@woosh/meep-engine 3.11.3 → 3.12.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
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@@ -0,0 +1,184 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { isArrayEqualStrict } from "../../core/collection/array/isArrayEqualStrict.js";
3
+ import { ParticipatingMediaVolume } from "../../shade/renderer/volumetrics/ParticipatingMediaVolume.js";
4
+ import { System } from "../ecs/System.js";
5
+ import { Transform } from "../ecs/transform/Transform.js";
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+ import { ParticipatingMedia } from "./ParticipatingMedia.js";
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+
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+ /**
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+ * Mirrors fog, smoke and cloud entities into Shade's volumetrics.
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+ *
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+ * The same shape as {@link LightSystem}: the ECS says what exists and where, and this keeps the
12
+ * renderer's own objects in step. A {@link ParticipatingMediaVolume} is a unit cube posed by a
13
+ * transform, so an entity's `Transform` is the volume — position, size and orientation with no
14
+ * translation step in between.
15
+ *
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+ * **The transform is taken as world-space, with no hierarchy applied**, which is what the volume
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+ * model can express: a volume is an oriented box in the scene and Shade has no parent chain to walk
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+ * for it. Parenting a fog volume to a moving entity therefore leaves the fog where the child's own
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+ * transform puts it. The lights are placed the same way, for the same reason.
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+ *
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+ * **Changes are polled once a frame rather than subscribed to.** A `Transform` announces itself and
22
+ * nothing else here does — a density tuned by an editor slider, a particle spec swapped wholesale
23
+ * for a different Mie solution — so subscribing would cover one field in three and the other two
24
+ * would still have to be polled. Two paths that have to agree, where one does the whole job. It
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+ * costs about two dozen float comparisons per volume per frame and a scene holds volumes in the
26
+ * tens, so the comparison is cheaper than the signal plumbing it replaces. The price is latency: a
27
+ * change is visible within a frame rather than instantly.
28
+ *
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+ * **Nothing is uploaded unless something actually changed.** The GPU table is repacked whole
30
+ * whenever {@link SceneVolumetrics.version} moves, so an unconditional copy every frame would
31
+ * re-upload every volume in the scene forever. The comparison is what decides, and on almost every
32
+ * frame it decides nothing has to happen.
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+ *
34
+ * @see ParticipatingMedia the component
35
+ * @see SceneVolumetrics what the volumes are handed to
36
+ */
37
+ export class ParticipatingMediaSystem extends System {
38
+
39
+ dependencies = [ParticipatingMedia, Transform];
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+
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+ /**
42
+ * @type {GraphicsEngine}
43
+ */
44
+ #graphics;
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+
46
+ /**
47
+ * @type {Scene}
48
+ */
49
+ #scene;
50
+
51
+ /**
52
+ * @type {Map<number, {component: ParticipatingMedia, transform: Transform, volume: ParticipatingMediaVolume}>}
53
+ */
54
+ #entries = new Map();
55
+
56
+ /**
57
+ * @param {GraphicsEngine} graphics
58
+ * @param {Scene} scene
59
+ */
60
+ constructor(graphics, scene) {
61
+ super();
62
+
63
+ assert.defined(graphics, 'graphics');
64
+ assert.defined(scene, 'scene');
65
+ assert.equal(scene.isScene, true, 'scene.isScene !== true');
66
+
67
+ this.#graphics = graphics;
68
+ this.#scene = scene;
69
+ }
70
+
71
+ async startup(entityManager) {
72
+ this.entityManager = entityManager;
73
+
74
+ this.#graphics.set_scene(this.#scene);
75
+ }
76
+
77
+ async shutdown(entityManager) {
78
+ for (const entity of Array.from(this.#entries.keys())) {
79
+ this.#drop(entity);
80
+ }
81
+ }
82
+
83
+ /**
84
+ * @param {ParticipatingMedia} component
