@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
  273. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  274. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +117 -118
  275. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
  276. package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +77 -79
  277. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +1 -1
  278. package/src/shade/renderer/particles/shaders/shader_particle_render.js +190 -183
  279. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
  280. package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +99 -100
  281. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  282. package/src/shade/renderer/particles/sort/shader_particle_sort.js +158 -161
  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
  284. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +119 -119
  285. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +3 -4
  286. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
  287. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +266 -267
  288. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
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  290. package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
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  300. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +16 -2
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  303. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
  304. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.d.ts.map +1 -1
  305. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.js +68 -69
  306. package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.d.ts.map +1 -1
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  308. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.d.ts.map +1 -1
  309. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js +0 -1
  310. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.d.ts.map +1 -1
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  312. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.d.ts.map +1 -1
  313. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.js +168 -169
  314. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
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  316. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
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  320. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.d.ts.map +1 -1
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  322. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
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  324. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.d.ts.map +1 -1
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  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
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  328. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
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  332. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.d.ts.map +1 -1
  333. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.js +169 -170
  334. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.d.ts.map +1 -1
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  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
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  338. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  339. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  340. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  341. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  342. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
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  347. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
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  349. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
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  357. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
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  376. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  378. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  379. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
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  384. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
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@@ -0,0 +1,289 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
+ import { SceneColor } from "../../shade/renderer/extension/SceneColor.js";
5
+ import { ViewTextures } from "../../shade/renderer/extension/ViewTextures.js";
6
+ import { ImageRGBADataLoader } from "../asset/loaders/image/ImageRGBADataLoader.js";
7
+ import { System } from "../ecs/System.js";
8
+ import { Transform } from "../ecs/transform/Transform.js";
9
+ import { ParticleEmitter } from "../graphics/particles/particular/engine/emitter/ParticleEmitter.js";
10
+ import { ParticleEmitterFlag } from "../graphics/particles/particular/engine/emitter/ParticleEmitterFlag.js";
11
+ import { ParticularEngine } from "../graphics/particles/particular/engine/ParticularEngine.js";
12
+ import { GPUParticularRenderer } from "./particles/GPUParticularRenderer.js";
13
+
14
+ /**
15
+ * Draws the game's particle effects under Shade.
16
+ *
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+ * **The simulation does not move.** `particular` emits, ages, integrates and colours particles on
18
+ * the CPU, and that is where it stays: the plan makes Shade's GPU particle system a later, opt-in
19
+ * upgrade rather than this port. What changes is only what happens to the state it produces each
20
+ * frame — instead of a three `Points` object per emitter, it is packed into the layout Shade's own
21
+ * billboard renderer reads.
22
+ *
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+ * **No visibility layer comes across.** The legacy system drives a render layer backed by a BVH and
24
+ * puts emitters to sleep when they leave the visible set; §4.5 retires CPU render culling, so every
25
+ * linked emitter simulates and the GPU decides what is on screen. An emitter that should not
26
+ * simulate says so itself, through {@link ParticleEmitterFlag.Emitting}.
27
+ */
28
+ export class ParticleEmitterSystem extends System {
29
+ dependencies = [ParticleEmitter, Transform];
30
+
31
+ /**
32
+ * @type {GraphicsEngine}
33
+ */
34
+ #graphics;
35
+
36
+ /**
37
+ * @type {AssetManager}
38
+ */
39
+ #assets;
40
+
41
+ /**
42
+ * @type {ParticularEngine}
43
+ */
44
+ #engine;
45
+
46
+ /**
47
+ * @type {GPUParticularRenderer}
48
+ */
49
+ #renderer = new GPUParticularRenderer();
50
+
51
+ /**
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+ * The emitters to simulate and draw, in link order.
