@woosh/meep-engine 3.14.6 → 3.16.0

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 (1089) hide show
  1. package/editor/Editor.js +7 -7
  2. package/editor/actions/concrete/TransformModifyAction.d.ts +4 -4
  3. package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -1
  4. package/editor/actions/concrete/TransformModifyAction.js +4 -4
  5. package/editor/camera/camera_framing.js +7 -7
  6. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts +20 -0
  7. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts.map +1 -0
  8. package/editor/ecs/component/editors/ecs/Transform64Editor.js +70 -0
  9. package/editor/ecs/component/prototypeObjectEditor.js +2 -2
  10. package/editor/ecs/component/registerEngineComponentEditors.js +3 -3
  11. package/editor/particles/effect/ParticleEffectDocument.d.ts +396 -0
  12. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
  13. package/editor/particles/effect/ParticleEffectDocument.js +989 -0
  14. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +113 -0
  15. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -0
  16. package/editor/particles/effect/ParticleReferenceSimulation.js +377 -0
  17. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts +35 -0
  18. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts.map +1 -0
  19. package/editor/particles/effect/actions/ParticleGroupDefineAction.js +45 -0
  20. package/editor/particles/effect/make_starter_particle_effect.d.ts +23 -0
  21. package/editor/particles/effect/make_starter_particle_effect.d.ts.map +1 -0
  22. package/editor/particles/effect/make_starter_particle_effect.js +177 -0
  23. package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -1
  24. package/editor/persistence/buildNewSceneDataset.js +10 -8
  25. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.js +67 -67
  26. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  27. package/editor/process/symbolic/GridPositionSymbolicDisplay.js +6 -6
  28. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  29. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -1
  30. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.js +6 -3
  31. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +6 -6
  32. package/editor/selection/editor_pick.js +130 -130
  33. package/editor/templates/entity_templates.js +7 -7
  34. package/editor/tools/TransformToolV2.d.ts +3 -3
  35. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  36. package/editor/tools/TransformToolV2.js +58 -25
  37. package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -1
  38. package/editor/tools/paint/TerrainHeightPaintTool.js +11 -9
  39. package/editor/tools/v2/GizmoNode.js +2 -2
  40. package/editor/tools/v2/TransformControls.d.ts +3 -3
  41. package/editor/tools/v2/TransformControls.d.ts.map +1 -1
  42. package/editor/tools/v2/TransformControls.js +1003 -971
  43. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
  44. package/editor/tools/v2/handle/gizmo_drag_plane.js +6 -1
  45. package/editor/view/ecs/components/common/AutoCanvasView.js +17 -0
  46. package/editor/view/node-graph/NodeGraphEditorView.d.ts +143 -2
  47. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  48. package/editor/view/node-graph/NodeGraphEditorView.js +358 -6
  49. package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
  50. package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
  51. package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
  52. package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
  53. package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
  54. package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
  55. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
  56. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
  57. package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
  58. package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
  59. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  60. package/editor/view/node-graph/NodeGraphView.js +809 -76
  61. package/editor/view/node-graph/NodeIconView.d.ts +33 -0
  62. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
  63. package/editor/view/node-graph/NodeIconView.js +54 -0
  64. package/editor/view/node-graph/NodeView.d.ts +71 -1
  65. package/editor/view/node-graph/NodeView.d.ts.map +1 -1
  66. package/editor/view/node-graph/NodeView.js +318 -17
  67. package/editor/view/node-graph/PortView.d.ts +41 -1
  68. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  69. package/editor/view/node-graph/PortView.js +121 -69
  70. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
  71. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
  72. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
  73. package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
  74. package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
  75. package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
  76. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
  77. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
  78. package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
  79. package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
  80. package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
  81. package/editor/view/node-graph/connection_wire_geometry.js +79 -3
  82. package/editor/view/node-graph/node-graph.css +678 -0
  83. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
  84. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
  85. package/editor/view/particles/effect/ParticleCodeEditorView.js +479 -0
  86. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
  87. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
  88. package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
  89. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
  90. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
  91. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +606 -0
  92. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +156 -0
  93. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
  94. package/editor/view/particles/effect/ParticleGraphEditorView.js +1636 -0
  95. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
  96. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
  97. package/editor/view/particles/effect/ParticleNodeParametersView.js +520 -0
  98. package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
  99. package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
  100. package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
  101. package/editor/view/particles/effect/particle-editor.css +556 -0
  102. package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
  103. package/editor/view/prepareMeshLibrary.js +8 -4
  104. package/package.json +1 -1
  105. package/samples/engine/first-scene/main.js +152 -152
  106. package/samples/generation/generators/mir_generator_place_bases.js +3 -3
  107. package/src/core/assert.d.ts +28 -24
  108. package/src/core/assert.d.ts.map +1 -1
  109. package/src/core/assert.js +34 -26
  110. package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
  111. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  112. package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
  113. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
  114. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
  115. package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
  116. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
  117. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
  118. package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
  119. package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
  120. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  121. package/src/core/model/node-graph/NodeGraph.js +21 -6
  122. package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
  123. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  124. package/src/core/model/node-graph/node/NodeDescription.js +41 -0
  125. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
  126. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
  127. package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
  128. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
  129. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
  130. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
  131. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
  132. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  133. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
  134. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
  135. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
  136. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
  137. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +109 -0
  138. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
  139. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +141 -0
  140. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +149 -0