85
+ * @param {Transform} transform
86
+ * @param {number} entity
87
+ */
88
+ link(component, transform, entity) {
89
+ const volume = new ParticipatingMediaVolume();
90
+
91
+ participating_media_volume_write(volume, component, transform);
92
+
93
+ this.#scene.volumetrics.add(volume);
94
+
95
+ this.#entries.set(entity, { component, transform, volume });
96
+ }
97
+
98
+ /**
99
+ * @param {ParticipatingMedia} component
100
+ * @param {Transform} transform
101
+ * @param {number} entity
102
+ */
103
+ unlink(component, transform, entity) {
104
+ this.#drop(entity);
105
+ }
106
+
107
+ /**
108
+ * @param {number} time_delta_seconds
109
+ */
110
+ update(time_delta_seconds) {
111
+ const volumetrics = this.#scene.volumetrics;
112
+
113
+ for (const entry of this.#entries.values()) {
114
+ const volume = entry.volume;
115
+
116
+ if (participating_media_volume_is_current(volume, entry.component, entry.transform)) {
117
+ continue;
118
+ }
119
+
120
+ participating_media_volume_write(volume, entry.component, entry.transform);
121
+
122
+ volumetrics.invalidate();
123
+ }
124
+ }
125
+
126
+ /**
127
+ * @param {number} entity
128
+ */
129
+ #drop(entity) {
130
+ const entry = this.#entries.get(entity);
131
+
132
+ if (entry === undefined) {
133
+ return;
134
+ }
135
+
136
+ this.#scene.volumetrics.remove(entry.volume);
137
+
138
+ this.#entries.delete(entity);
139
+ }
140
+ }
141
+
142
+ /**
143
+ * Copy what the component and its transform say onto the volume Shade will render.
144
+ *
145
+ * The particle spec is **copied, not referenced**: two entities are routinely built from the same
146
+ * blueprint and would otherwise share one spec, so tuning one volume's particle would silently
147
+ * retune the other's.
148
+ *
149
+ * @param {ParticipatingMediaVolume} volume Shade's
150
+ * @param {ParticipatingMedia} component meep's
151
+ * @param {Transform} transform where the box is
152
+ */
153
+ export function participating_media_volume_write(volume, component, transform) {
154
+ volume.density = component.density;
155
+ volume.fade_distance = component.fade_distance;
156
+
157
+ volume.particle_spec.copy(component.particle_spec);
158
+
159
+ volume.transform.copy(transform);
160
+ }
161
+
162
+ /**
163
+ * Whether the volume already says what the component and transform say.
164
+ *
165
+ * True on all but a handful of frames, which is the point of asking: a `false` here costs the whole
166
+ * scene's volumetrics table a trip to the GPU.
167
+ *
168
+ * **The transform is compared by its matrix rather than by `Transform.equals`**, because the matrix
169
+ * is the entire transform the GPU is given — the volume's position, rotation and scale are never
170
+ * read on their own. That makes this exactly the question worth asking, "would the upload differ",
171
+ * and it catches a transform posed by writing its matrix, which comparing position, rotation and
172
+ * scale would not.
173
+ *
174
+ * @param {ParticipatingMediaVolume} volume
175
+ * @param {ParticipatingMedia} component
176
+ * @param {Transform} transform
177
+ * @returns {boolean}
178
+ */
179
+ export function participating_media_volume_is_current(volume, component, transform) {
180
+ return volume.density === component.density
181
+ && volume.fade_distance === component.fade_distance
182
+ && isArrayEqualStrict(volume.transform.matrix, transform.matrix)
183
+ && volume.particle_spec.equals(component.particle_spec);
184
+ }
@@ -1,87 +1,10 @@
1
1
  /**
2
- * Copy what the component and its transform say onto the volume Shade will render.
2
+ * @deprecated Renamed to {@link ParticipatingMediaSystem}. The trailing `3` marked the 2.x 3.x renderer transition;
3
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
3
4
  *
4
- * The particle spec is **copied, not referenced**: two entities are routinely built from the same
5
- * blueprint and would otherwise share one spec, so tuning one volume's particle would silently
6
- * retune the other's.
7
- *
8
- * @param {ParticipatingMediaVolume} volume Shade's
9
- * @param {ParticipatingMedia} component meep's
10
- * @param {Transform} transform where the box is
11
- */
12
- export function participating_media_volume_write(volume: ParticipatingMediaVolume, component: ParticipatingMedia, transform: Transform): void;
13
- /**
14
- * Whether the volume already says what the component and transform say.
15
- *
16
- * True on all but a handful of frames, which is the point of asking: a `false` here costs the whole
17
- * scene's volumetrics table a trip to the GPU.