53
+ *
54
+ * @type {ParticleEmitter[]}
55
+ */
56
+ #emitters = [];
57
+
58
+ /**
59
+ * @type {Map<number, {emitter: ParticleEmitter, position: Function, rotation: Function, scale: Function}>}
60
+ */
61
+ #entries = new Map();
62
+
63
+ /**
64
+ * @type {RenderExtension|null}
65
+ */
66
+ #extension = null;
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+
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+ /**
69
+ * What the pass draws. Read-only — the emitters follow the entities.
70
+ *
71
+ * @returns {ParticleEmitter[]}
72
+ */
73
+ get emitters() {
74
+ return this.#emitters;
75
+ }
76
+
77
+ /**
78
+ * @param {GraphicsEngine} graphics
79
+ * @param {AssetManager} assets
80
+ */
81
+ constructor(graphics, assets) {
82
+ super();
83
+
84
+ assert.defined(graphics, 'graphics');
85
+ assert.defined(assets, 'assets');
86
+
87
+ this.#graphics = graphics;
88
+ this.#assets = assets;
89
+
90
+ this.#engine = new ParticularEngine(assets);
91
+ }
92
+
93
+ async startup(entityManager) {
94
+ this.entityManager = entityManager;
95
+
96
+ this.#extension = this.#graphics.add_extension(new ParticleExtension(this));
97
+
98
+ const assets = this.#assets;
99
+
100
+ if (!assets.hasLoaderForType('image')) {
101
+ await assets.registerLoader('image', new ImageRGBADataLoader());
102
+ }
103
+ }
104
+
105
+ async shutdown(entityManager) {
106
+ if (this.#extension !== null) {
107
+ this.#graphics.remove_extension(this.#extension);
108
+
109
+ this.#extension = null;
110
+ }
111
+
112
+ this.#renderer.destroy();
113
+
114
+ // every emitter has been unlinked by this point — both teardown paths detach the dataset or
115
+ // remove the system observer first — so what is left is the shared sprite atlas
116
+ this.#engine.dispose();
117
+
118
+ this.#emitters.length = 0;
119
+ this.#entries.clear();
120
+ }
121
+
122
+ /**
123
+ * @param {ParticleEmitter} emitter
124
+ * @param {Transform} transform
125
+ * @param {number} entity
126
+ */
127
+ link(emitter, transform, entity) {
128
+ const position = (x, y, z) => emitter.position.set(x, y, z);
129
+ const rotation = (x, y, z, w) => emitter.rotation.set(x, y, z, w);
130
+ const scale = (x, y, z) => emitter.scale.set(x, y, z);
131
+
132
+ transform.position.process(position);
133
+ transform.rotation.process(rotation);
134
+ transform.scale.process(scale);
135
+
136
+ this.#entries.set(entity, { emitter, position, rotation, scale });
137
+
138
+ emitter.id = entity;
139
+
140
+ /*
141
+ Awake from the start. The legacy system links emitters asleep and lets its visibility layer
142
+ wake them; there is no such layer here, and an emitter that never wakes never emits.
143
+ */
144
+ emitter.clearFlag(ParticleEmitterFlag.Sleeping);
145
+
146
+ this.#engine.add(emitter);
147
+
148
+ this.#emitters.push(emitter);
149
+ }
150
+
151
+ /**
152
+ * Rebuild an emitter that has been edited structurally — layers added or removed, a sprite
153
+ * changed, a parameter curve redrawn.
154
+ *
155
+ * The pool, the parameter tracks and the atlas references are all built from the emitter's
156
+ * description, so an edit to that description is only visible once they are built again. Sleep
157
+ * state is preserved because it is the editor's, not the emitter's.