  141. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
  142. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +175 -0
  143. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +137 -0
  144. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
  145. package/src/core/model/node-graph/visual/layout/RouteGrid.js +242 -0
  146. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +114 -0
  147. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
  148. package/src/core/model/node-graph/visual/layout/RouteSearch.js +300 -0
  149. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +86 -0
  150. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
  151. package/src/core/model/node-graph/visual/layout/RouteSet.js +168 -0
  152. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
  153. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
  154. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +555 -0
  155. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
  156. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
  157. package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
  158. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
  159. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
  160. package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
  161. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
  162. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
  163. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +184 -0
  164. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +29 -0
  165. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
  166. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +95 -0
  167. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +56 -0
  168. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
  169. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +131 -0
  170. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +36 -0
  171. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
  172. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +415 -0
  173. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
  174. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
  175. package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
  176. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +41 -0
  177. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
  178. package/src/core/model/node-graph/visual/layout/route_connections.js +309 -0
  179. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +33 -0
  180. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
  181. package/src/core/model/node-graph/visual/layout/route_grid_build.js +237 -0
  182. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +25 -0
  183. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
  184. package/src/core/model/node-graph/visual/layout/route_nudge.js +220 -0
  185. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
  186. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
  187. package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
  188. package/src/engine/EngineHarness.d.ts.map +1 -1
  189. package/src/engine/EngineHarness.js +593 -586
  190. package/src/engine/EntityCreator.js +116 -116
  191. package/src/engine/achievements/AchievementManager.js +437 -437
  192. package/src/engine/animation/AnimatedActions.js +111 -111
  193. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  194. package/src/engine/animation/AnimationUtils.js +246 -234
  195. package/src/engine/animation/Animations.d.ts +1 -0
  196. package/src/engine/animation/Animations.d.ts.map +1 -1
  197. package/src/engine/animation/Animations.js +13 -5
  198. package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
  199. package/src/engine/animation/clip/bind_property_writer.js +12 -5
  200. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
  201. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
  202. package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
  203. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
  204. package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
  205. package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
  206. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
  207. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  208. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +77 -44
  209. package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
  210. package/src/engine/control/first-person/abilities/Mantle.js +1 -1
  211. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  212. package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
  213. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  214. package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
  215. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
  216. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  217. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
  218. package/src/engine/ecs/EventType.d.ts +1 -0
  219. package/src/engine/ecs/EventType.js +35 -10
  220. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
  221. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
  222. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
  223. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  224. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
  225. package/src/engine/ecs/grid/pick.js +1 -1
  226. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
  227. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
  228. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
  229. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
  230. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  231. package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
  232. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
  233. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
  234. package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
  235. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  236. package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
  237. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
  238. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
  239. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
  240. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
  241. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
  242. package/src/engine/ecs/ik/ik_write_local_rotation.js +30 -0
  243. package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
  244. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  245. package/src/engine/ecs/parent/EntityNode.js +54 -42
  246. package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
  247. package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
  248. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  249. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  250. package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
  251. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  252. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  253. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
  254. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  255. package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
  256. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
  257. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts +7 -7
  258. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  259. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +84 -36
  260. package/src/engine/ecs/transform/TRANSFORM64_MIGRATION_PLAN_2026_09_04.md +513 -0
  261. package/src/engine/ecs/transform/Transform64.d.ts +48 -11
  262. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  263. package/src/engine/ecs/transform/Transform64.js +54 -15
  264. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts +37 -0
  265. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts.map +1 -0
  266. package/src/engine/ecs/transform/Transform64SerializationAdapter.js +75 -0
  267. package/src/engine/ecs/transform/__probe.d.ts +4 -0
  268. package/src/engine/ecs/transform/__probe.d.ts.map +1 -0
  269. package/src/engine/ecs/transform/t64_allocation_probe.d.ts +31 -0
  270. package/src/engine/ecs/transform/t64_allocation_probe.d.ts.map +1 -0
  271. package/src/engine/ecs/transform/t64_allocation_probe.js +78 -0
  272. package/src/engine/ecs/transform/t64_announce_change.d.ts +33 -0
  273. package/src/engine/ecs/transform/t64_announce_change.d.ts.map +1 -0
  274. package/src/engine/ecs/transform/t64_announce_change.js +39 -0
  275. package/src/engine/ecs/transform/t64_equals_components.d.ts +30 -0
  276. package/src/engine/ecs/transform/t64_equals_components.d.ts.map +1 -0
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@@ -0,0 +1,517 @@
1
+ import { ParticleGroupBuilder } from "../ParticleGroupBuilder.js";
2
+ import { PARTICLE_TYPE_F32, PARTICLE_TYPE_VEC3, PARTICLE_TYPE_VEC4 } from "../ParticleValueType.js";
3
+
4
+ /**
5
+ * Simplex noise, and the curl fields built out of it.