18
- *
19
- * **The transform is compared by its matrix rather than by `Transform.equals`**, because the matrix
20
- * is the entire transform the GPU is given — the volume's position, rotation and scale are never
21
- * read on their own. That makes this exactly the question worth asking, "would the upload differ",
22
- * and it catches a transform posed by writing its matrix, which comparing position, rotation and
23
- * scale would not.
24
- *
25
- * @param {ParticipatingMediaVolume} volume
26
- * @param {ParticipatingMedia} component
27
- * @param {Transform} transform
28
- * @returns {boolean}
29
- */
30
- export function participating_media_volume_is_current(volume: ParticipatingMediaVolume, component: ParticipatingMedia, transform: Transform): boolean;
31
- /**
32
- * Mirrors fog, smoke and cloud entities into Shade's volumetrics.
33
- *
34
- * The same shape as {@link LightSystem3}: the ECS says what exists and where, and this keeps the
35
- * renderer's own objects in step. A {@link ParticipatingMediaVolume} is a unit cube posed by a
36
- * transform, so an entity's `Transform` is the volume — position, size and orientation with no
37
- * translation step in between.
38
- *
39
- * **The transform is taken as world-space, with no hierarchy applied**, which is what the volume
40
- * model can express: a volume is an oriented box in the scene and Shade has no parent chain to walk
41
- * for it. Parenting a fog volume to a moving entity therefore leaves the fog where the child's own
42
- * transform puts it. The lights are placed the same way, for the same reason.
43
- *
44
- * **Changes are polled once a frame rather than subscribed to.** A `Transform` announces itself and
45
- * nothing else here does — a density tuned by an editor slider, a particle spec swapped wholesale
46
- * for a different Mie solution — so subscribing would cover one field in three and the other two
47
- * would still have to be polled. Two paths that have to agree, where one does the whole job. It
48
- * costs about two dozen float comparisons per volume per frame and a scene holds volumes in the
49
- * tens, so the comparison is cheaper than the signal plumbing it replaces. The price is latency: a
50
- * change is visible within a frame rather than instantly.
51
- *
52
- * **Nothing is uploaded unless something actually changed.** The GPU table is repacked whole
53
- * whenever {@link SceneVolumetrics.version} moves, so an unconditional copy every frame would
54
- * re-upload every volume in the scene forever. The comparison is what decides, and on almost every
55
- * frame it decides nothing has to happen.
56
- *
57
- * @see ParticipatingMedia the component
58
- * @see SceneVolumetrics what the volumes are handed to
5
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
6
+ * published interface as a class name.
59
7
  */
60
- export class ParticipatingMediaSystem3 extends System<any> {
61
- /**
62
- * @param {GraphicsEngine3} graphics
63
- * @param {Scene} scene
64
- */
65
- constructor(graphics: GraphicsEngine3, scene: Scene);
66
- dependencies: (typeof Transform | typeof ParticipatingMedia)[];
67
- startup(entityManager: any): Promise<void>;
68
- shutdown(entityManager: any): Promise<void>;
69
- /**
70
- * @param {ParticipatingMedia} component
71
- * @param {Transform} transform
72
- * @param {number} entity
73
- */
74
- link(component: ParticipatingMedia, transform: Transform, entity: number): void;
75
- /**
76
- * @param {ParticipatingMedia} component
77
- * @param {Transform} transform
78
- * @param {number} entity
79
- */
80
- unlink(component: ParticipatingMedia, transform: Transform, entity: number): void;
81
- #private;
82
- }
83
- import { ParticipatingMediaVolume } from "../../shade/renderer/volumetrics/ParticipatingMediaVolume.js";