158
+ *
159
+ * @param {ParticleEmitter} emitter one this system has linked
160
+ */
161
+ rebuild(emitter) {
162
+ assert.ok(this.#emitters.includes(emitter), 'emitter is not linked to this system');
163
+
164
+ const engine = this.#engine;
165
+
166
+ const sleeping = emitter.getFlag(ParticleEmitterFlag.Sleeping);
167
+
168
+ engine.remove(emitter);
169
+
170
+ emitter.clearFlag(ParticleEmitterFlag.Built | ParticleEmitterFlag.Initialized);
171
+
172
+ emitter.registerLayerParameters();
173
+ emitter.build();
174
+ emitter.initialize();
175
+ emitter.computeBoundingBox();
176
+
177
+ engine.add(emitter);
178
+
179
+ emitter.writeFlag(ParticleEmitterFlag.Sleeping, sleeping);
180
+ }
181
+
182
+ /**
183
+ * @param {ParticleEmitter} emitter
184
+ * @param {Transform} transform
185
+ * @param {number} entity
186
+ */
187
+ unlink(emitter, transform, entity) {
188
+ const entry = this.#entries.get(entity);
189
+
190
+ if (entry === undefined) {
191
+ return;
192
+ }
193
+
194
+ transform.position.onChanged.remove(entry.position);
195
+ transform.rotation.onChanged.remove(entry.rotation);
196
+ transform.scale.onChanged.remove(entry.scale);
197
+
198
+ this.#entries.delete(entity);
199
+
200
+ const index = this.#emitters.indexOf(emitter);
201
+
202
+ if (index !== -1) {
203
+ this.#emitters.splice(index, 1);
204
+ }
205
+
206
+ this.#engine.remove(emitter);
207
+
208
+ emitter.dispose();
209
+ }
210
+
211
+ update(timeDelta) {
212
+ this.#engine.advance(timeDelta);
213
+
214
+ const emitters = this.#emitters;
215
+
216
+ for (let i = 0; i < emitters.length; i++) {
217
+ // retires dead particles and compacts the pool, which is what makes the live ones a
218
+ // contiguous run for the packer
219
+ emitters[i].update();
220
+ }
221
+
222
+ // repacks the sprite atlas when an effect has brought a new sprite in
223
+ this.#engine.shaderManager.spriteAtlas.atlas.update();
224
+ }
225
+
226
+ /**
227
+ * @param {FrameContext} frame
228
+ */
229
+ record(frame) {
230
+ const emitters = this.#emitters;
231
+
232
+ if (emitters.length === 0) {
233
+ return;
234
+ }
235
+
236
+ const camera_context = frame.view.camera;
237
+
238
+ // the camera's world transform, whose first two columns are the axes a billboard is built on
239
+ const m = camera_context.camera.transform.matrix;
240
+
241
+ /*
242
+ The particles are packed and uploaded inside the pass rather than here: that needs a
243
+ `GraphicsContext`, which the frame graph hands out at execution time and the frame does not
244
+ carry. So the pass is recorded whether or not anything is alive, and draws nothing when
245
+ nothing is — which leaves the frame's colour exactly as it was either way.
246
+ */
247
+ const scene = frame.get(SceneColor);
248
+
249
+ scene.color = this.#renderer.graph_draw({
250
+ graph: frame.graph,
251
+ color: scene.color,
252
+ depth: frame.get(ViewTextures).depth,
253
+ camera: camera_context.buffer,
254
+ emitters,
255
+ atlas: this.#engine.shaderManager.spriteAtlas.atlas.sampler,
256
+ camera_position: [m[12], m[13], m[14]],
257
+ camera_right: [m[0], m[1], m[2]],
258
+ camera_up: [m[4], m[5], m[6]]
259
+ });
260
+ }
261
+ }
262
+
263
+ /**
264
+ * Emitters draw into the scene, so they are subject to the fog of war that conceals it — which is
265
+ * a declaration on the fog rather than a placement here.
266
+ */
267
+ export class ParticleExtension extends RenderExtension {
268
+ name = "particles";
269
+
270
+ phase = FramePhase.AfterTransparency;
271
+
272
+ /**
273
+ * @type {ParticleEmitterSystem}
274
+ */
275
+ #system;
276
+
277
+ /**
278
+ * @param {ParticleEmitterSystem} system
279
+ */
280
+ constructor(system) {
281
+ super();
282
+
283
+ this.#system = system;
284
+ }
285
+
286
+ record(frame) {
287
+ this.#system.record(frame);
288
+ }
289
+ }
@@ -1,76 +1,10 @@
1
1
  /**
2
- * Draws the game's particle effects under Shade.