6
+ *
7
+ * These are the big ones. `simplex3` is around a hundred and thirty instructions and `curl4` is
8
+ * something over two thousand, because a curl needs twelve noise samples and there is no loop to put
9
+ * them in. Nothing here is cheap and nothing here pretends to be; what they are is *correct*, and
10
+ * available as one node instead of as a page of arithmetic an author has to get right themselves.
11
+ *
12
+ * ## Where the algorithm comes from
13
+ *
14
+ * Simplex noise is Ken Perlin's, and the formulation is Stefan Gustavson and Ashima Arts' well-known
15
+ * GLSL one — the same skew, the same permutation polynomial and the same gradient table, so a field
16
+ * produced here matches one produced by that shader lane for lane. It is transcribed rather than
17
+ * reinvented: an author who has seen simplex noise in a shader should get the noise they expect, and
18
+ * a hash or a skew of my own would be a different function wearing the same name.
19
+ *
20
+ * ## Why it is written the way it is
21
+ *
22
+ * The shader version keeps four corners in flight at once — four offsets, four gradients, four
23
+ * weights — as `vec4`s across corners. Done that way here it needs upwards of forty-five registers,
24
+ * and the register file is the interpreter's single largest cost (see
25
+ * {@link ../../ParticleConstants.js PARTICLE_VM_REGISTER_SLOTS}). So the corners are summed one at a
26
+ * time instead: each corner's offset, gradient and weight are computed, folded into a running total,
27
+ * and dropped. The result is identical and the high-water mark is far lower, which is the difference
28
+ * between a node that works and a node that reports it has run out of registers.
29
+ *
30
+ * The permutation itself stays a `vec4` — it is one hash of four corners at once and splitting it
31
+ * would quadruple the work rather than move it.
32
+ */
33
+
34
+ /** Skew factor for the 3-simplex lattice: `1/3`. @type {number} */
35
+ const F3 = 1 / 3;
36
+
37
+ /** Unskew factor for the 3-simplex lattice: `1/6`. @type {number} */
38
+ const G3 = 1 / 6;
39
+
40
+ /** Skew factor for the 4-simplex lattice: `(sqrt(5) - 1) / 4`. @type {number} */
41
+ const F4 = 0.309016994374947451;
42
+
43
+ /** Unskew factor for the 4-simplex lattice: `(5 - sqrt(5)) / 20`. @type {number} */
44
+ const G4 = 0.138196601125011;
45
+
46
+ /**
47
+ * `x mod 289`, without a modulo opcode: `x - floor(x / 289) * 289`.
48
+ *
49
+ * 289 is 17 squared, and the permutation polynomial below is built so that its results stay inside
50
+ * `[0, 289)` — which is what keeps the whole hash inside the range a float represents exactly.
51
+ *
52
+ * @param {ParticleGroupBuilder} g
53
+ * @param {*} x
54
+ * @returns {*}
55
+ */
56
+ function mod289(g, x) {
57
+ return g.sub(x, g.mul(g.floor(g.mul(x, g.f(1 / 289))), g.f(289)));
58
+ }
59
+
60
+ /**
61
+ * The permutation polynomial: `(34x + 1) x mod 289`.
62
+ *
63
+ * A hash chosen so that composing it over the lattice coordinates spreads corners across the
64
+ * gradient table without a lookup — there are no tables in this VM to look one up in.
65
+ *
66
+ * @param {ParticleGroupBuilder} g
67
+ * @param {*} x
68
+ * @returns {*}
69
+ */
70
+ function permute(g, x) {
71
+ // `(34x + 1)x` written as `34x*x + x`, which is the same number and costs four fewer registers.
72
+ //
73
+ // A constant meeting a vector has to be broadcast into as many registers as the vector is wide,
74
+ // unless the operation is a multiply — a scalar times a vector lowers to SCALE, which reads its
75
+ // scalar as one lane. Written the obvious way, the `+ 1` is a four-register constant alive at the
76
+ // busiest moment of the function. Written this way there is no additive constant at all, and the
77
+ // `34` is a SCALE operand. See the note about the register file at the top of this file.
78
+ return mod289(g, g.mad(g.mul(x, g.f(34)), x, x));
79
+ }
80
+
81
+ /**
82
+ * `1/sqrt(r)` to first order about the gradient lengths this actually sees — the standard
83
+ * `1.79284291400159 - 0.85373472095314 r`.
84
+ *
85
+ * The gradients come off a fixed table and their squared lengths land in a narrow band, so a line
86
+ * through that band normalises them well enough that no visible difference survives; an exact
87
+ * reciprocal square root would be a divide and a `sqrt` per corner instead of one instruction.