84
- import { ParticipatingMedia } from "./ParticipatingMedia.js";
85
- import { Transform } from "../ecs/transform/Transform.js";
86
- import { System } from "../ecs/System.js";
8
+ export const ParticipatingMediaSystem3: typeof ParticipatingMediaSystem;
9
+ import { ParticipatingMediaSystem } from "./ParticipatingMediaSystem.js";
87
10
  //# sourceMappingURL=ParticipatingMediaSystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ParticipatingMediaSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSystem3.js"],"names":[],"mappings":"AA6IA;;;;;;;;;;GAUG;AACH,yDAJW,wBAAwB,aACxB,kBAAkB,aAClB,SAAS,QASnB;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,8DALW,wBAAwB,aACxB,kBAAkB,aAClB,SAAS,GACP,OAAO,CAOnB;AAhLD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAmBI;;;OAGG;IACH,qDASC;IA9BD,+DAA+C;IAgC/C,2CAIC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,kBAAkB,aAClB,SAAS,UACT,MAAM,QAUhB;IAED;;;;OAIG;IACH,kBAJW,kBAAkB,aAClB,SAAS,UACT,MAAM,QAIhB;;CAmCJ;yCAzIwC,8DAA8D;mCAGpE,yBAAyB;0BADlC,+BAA+B;uBADlC,kBAAkB"}
1
+ {"version":3,"file":"ParticipatingMediaSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,wEAAkE;yCATzB,+BAA+B"}
@@ -1,184 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { isArrayEqualStrict } from "../../core/collection/array/isArrayEqualStrict.js";
3
- import { ParticipatingMediaVolume } from "../../shade/renderer/volumetrics/ParticipatingMediaVolume.js";
4
- import { System } from "../ecs/System.js";
5
- import { Transform } from "../ecs/transform/Transform.js";
6
- import { ParticipatingMedia } from "./ParticipatingMedia.js";
1
+ import { ParticipatingMediaSystem } from "./ParticipatingMediaSystem.js";
7
2
 
8
3
  /**
9
- * Mirrors fog, smoke and cloud entities into Shade's volumetrics.
4
+ * @deprecated Renamed to {@link ParticipatingMediaSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
5
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
10
6
  *
11
- * The same shape as {@link LightSystem3}: the ECS says what exists and where, and this keeps the
12
- * renderer's own objects in step. A {@link ParticipatingMediaVolume} is a unit cube posed by a
13
- * transform, so an entity's `Transform` is the volume — position, size and orientation with no
14
- * translation step in between.
15
- *
16
- * **The transform is taken as world-space, with no hierarchy applied**, which is what the volume
17
- * model can express: a volume is an oriented box in the scene and Shade has no parent chain to walk
18
- * for it. Parenting a fog volume to a moving entity therefore leaves the fog where the child's own
19
- * transform puts it. The lights are placed the same way, for the same reason.
20
- *
21
- * **Changes are polled once a frame rather than subscribed to.** A `Transform` announces itself and
22
- * nothing else here does — a density tuned by an editor slider, a particle spec swapped wholesale
23
- * for a different Mie solution — so subscribing would cover one field in three and the other two
24
- * would still have to be polled. Two paths that have to agree, where one does the whole job. It
25
- * costs about two dozen float comparisons per volume per frame and a scene holds volumes in the
26
- * tens, so the comparison is cheaper than the signal plumbing it replaces. The price is latency: a
27
- * change is visible within a frame rather than instantly.
28
- *
29
- * **Nothing is uploaded unless something actually changed.** The GPU table is repacked whole
30
- * whenever {@link SceneVolumetrics.version} moves, so an unconditional copy every frame would
31
- * re-upload every volume in the scene forever. The comparison is what decides, and on almost every
32
- * frame it decides nothing has to happen.