2
+ * @deprecated Renamed to {@link ParticleEmitterSystem}. 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 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 ParticleEmitterSystem3 extends System<any> {
16
- /**
17
- * @param {GraphicsEngine3} graphics
18
- * @param {AssetManager} assets
19
- */
20
- constructor(graphics: GraphicsEngine3, 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.
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.
63
7
  */
64
- export class ParticleExtension extends RenderExtension {
65
- /**
66
- * @param {ParticleEmitterSystem3} system
67
- */
68
- constructor(system: ParticleEmitterSystem3);
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";
8
+ export const ParticleEmitterSystem3: typeof ParticleEmitterSystem;
9
+ import { ParticleEmitterSystem } from "./ParticleEmitterSystem.js";
76
10
  //# sourceMappingURL=ParticleEmitterSystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleEmitterSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticleEmitterSystem3.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;GAaG;AACH;IAiDI;;;OAGG;IACH,6DAUC;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,sBAAsB,EAMhC;IAED,yBAEC;;CACJ;uBA1RsB,kBAAkB;0BACf,+BAA+B;gCACzB,oEAAoE;gCANpE,mDAAmD"}
1
+ {"version":3,"file":"ParticleEmitterSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticleEmitterSystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,kEAA4D;sCATtB,4BAA4B"}
@@ -1,289 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
- import { SceneColor } from "../../shade/renderer/extension/SceneColor.js";
5
- import { ViewTextures } from "../../shade/renderer/extension/ViewTextures.js";
6
- import { ImageRGBADataLoader } from "../asset/loaders/image/ImageRGBADataLoader.js";
7
- import { System } from "../ecs/System.js";
8
- import { Transform } from "../ecs/transform/Transform.js";
9
- import { ParticleEmitter } from "../graphics/particles/particular/engine/emitter/ParticleEmitter.js";
10
- import { ParticleEmitterFlag } from "../graphics/particles/particular/engine/emitter/ParticleEmitterFlag.js";
11
- import { ParticularEngine } from "../graphics/particles/particular/engine/ParticularEngine.js";
12
- import { GPUParticularRenderer } from "./particles/GPUParticularRenderer.js";
1
+ import { ParticleEmitterSystem } from "./ParticleEmitterSystem.js";
13
2
 
14
3
  /**
15
- * Draws the game's particle effects under Shade.
4
+ * @deprecated Renamed to {@link ParticleEmitterSystem}. 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.
16
6
  *
17
- * **The simulation does not move.** `particular` emits, ages, integrates and colours particles on
18
- * the CPU, and that is where it stays: the plan makes Shade's GPU particle system a later, opt-in
19
- * upgrade rather than this port. What changes is only what happens to the state it produces each
20
- * frame — instead of a three `Points` object per emitter, it is packed into the layout Shade's own
21
- * billboard renderer reads.
22
- *
23
- * **No visibility layer comes across.** The legacy system drives a render layer backed by a BVH and
24
- * puts emitters to sleep when they leave the visible set; §4.5 retires CPU render culling, so every
25
- * linked emitter simulates and the GPU decides what is on screen. An emitter that should not
26
- * simulate says so itself, through {@link ParticleEmitterFlag.Emitting}.
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.
27
9
  */
28
- export class ParticleEmitterSystem3 extends System {
29
- dependencies = [ParticleEmitter, Transform];
30
-
31
- /**
32
- * @type {GraphicsEngine3}
33
- */
34
- #graphics;
35
-
36
- /**
37
- * @type {AssetManager}
38
- */
39
- #assets;
40
-
41
- /**
42
- * @type {ParticularEngine}
43
- */
44
- #engine;
45
-
46
- /**
47
- * @type {GPUParticularRenderer}
48
- */
49
- #renderer = new GPUParticularRenderer();
50
-
51
- /**
52
- * The emitters to simulate and draw, in link order.