88
+ *
89
+ * @param {ParticleGroupBuilder} g
90
+ * @param {*} r
91
+ * @returns {*}
92
+ */
93
+ function taylor_inv_sqrt(g, r) {
94
+ return g.mad(g.f(-0.85373472095314), r, 1.79284291400159);
95
+ }
96
+
97
+ /**
98
+ * One corner's contribution to a simplex sum: `max(0.6 - |x|^2, 0)^4 * dot(gradient, x)`.
99
+ *
100
+ * The fourth power of a radial falloff that reaches zero at the edge of a corner's influence, which
101
+ * is what makes the sum continuous and its derivative continuous with it.
102
+ *
103
+ * @param {ParticleGroupBuilder} g
104
+ * @param {*} offset the vector from the corner to the point
105
+ * @param {*} gradient the corner's gradient, already normalised
106
+ * @returns {*} a scalar
107
+ */
108
+ function corner_contribution(g, offset, gradient) {
109
+ const t = g.max(g.sub(g.f(0.6), g.dot(offset, offset)), 0);
110
+
111
+ const t2 = g.mul(t, t);
112
+
113
+ return g.mul(g.mul(t2, t2), g.dot(gradient, offset));
114
+ }
115
+
116
+ /**
117
+ * The 3D gradient for one corner, from its hashed index.
118
+ *
119
+ * The table is the 7x7 grid of points on the faces of an octahedron that Gustavson's formulation
120
+ * uses: the index is split into a row and a column, those become two coordinates, the third is
121
+ * whatever is left of the L1 norm, and the sign of that third one flips the first two. Every step is
122
+ * arithmetic, because there is nowhere to put a table.
123
+ *
124
+ * @param {ParticleGroupBuilder} g
125
+ * @param {*} index a hashed corner index, in `[0, 289)`
126
+ * @returns {*} a `vec3` gradient, not yet normalised
127
+ */
128
+ function grad3(g, index) {
129
+ const N = 1 / 7;
130
+
131
+ const ns_x = N * 2;
132
+ const ns_y = N * 0.5 - 1;
133
+ const ns_z = N;
134
+
135
+ // j = index mod 49, the 7x7 grid
136
+ const j = g.sub(index, g.mul(g.f(49), g.floor(g.mul(index, g.f(ns_z * ns_z)))));
137
+
138
+ const row = g.floor(g.mul(j, g.f(ns_z)));
139
+ const col = g.floor(g.sub(j, g.mul(g.f(7), row)));
140
+
141
+ const gx = g.mad(row, g.f(ns_x), g.f(ns_y));
142
+ const gy = g.mad(col, g.f(ns_x), g.f(ns_y));
143
+
144
+ // what is left of the unit L1 ball is the third coordinate
145
+ const gz = g.sub(g.sub(1, g.abs(gx)), g.abs(gy));
146
+
147
+ // Outside the ball the point belongs to the opposite face: reflect the first two coordinates.
148
+ // At or below zero, not below — the coordinates land on a seventh and the boundary is reachable
149
+ // exactly, so which side it falls on is a decision rather than a rounding accident.
150
+ const outside = g.op("compare", [gz, 0], { op: "le" });
151
+
152
+ const flip = g.mul(g.mad(g.floor(gx), 2, 1), outside);
153
+ const flop = g.mul(g.mad(g.floor(gy), 2, 1), outside);
154
+
155
+ return g.vec3(g.sub(gx, flip), g.sub(gy, flop), gz);
156
+ }
157
+
158
+ /**
159
+ * Simplex noise over three dimensions, in roughly `[-1, 1]`.
160
+ *
161
+ * @param {ParticleGroupBuilder} g
162
+ * @param {*} v a `vec3` position
163
+ * @returns {*} a scalar
164
+ */
165
+ function simplex3(g, v) {
166
+ // Which cell of the skewed lattice the point is in, and where it sits inside it.
167
+ const cell = g.floor(g.add(v, g.dot(v, g.f(F3))));
168
+ const x0 = g.add(g.sub(v, cell), g.dot(cell, g.f(G3)));
169
+
170
+ // The simplex a point falls in is decided by the order of its coordinates: the two steps from
171
+ // the cell's corner to the point's own are the two largest axes, in order.
172
+ const order = g.step(g.swz(x0, "yzx"), x0);
173
+ const rest = g.sub(g.f(1), order);
174
+
175
+ const step1 = g.min(order, g.swz(rest, "zxy"));
176
+ const step2 = g.max(order, g.swz(rest, "zxy"));
177
+
178
+ const cell289 = mod289(g, cell);
179
+
180
+ // One hash of all four corners at once. Each `permute` folds in one lattice axis.
181
+ const corners = g.vec4(g.f(0), g.z(step1), g.z(step2), g.f(1));
182
+
183
+ let hashed = permute(g, g.add(g.z(cell289), corners));
184
+
185
+ hashed = permute(g, g.add(g.add(hashed, g.y(cell289)),
186
+ g.vec4(g.f(0), g.y(step1), g.y(step2), g.f(1))));
187
+
188
+ hashed = permute(g, g.add(g.add(hashed, g.x(cell289)),
189
+ g.vec4(g.f(0), g.x(step1), g.x(step2), g.f(1))));
190
+
191
+ // Corner by corner, so that one corner's working set is all that is ever live at once.
