rotate with it. The buffer stores positions in the
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+ emitter's local frame.
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+ - **`WORLD`**: particles are decoupled from the emitter once spawned. The
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+ buffer stores world coordinates directly and `instance.matrixWorld` is
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+ held at identity. New particles spawn from the emitter's current world
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+ pose (parent chain + `instance.position` / `instance.rotation`), so
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+ moving the emitter only affects future emissions, not existing
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+ particles. The shape-emission offset is scaled by the emitter's world
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+ scale at spawn time (matching Unity's Shape module with `Scaling Mode =
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+ Local/Hierarchy`); live particles are unaffected by later scale
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+ changes. Matches Unity's world simulation space.
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+
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  ### TimeMode
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  `LIFETIME` | `FPS`
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@@ -852,6 +865,8 @@ enableWebGPU();
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  import * as THREE from "three/webgpu";
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  const renderer = new THREE.WebGPURenderer({ antialias: true });
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  await renderer.init();
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+ // No outputColorSpace override needed — the library uses the standard
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+ // three.js linear workflow and works with the default (SRGBColorSpace).
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  // 3. Create a GPU-accelerated particle system
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  import { createParticleSystem, SimulationBackend } from "@newkrok/three-particles";
package/llms.txt CHANGED
@@ -45,7 +45,7 @@ function animate() {
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  ### ParticleSystem Methods
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- - `instance` — The Three.js Points or Gyroscope object (add to scene)
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+ - `instance` — The Three.js Points or Mesh object (add to scene)
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  - `pauseEmitter()` — Pause particle emission
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  - `resumeEmitter()` — Resume particle emission
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  - `dispose()` — Clean up and free resources
@@ -227,6 +227,8 @@ enableWebGPU();
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  import * as THREE from "three/webgpu";
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  const renderer = new THREE.WebGPURenderer({ antialias: true });
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  await renderer.init();
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+ // No outputColorSpace override needed — the library uses the standard
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+ // three.js linear workflow and works with the default (SRGBColorSpace).
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  // 3. Create a GPU-accelerated particle system
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  import { createParticleSystem, SimulationBackend } from "@newkrok/three-particles";
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@newkrok/three-particles",
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- "version": "2.16.0",
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+ "version": "3.0.0",
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  "type": "module",
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  "description": "Three.js-based high-performance particle system library designed for creating visually stunning particle effects with ease. Perfect for game developers and 3D applications.",
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  "main": "./dist/index.js",