53
- *
54
- * @type {ParticleEmitter[]}
55
- */
56
- #emitters = [];
57
-
58
- /**
59
- * @type {Map<number, {emitter: ParticleEmitter, position: Function, rotation: Function, scale: Function}>}
60
- */
61
- #entries = new Map();
62
-
63
- /**
64
- * @type {RenderExtension|null}
65
- */
66
- #extension = null;
67
-
68
- /**
69
- * What the pass draws. Read-only — the emitters follow the entities.
70
- *
71
- * @returns {ParticleEmitter[]}
72
- */
73
- get emitters() {
74
- return this.#emitters;
75
- }
76
-
77
- /**
78
- * @param {GraphicsEngine3} graphics
79
- * @param {AssetManager} assets
80
- */
81
- constructor(graphics, assets) {
82
- super();
83
-
84
- assert.defined(graphics, 'graphics');
85
- assert.defined(assets, 'assets');
86
-
87
- this.#graphics = graphics;
88
- this.#assets = assets;
89
-
90
- this.#engine = new ParticularEngine(assets);
91
- }
92
-
93
- async startup(entityManager) {
94
- this.entityManager = entityManager;
95
-
96
- this.#extension = this.#graphics.add_extension(new ParticleExtension(this));
97
-
98
- const assets = this.#assets;
99
-
100
- if (!assets.hasLoaderForType('image')) {
101
- await assets.registerLoader('image', new ImageRGBADataLoader());
102
- }
103
- }
104
-
105
- async shutdown(entityManager) {
106
- if (this.#extension !== null) {
107
- this.#graphics.remove_extension(this.#extension);
108
-
109
- this.#extension = null;
110
- }
111
-
112
- this.#renderer.destroy();
113
-
114
- // every emitter has been unlinked by this point — both teardown paths detach the dataset or
115
- // remove the system observer first — so what is left is the shared sprite atlas
116
- this.#engine.dispose();
117
-
118
- this.#emitters.length = 0;
119
- this.#entries.clear();
120
- }
121
-
122
- /**
123
- * @param {ParticleEmitter} emitter
124
- * @param {Transform} transform
125
- * @param {number} entity
126
- */
127
- link(emitter, transform, entity) {
128
- const position = (x, y, z) => emitter.position.set(x, y, z);
129
- const rotation = (x, y, z, w) => emitter.rotation.set(x, y, z, w);
130
- const scale = (x, y, z) => emitter.scale.set(x, y, z);
131
-
132
- transform.position.process(position);
133
- transform.rotation.process(rotation);
134
- transform.scale.process(scale);
135
-
136
- this.#entries.set(entity, { emitter, position, rotation, scale });
137
-
138
- emitter.id = entity;
139
-
140
- /*
141
- Awake from the start. The legacy system links emitters asleep and lets its visibility layer
142
- wake them; there is no such layer here, and an emitter that never wakes never emits.
143
- */
144
- emitter.clearFlag(ParticleEmitterFlag.Sleeping);
145
-
146
- this.#engine.add(emitter);
147
-
148
- this.#emitters.push(emitter);
149
- }
150
-
151
- /**
152
- * Rebuild an emitter that has been edited structurally — layers added or removed, a sprite
153
- * changed, a parameter curve redrawn.
154
- *
155
- * The pool, the parameter tracks and the atlas references are all built from the emitter's
156
- * description, so an edit to that description is only visible once they are built again. Sleep
157
- * state is preserved because it is the editor's, not the emitter's.