192
+ const offsets = [
193
+ x0,
194
+ g.add(g.sub(x0, step1), g.f(G3)),
195
+ g.add(g.sub(x0, step2), g.f(G3 * 2)),
196
+ g.sub(x0, g.f(0.5)),
197
+ ];
198
+
199
+ let total = null;
200
+
201
+ ["x", "y", "z", "w"].forEach((lane, corner) => {
202
+ const gradient = grad3(g, g.swz(hashed, lane));
203
+
204
+ const normalized = g.scale(gradient, taylor_inv_sqrt(g, g.dot(gradient, gradient)));
205
+
206
+ const contribution = corner_contribution(g, offsets[corner], normalized);
207
+
208
+ total = total === null ? contribution : g.add(total, contribution);
209
+ });
210
+
211
+ // scales the sum to about [-1, 1]
212
+ return g.mul(g.f(42), total);
213
+ }
214
+
215
+ /**
216
+ * The 4D gradient for one corner, from its hashed index.
217
+ *
218
+ * The table this time is the 32 vertices of a hypercube's cell centres, reached the same way: three
219
+ * coordinates from base-7 digits of the index, the fourth from what is left of the L1 norm, and its
220
+ * sign flipping the other three.
221
+ *
222
+ * @param {ParticleGroupBuilder} g
223
+ * @param {*} index
224
+ * @returns {*} a `vec4` gradient, not yet normalised
225
+ */
226
+ function grad4(g, index) {
227
+ // 1/294, 1/49, 1/7: successive base-7 digits of the index
228
+ const digits = g.mul(g.f(1 / 294, 1 / 49, 1 / 7), index);
229
+
230
+ // written as scale-then-add rather than as multiply-adds, for the register reason in `permute`
231
+ const xyz = g.sub(g.mul(g.floor(g.mul(g.fract(digits), g.f(7))), g.f(1 / 7)), 1);
232
+
233
+ const w = g.sub(g.f(1.5), g.dot(g.abs(xyz), g.f(1)));
234
+
235
+ const negative = g.op("compare", [w, 0], { op: "lt" });
236
+
237
+ const sign = g.sub(g.mul(g.op("compare", [xyz, g.f(0)], { op: "lt" }), g.f(2)), 1);
238
+
239
+ const flipped = g.add(g.mul(sign, negative), xyz);
240
+
241
+ return g.vec4(g.x(flipped), g.y(flipped), g.z(flipped), w);
242
+ }
243
+
244
+ /**
245
+ * Simplex noise over four dimensions, in roughly `[-1, 1]`.
246
+ *
247
+ * The fourth dimension is what a moving noise field is made of: hold three of them at a position and
248
+ * walk the fourth with time, and the field changes rather than sliding past.
249
+ *
250
+ * @param {ParticleGroupBuilder} g
251
+ * @param {*} v a `vec4` position
252
+ * @returns {*} a scalar
253
+ */
254
+ function simplex4(g, v) {
255
+ const cell = g.floor(g.add(v, g.dot(v, g.f(F4))));
256
+ const x0 = g.add(g.sub(v, cell), g.dot(cell, g.f(G4)));
257
+
258
+ // The rank of each coordinate among the four, by comparing every pair once. A coordinate's rank
259
+ // is how many of the others it is at least as large as, and the ranks are the order the four
260
+ // steps from the cell's corner are taken in.
261
+ const isX = g.step(g.swz(x0, "yzw"), g.swz(x0, "xxx"));
262
+ const isYZ = g.step(g.swz(x0, "zww"), g.swz(x0, "yyz"));
263
+
264
+ const one_minus = ref => g.sub(g.f(1), ref);
265
+
266
+ const rank_x = g.add(g.add(g.x(isX), g.y(isX)), g.z(isX));
267
+ const rank_y = g.add(one_minus(g.x(isX)), g.add(g.x(isYZ), g.y(isYZ)));
268
+ const rank_z = g.add(one_minus(g.y(isX)), g.add(one_minus(g.x(isYZ)), g.z(isYZ)));
269
+ const rank_w = g.add(one_minus(g.z(isX)), g.add(one_minus(g.y(isYZ)), one_minus(g.z(isYZ))));
270
+
271
+ const rank = g.vec4(rank_x, rank_y, rank_z, rank_w);
272
+
273
+ // A rank is a whole number in 0..3, and the three steps from the cell's corner are the
274
+ // coordinates whose rank has been passed: the first step takes rank 3, the second 3 and 2, the
275
+ // third all but rank 0. `clamp(rank - k, 0, 1)` says that, and a clamp reads both of its bounds
276
+ // at once — so both constants are broadcast to four lanes and live at the same moment. Knowing
277
+ // the range removes one bound from two of the three.