33
- *
34
- * @see ParticipatingMedia the component
35
- * @see SceneVolumetrics what the volumes are handed to
36
- */
37
- export class ParticipatingMediaSystem3 extends System {
38
-
39
- dependencies = [ParticipatingMedia, Transform];
40
-
41
- /**
42
- * @type {GraphicsEngine3}
43
- */
44
- #graphics;
45
-
46
- /**
47
- * @type {Scene}
48
- */
49
- #scene;
50
-
51
- /**
52
- * @type {Map<number, {component: ParticipatingMedia, transform: Transform, volume: ParticipatingMediaVolume}>}
53
- */
54
- #entries = new Map();
55
-
56
- /**
57
- * @param {GraphicsEngine3} graphics
58
- * @param {Scene} scene
59
- */
60
- constructor(graphics, scene) {
61
- super();
62
-
63
- assert.defined(graphics, 'graphics');
64
- assert.defined(scene, 'scene');
65
- assert.equal(scene.isScene, true, 'scene.isScene !== true');
66
-
67
- this.#graphics = graphics;
68
- this.#scene = scene;
69
- }
70
-
71
- async startup(entityManager) {
72
- this.entityManager = entityManager;
73
-
74
- this.#graphics.set_scene(this.#scene);
75
- }
76
-
77
- async shutdown(entityManager) {
78
- for (const entity of Array.from(this.#entries.keys())) {
79
- this.#drop(entity);
80
- }
81
- }
82
-
83
- /**
84
- * @param {ParticipatingMedia} component
85
- * @param {Transform} transform
86
- * @param {number} entity
87
- */
88
- link(component, transform, entity) {
89
- const volume = new ParticipatingMediaVolume();
90
-
91
- participating_media_volume_write(volume, component, transform);
92
-
93
- this.#scene.volumetrics.add(volume);
94
-
95
- this.#entries.set(entity, { component, transform, volume });
96
- }
97
-
98
- /**
99
- * @param {ParticipatingMedia} component
100
- * @param {Transform} transform
101
- * @param {number} entity
102
- */
103
- unlink(component, transform, entity) {
104
- this.#drop(entity);
105
- }
106
-
107
- /**
108
- * @param {number} time_delta_seconds
109
- */
110
- update(time_delta_seconds) {
111
- const volumetrics = this.#scene.volumetrics;
112
-
113
- for (const entry of this.#entries.values()) {
114
- const volume = entry.volume;
115
-
116
- if (participating_media_volume_is_current(volume, entry.component, entry.transform)) {
117
- continue;
118
- }
119
-
120
- participating_media_volume_write(volume, entry.component, entry.transform);
121
-
122
- volumetrics.invalidate();
123
- }
124
- }
125
-
126
- /**
127
- * @param {number} entity
128
- */
129
- #drop(entity) {
130
- const entry = this.#entries.get(entity);
131
-
132
- if (entry === undefined) {
133
- return;
134
- }
135
-
136
- this.#scene.volumetrics.remove(entry.volume);
137
-
138
- this.#entries.delete(entity);
139
- }
140
- }
141
-
142
- /**
143
- * Copy what the component and its transform say onto the volume Shade will render.
144
- *
145
- * The particle spec is **copied, not referenced**: two entities are routinely built from the same
146
- * blueprint and would otherwise share one spec, so tuning one volume's particle would silently
147
- * retune the other's.
148
- *
149
- * @param {ParticipatingMediaVolume} volume Shade's
150
- * @param {ParticipatingMedia} component meep's
151
- * @param {Transform} transform where the box is
152
- */
153
- export function participating_media_volume_write(volume, component, transform) {
154
- volume.density = component.density;
155
- volume.fade_distance = component.fade_distance;
156
-
157
- volume.particle_spec.copy(component.particle_spec);
158
-
159
- volume.transform.copy(transform);
160
- }
161
-
162
- /**
163
- * Whether the volume already says what the component and transform say.
164
- *
165
- * True on all but a handful of frames, which is the point of asking: a `false` here costs the whole
166
- * scene's volumetrics table a trip to the GPU.
167
- *
168
- * **The transform is compared by its matrix rather than by `Transform.equals`**, because the matrix
169
- * is the entire transform the GPU is given — the volume's position, rotation and scale are never
170
- * read on their own. That makes this exactly the question worth asking, "would the upload differ",
171
- * and it catches a transform posed by writing its matrix, which comparing position, rotation and
172
- * scale would not.
173
- *
174
- * @param {ParticipatingMediaVolume} volume
175
- * @param {ParticipatingMedia} component
176
- * @param {Transform} transform
177
- * @returns {boolean}
7
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
8
+ * published interface as a class name.
178
9
  */
179
- export function participating_media_volume_is_current(volume, component, transform) {
180
- return volume.density === component.density
181
- && volume.fade_distance === component.fade_distance
182
- && isArrayEqualStrict(volume.transform.matrix, transform.matrix)
183
- && volume.particle_spec.equals(component.particle_spec);
184
- }
10
+ export const ParticipatingMediaSystem3 = ParticipatingMediaSystem;
@@ -0,0 +1,76 @@
1
+ /**
2
+ * Draws the game's particle effects under Shade.
3
+ *
4
+ * **The simulation does not move.** `particular` emits, ages, integrates and colours particles on
5
+ * the CPU, and that is where it stays: the plan makes Shade's GPU particle system a later, opt-in
6
+ * upgrade rather than this port. What changes is only what happens to the state it produces each
7
+ * frame — instead of a three `Points` object per emitter, it is packed into the layout Shade's own
8
+ * billboard renderer reads.