158
- *
159
- * @param {ParticleEmitter} emitter one this system has linked
160
- */
161
- rebuild(emitter) {
162
- assert.ok(this.#emitters.includes(emitter), 'emitter is not linked to this system');
163
-
164
- const engine = this.#engine;
165
-
166
- const sleeping = emitter.getFlag(ParticleEmitterFlag.Sleeping);
167
-
168
- engine.remove(emitter);
169
-
170
- emitter.clearFlag(ParticleEmitterFlag.Built | ParticleEmitterFlag.Initialized);
171
-
172
- emitter.registerLayerParameters();
173
- emitter.build();
174
- emitter.initialize();
175
- emitter.computeBoundingBox();
176
-
177
- engine.add(emitter);
178
-
179
- emitter.writeFlag(ParticleEmitterFlag.Sleeping, sleeping);
180
- }
181
-
182
- /**
183
- * @param {ParticleEmitter} emitter
184
- * @param {Transform} transform
185
- * @param {number} entity
186
- */
187
- unlink(emitter, transform, entity) {
188
- const entry = this.#entries.get(entity);
189
-
190
- if (entry === undefined) {
191
- return;
192
- }
193
-
194
- transform.position.onChanged.remove(entry.position);
195
- transform.rotation.onChanged.remove(entry.rotation);
196
- transform.scale.onChanged.remove(entry.scale);
197
-
198
- this.#entries.delete(entity);
199
-
200
- const index = this.#emitters.indexOf(emitter);
201
-
202
- if (index !== -1) {
203
- this.#emitters.splice(index, 1);
204
- }
205
-
206
- this.#engine.remove(emitter);
207
-
208
- emitter.dispose();
209
- }
210
-
211
- update(timeDelta) {
212
- this.#engine.advance(timeDelta);
213
-
214
- const emitters = this.#emitters;
215
-
216
- for (let i = 0; i < emitters.length; i++) {
217
- // retires dead particles and compacts the pool, which is what makes the live ones a
218
- // contiguous run for the packer
219
- emitters[i].update();
220
- }
221
-
222
- // repacks the sprite atlas when an effect has brought a new sprite in
223
- this.#engine.shaderManager.spriteAtlas.atlas.update();
224
- }
225
-
226
- /**
227
- * @param {FrameContext} frame
228
- */
229
- record(frame) {
230
- const emitters = this.#emitters;
231
-
232
- if (emitters.length === 0) {
233
- return;
234
- }
235
-
236
- const camera_context = frame.view.camera;
237
-
238
- // the camera's world transform, whose first two columns are the axes a billboard is built on
239
- const m = camera_context.camera.transform.matrix;
240
-
241
- /*
242
- The particles are packed and uploaded inside the pass rather than here: that needs a
243
- `GraphicsContext`, which the frame graph hands out at execution time and the frame does not
244
- carry. So the pass is recorded whether or not anything is alive, and draws nothing when
245
- nothing is — which leaves the frame's colour exactly as it was either way.
246
- */
247
- const scene = frame.get(SceneColor);
248
-
249
- scene.color = this.#renderer.graph_draw({
250
- graph: frame.graph,
251
- color: scene.color,
252
- depth: frame.get(ViewTextures).depth,
253
- camera: camera_context.buffer,
254
- emitters,
255
- atlas: this.#engine.shaderManager.spriteAtlas.atlas.sampler,
256
- camera_position: [m[12], m[13], m[14]],
257
- camera_right: [m[0], m[1], m[2]],
258
- camera_up: [m[4], m[5], m[6]]
259
- });
260
- }
261
- }
262
-
263
- /**
264
- * Emitters draw into the scene, so they are subject to the fog of war that conceals it — which is
265
- * a declaration on the fog rather than a placement here.
266
- */
267
- export class ParticleExtension extends RenderExtension {
268
- name = "particles";
269
-
270
- phase = FramePhase.AfterTransparency;
271
-
272
- /**
273
- * @type {ParticleEmitterSystem3}
274
- */
275
- #system;
276
-
277
- /**
278
- * @param {ParticleEmitterSystem3} system
279
- */
280
- constructor(system) {
281
- super();
282
-
283
- this.#system = system;
284
- }
285
-
286
- record(frame) {
287
- this.#system.record(frame);
288
- }
289
- }
10
+ export const ParticleEmitterSystem3 = ParticleEmitterSystem;