278
+ const step_taken = (value, first, last) => {
279
+ const floored = first ? value : g.max(value, g.f(0));
280
+
281
+ return last ? floored : g.min(floored, g.f(1));
282
+ };
283
+
284
+ // The permutation needs one lane of each of the three steps at a time, so it takes them off the
285
+ // ranks directly rather than off three assembled vectors. Those vectors are twelve registers,
286
+ // and holding them through the permutation — the busiest part of the function — is what put this
287
+ // over the register file. Built this way the ranks are all that has to survive it, and the
288
+ // vectors are assembled afterwards for the corner offsets, by which point the hash is done.
289
+ const steps_of = axis => {
290
+ const r = g.swz(rank, axis);
291
+
292
+ return g.vec4(
293
+ step_taken(g.sub(r, g.f(2)), false, true),
294
+ step_taken(g.sub(r, g.f(1)), false, false),
295
+ step_taken(r, true, false),
296
+ g.f(1)
297
+ );
298
+ };
299
+
300
+ const cell289 = mod289(g, cell);
301
+
302
+ // The corner at the cell's own origin hashes on its own; the other four hash together.
303
+ let origin = permute(g, g.w(cell289));
304
+
305
+ origin = permute(g, g.add(origin, g.z(cell289)));
306
+ origin = permute(g, g.add(origin, g.y(cell289)));
307
+ origin = permute(g, g.add(origin, g.x(cell289)));
308
+
309
+ let hashed = permute(g, g.add(g.w(cell289), steps_of("w")));
310
+
311
+ hashed = permute(g, g.add(g.add(hashed, g.z(cell289)), steps_of("z")));
312
+ hashed = permute(g, g.add(g.add(hashed, g.y(cell289)), steps_of("y")));
313
+ hashed = permute(g, g.add(g.add(hashed, g.x(cell289)), steps_of("x")));
314
+
315
+ const step3 = step_taken(rank, true, false);
316
+ const step2 = step_taken(g.sub(rank, g.f(1)), false, false);
317
+ const step1 = step_taken(g.sub(rank, g.f(2)), false, true);
318
+
319
+ const offsets = [
320
+ x0,
321
+ g.add(g.sub(x0, step1), g.f(G4)),
322
+ g.add(g.sub(x0, step2), g.f(G4 * 2)),
323
+ g.add(g.sub(x0, step3), g.f(G4 * 3)),
324
+ g.add(x0, g.f(G4 * 4 - 1)),
325
+ ];
326
+
327
+ const indices = [origin, g.x(hashed), g.y(hashed), g.z(hashed), g.w(hashed)];
328
+
329
+ let total = null;
330
+
331
+ for (let corner = 0; corner < 5; corner++) {
332
+ const gradient = grad4(g, indices[corner]);
333
+
334
+ const normalized = g.scale(gradient, taylor_inv_sqrt(g, g.dot(gradient, gradient)));
335
+
336
+ const contribution = corner_contribution(g, offsets[corner], normalized);
337
+
338
+ total = total === null ? contribution : g.add(total, contribution);
339
+ }
340
+
341
+ return g.mul(g.f(49), total);
342
+ }
343
+
344
+ /**
345
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
346
+ */
347
+ export const PARTICLE_GROUP_SIMPLEX_3 = (() => {
348
+ const g = new ParticleGroupBuilder({
349
+ name: "simplex3",
350
+ label: "Simplex Noise 3D",
351
+ icon: "M12 3l8 4.5v9L12 21l-8-4.5v-9z M12 3v18 M4 7.5l16 9 M20 7.5l-16 9",
352
+ help: "simplex noise at a point in space, about [-1, 1]",
353
+ inputs: [{ name: "p", type: PARTICLE_TYPE_VEC3 }],
354
+ outputs: [{ name: "out", type: PARTICLE_TYPE_F32 }],
355
+ });
356
+
357
+ g.out("out", simplex3(g, g.in.p));
358
+
359
+ return g.build();
360
+ })();
361
+
362
+ /**
363
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
364
+ */
365
+ export const PARTICLE_GROUP_SIMPLEX_4 = (() => {
366
+ const g = new ParticleGroupBuilder({
367
+ name: "simplex4",
368
+ label: "Simplex Noise 4D",
369
+ icon: "M12 3l8 4.5v9L12 21l-8-4.5v-9z M12 3v18 M4 7.5l16 9 M20 7.5l-16 9 M4 7.5l16 0",
370
+ help: "simplex noise at a point in space and time, about [-1, 1]",
371
+ inputs: [{ name: "p", type: PARTICLE_TYPE_VEC4 }],
372
+ outputs: [{ name: "out", type: PARTICLE_TYPE_F32 }],
373
+ });
374
+
375
+ g.out("out", simplex4(g, g.in.p));
376
+
377
+ return g.build();
378
+ })();
379
+
380
+ /**
381
+ * How far apart the samples taken either side of a point are, when differencing the potential.