9
+ *
10
+ * **No visibility layer comes across.** The legacy system drives a render layer backed by a BVH and
11
+ * puts emitters to sleep when they leave the visible set; §4.5 retires CPU render culling, so every
12
+ * linked emitter simulates and the GPU decides what is on screen. An emitter that should not
13
+ * simulate says so itself, through {@link ParticleEmitterFlag.Emitting}.
14
+ */
15
+ export class ParticleEmitterSystem extends System<any> {
16
+ /**
17
+ * @param {GraphicsEngine} graphics
18
+ * @param {AssetManager} assets
19
+ */
20
+ constructor(graphics: GraphicsEngine, assets: AssetManager);
21
+ dependencies: (typeof Transform | typeof ParticleEmitter)[];
22
+ /**
23
+ * What the pass draws. Read-only — the emitters follow the entities.
24
+ *
25
+ * @returns {ParticleEmitter[]}
26
+ */
27
+ get emitters(): ParticleEmitter[];
28
+ startup(entityManager: any): Promise<void>;
29
+ shutdown(entityManager: any): Promise<void>;
30
+ /**
31
+ * @param {ParticleEmitter} emitter
32
+ * @param {Transform} transform
33
+ * @param {number} entity
34
+ */
35
+ link(emitter: ParticleEmitter, transform: Transform, entity: number): void;
36
+ /**
37
+ * Rebuild an emitter that has been edited structurally — layers added or removed, a sprite
38
+ * changed, a parameter curve redrawn.
39
+ *
40
+ * The pool, the parameter tracks and the atlas references are all built from the emitter's
41
+ * description, so an edit to that description is only visible once they are built again. Sleep
42
+ * state is preserved because it is the editor's, not the emitter's.
43
+ *
44
+ * @param {ParticleEmitter} emitter one this system has linked
45
+ */
46
+ rebuild(emitter: ParticleEmitter): void;
47
+ /**
48
+ * @param {ParticleEmitter} emitter
49
+ * @param {Transform} transform
50
+ * @param {number} entity
51
+ */
52
+ unlink(emitter: ParticleEmitter, transform: Transform, entity: number): void;
53
+ update(timeDelta: any): void;
54
+ /**
55
+ * @param {FrameContext} frame
56
+ */
57
+ record(frame: FrameContext): void;
58
+ #private;
59
+ }
60
+ /**
61
+ * Emitters draw into the scene, so they are subject to the fog of war that conceals it — which is
62
+ * a declaration on the fog rather than a placement here.
63
+ */
64
+ export class ParticleExtension extends RenderExtension {
65
+ /**
66
+ * @param {ParticleEmitterSystem} system
67
+ */
68
+ constructor(system: ParticleEmitterSystem);
69
+ record(frame: any): void;
70
+ #private;
71
+ }
72
+ import { System } from "../ecs/System.js";
73
+ import { Transform } from "../ecs/transform/Transform.js";
74
+ import { ParticleEmitter } from "../graphics/particles/particular/engine/emitter/ParticleEmitter.js";
75
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
76
+ //# sourceMappingURL=ParticleEmitterSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticleEmitterSystem.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;GAaG;AACH;IAiDI;;;OAGG;IACH,4DAUC;IA9DD,4DAA4C;IAuC5C;;;;OAIG;IACH,kCAEC;IAkBD,2CAUC;IAED,4CAeC;IAED;;;;OAIG;IACH,cAJW,eAAe,aACf,SAAS,UACT,MAAM,QAwBhB;IAED;;;;;;;;;OASG;IACH,iBAFW,eAAe,QAqBzB;IAED;;;;OAIG;IACH,gBAJW,eAAe,aACf,SAAS,UACT,MAAM,QAwBhB;IAED,6BAaC;IAED;;OAEG;IACH,kCA+BC;;CACJ;AAED;;;GAGG;AACH;IAUI;;OAEG;IACH,oBAFW,qBAAqB,EAM/B;IAED,yBAEC;;CACJ;uBA1RsB,kBAAkB;0BACf,+BAA+B;gCACzB,oEAAoE;gCANpE,mDAAmD"}