382
+ *
383
+ * Small enough that the difference is a derivative and large enough that it is not two samples of
384
+ * the same value: simplex noise varies over a unit cell, and a tenth of one is a reasonable step in
385
+ * single precision.
386
+ *
387
+ * @type {number}
388
+ */
389
+ const CURL_EPSILON = 0.1;
390
+
391
+ /**
392
+ * Offsets that turn one noise field into three independent ones.
393
+ *
394
+ * A curl needs a vector potential, and there is one noise function. Sampling it at three points far
395
+ * enough apart that the values are uncorrelated is the standard way to get three fields out of it —
396
+ * the numbers are arbitrary and only have to be large and unalike.
397
+ *
398
+ * @type {number[][]}
399
+ */
400
+ const CURL_FIELD_OFFSETS = [
401
+ [0, 0, 0],
402
+ [31.416, 47.853, 12.793],
403
+ [83.147, 19.264, 65.037],
404
+ ];
405
+
406
+ /**
407
+ * The curl of a noise field, as a vector.
408
+ *
409
+ * A curl is divergence-free — nothing anywhere is a source or a sink — which is what makes it look
410
+ * like a fluid rather than like noise. Particles advected by one swirl and never pile up, and that
411
+ * is the whole reason to spend this many instructions on it.
412
+ *
413
+ * ## What it costs
414
+ *
415
+ * Twelve noise samples. The curl of a three-component potential needs six partial derivatives, each
416
+ * a difference of two samples, and no two of them are of the same field at the same place. There is
417
+ * no loop to put them in and no way to share them, so the group is twelve copies of the noise and
418
+ * the arithmetic between them — well over a thousand instructions, and worth knowing before it is
419
+ * put in an UPDATE graph that runs on every particle every frame.
420
+ *
421
+ * @param {ParticleGroupBuilder} g
422
+ * @param {function(ParticleGroupBuilder, number, number, number, number): *} sample
423
+ * the potential's `field`th component at `p + (dx, dy, dz)`, as a scalar
424
+ * @returns {*} a `vec3`
425
+ */
426
+ function curl_of(g, sample) {
427
+ const e = CURL_EPSILON;
428
+
429
+ /**
430
+ * The centred difference of one field along one axis, *not* divided by the step — every one of
431
+ * the six is over the same step, so the division comes out of the sum at the end as a single
432
+ * scale rather than six multiplies.
433
+ *
434
+ * @param {number} field
435
+ * @param {number} axis 0, 1 or 2
436
+ * @returns {*}
437
+ */
438
+ const difference = (field, axis) => {
439
+ const step = [0, 0, 0];
440
+
441
+ step[axis] = e;
442
+
443
+ const ahead = sample(g, field, step[0], step[1], step[2]);
444
+ const behind = sample(g, field, -step[0], -step[1], -step[2]);
445
+
446
+ return g.sub(ahead, behind);
447
+ };
448
+
449
+ const curl = g.vec3(
450
+ g.sub(difference(2, 1), difference(1, 2)),
451
+ g.sub(difference(0, 2), difference(2, 0)),
452
+ g.sub(difference(1, 0), difference(0, 1))
453
+ );
454
+
455
+ return g.scale(curl, g.f(1 / (2 * e)));
456
+ }
457
+
458
+ /**
459
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
460
+ */
461
+ export const PARTICLE_GROUP_CURL_3 = (() => {
462
+ const g = new ParticleGroupBuilder({
463
+ name: "curl3",
464
+ label: "Curl Noise 3D",
465
+ icon: "M6 15c0-5 5-8 8-5s0 8-3 6-1-6 3-6",
466
+ help: "a divergence-free swirl field — twelve noise samples, so not cheap",
467
+ inputs: [{ name: "p", type: PARTICLE_TYPE_VEC3 }],
468
+ outputs: [{ name: "out", type: PARTICLE_TYPE_VEC3 }],
469
+ });
470
+
471
+ g.out("out", curl_of(g, (builder, field, dx, dy, dz) => {
472
+ const offset = CURL_FIELD_OFFSETS[field];
473
+
474
+ const at = builder.add(builder.in.p, builder.f(offset[0] + dx, offset[1] + dy, offset[2] + dz));
475
+
476
+ return builder.call(PARTICLE_GROUP_SIMPLEX_3, { p: at }).out;
477
+ }));
478
+
479
+ return g.build();
480
+ })();
481
+
482
+ /**
483
+ * The same field, with a fourth coordinate to move it through.
484
+ *
485
+ * Advance `w` with time and the swirl evolves in place instead of drifting past — which is what
486
+ * separates smoke from a conveyor belt of smoke.
487
+ *
488
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
489
+ */
490
+ export const PARTICLE_GROUP_CURL_4 = (() => {
491
+ const g = new ParticleGroupBuilder({
492
+ name: "curl4",
493
+ label: "Curl Noise 4D",
494
+ icon: "M6 15c0-5 5-8 8-5s0 8-3 6-1-6 3-6 M18 5v4 M16 7h4",
495
+ help: "a curl field that evolves along w — twelve 4D noise samples, so expensive",
496
+ inputs: [
497
+ { name: "p", type: PARTICLE_TYPE_VEC3 },
498
+ { name: "w", type: PARTICLE_TYPE_F32 },
499
+ ],
500
+ outputs: [{ name: "out", type: PARTICLE_TYPE_VEC3 }],
501
+ });
502
+
503
+ g.out("out", curl_of(g, (builder, field, dx, dy, dz) => {
504
+ const offset = CURL_FIELD_OFFSETS[field];
505
+
506
+ const at = builder.vec4(
507
+ builder.add(builder.x(builder.in.p), builder.f(offset[0] + dx)),
508
+ builder.add(builder.y(builder.in.p), builder.f(offset[1] + dy)),
509
+ builder.add(builder.z(builder.in.p), builder.f(offset[2] + dz)),
510
+ builder.in.w
511
+ );
512
+
513
+ return builder.call(PARTICLE_GROUP_SIMPLEX_4, { p: at }).out;
514
+ }));
515
+
516
+ return g.build();
517
+ })();
@@ -0,0 +1,70 @@
1
+ /**
2
+ * The small groups: the arithmetic everybody writes out by hand and then writes out again.
3
+ *
4
+ * None of these is difficult and that is the point. `1 - x` is two nodes and a wire, and a graph
5
+ * with six of them is a graph where six places look like arithmetic and none of them says what it is
6
+ * for. A node called "One Minus" says it.
7
+ *
8
+ * ## Shapes
9
+ *
10
+ * The ones that do the same thing to any number of lanes declare no type at all — see
11
+ * {@link ../ParticleNodeGroup.js ParticleGroupNodeDescription}. `remap` of a `vec3` is three remaps
12
+ * and comes out a `vec3`, exactly as `add` of a `vec3` does, and nothing warns about lanes that were
13
+ * never at risk.
14
+ *
15
+ * The ones that are *about* lanes — the decomposers — declare their shapes, because that is the
16
+ * whole content of the node.
17
+ */
18
+ /**
19
+ * Round to the nearest whole number.
20
+ *
21
+ * `floor(x + 0.5)`, which rounds a half away from zero downward — `-0.5` goes to `0`, not to `-1`.
22
+ * That is what every shading language's `round` does with `roundEven` off, and what an author who
23
+ * writes `round` in one is used to.
24
+ *
25
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
26
+ */
27
+ export const PARTICLE_GROUP_ROUND: import("../ParticleNodeGroup.js").ParticleNodeGroup;
28
+ /**
29
+ * Round upward, to the next whole number at or above.
30
+ *
31
+ * `-floor(-x)`, which is exact for every value a float can hold and costs one instruction more than
32
+ * `floor` does.
33
+ *
34
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
35
+ */
36
+ export const PARTICLE_GROUP_CEIL: import("../ParticleNodeGroup.js").ParticleNodeGroup;
37
+ /**
38
+ * `1 - x`. The complement of a value in `0..1`: an alpha into a transparency, a fade into its
39
+ * inverse, a normalised age into how much life is left.
40
+ *
41
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
42
+ */
43
+ export const PARTICLE_GROUP_ONE_MINUS: import("../ParticleNodeGroup.js").ParticleNodeGroup;
44
+ /**
45
+ * Move a value from one range to another, linearly.
46
+ *
47
+ * `out_low + (x - in_low) * (out_high - out_low) / (in_high - in_low)`. Nothing is clamped: a value
48
+ * outside the input range comes out outside the output range, which is what makes this composable
49
+ * with a `clamp` when that is wanted and usable as an extrapolation when it is not.
50
+ *
51
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup}
52
+ */
53
+ export const PARTICLE_GROUP_REMAP: import("../ParticleNodeGroup.js").ParticleNodeGroup;
54
+ /**
55
+ * The decomposers: a vector taken apart into the numbers it is made of.
56
+ *
57
+ * The other half of `vec2`/`vec3`/`vec4`, which put one together. A `swizzle` already picks a lane,
58
+ * and this is four of those with the pattern already filled in and the lanes named — which is the
59
+ * difference between a node that says `.y` and a node that says `y`.
60
+ *
61
+ * One per width rather than one that covers them all, so that the node says how many lanes it is
62
+ * about: reading three lanes out of a `vec3` should not involve a `w` that is always zero.
63
+ *
64
+ * A lane nobody wires up costs nothing at all. Flattening leaves four independent `swizzle` nodes
65
+ * behind and the compiler starts from what is read, so an unread one is never lowered.
66
+ *
67
+ * @type {import("../ParticleNodeGroup.js").ParticleNodeGroup[]}
68
+ */
69
+ export const PARTICLE_GROUP_DECOMPOSE: import("../ParticleNodeGroup.js").ParticleNodeGroup[];
70
+ //# sourceMappingURL=particle_groups_utility.d.ts.map
@@ -0,0 +1 @@
1
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