@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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@@ -135,7 +135,7 @@ export async function start() {
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  const camera = new PerspectiveCamera();
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- camera.transform.position.set(0, 2, -5);
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+ camera.transform.setTranslation(0, 2, -5);
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  camera.transform.lookAt(Vector3.zero);
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  camera.near = 0.1;
@@ -105,7 +105,7 @@ export async function start() {
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  camera.near = CAMERA.near;
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  camera.fov = CAMERA.fov_degrees * DEG_TO_RAD;
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- camera.transform.position.copy(CAMERA.position);
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+ camera.transform.setTranslation(CAMERA.position[0], CAMERA.position[1], CAMERA.position[2]);
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  camera.transform.lookAt(CAMERA.target);
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  camera.transform.updateMatrix();
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@@ -0,0 +1,175 @@
1
+ # Particle effect editor — playground
2
+
3
+ Both layers of the particle editor over one effect, with the effect running next to them.
4
+
5
+ ```bash
6
+ npm run dev --workspace @woosh/meep-engine
7
+ ```
8
+
9
+ then open <http://localhost:5173/src/shade/playground/particle_editor/index.html>.
10
+
11
+ Unlike `../particle_system/`, this page needs **no WebGPU at all**: the preview runs the effect's
12
+ compiled bytecode on the CPU through the reference VM. It works in any browser that can run modules,
13
+ Claude Code's in-app pane included.
14
+
15
+ ## The two layers
16
+
17
+ The engine compiles a particle effect from a node graph down to bytecode for a small VM, and this
18
+ edits it at both altitudes.
19
+
20
+ **Graph** is the authoring layer: two node graphs, one per lifecycle phase.
21
+
22
+ - **INIT** runs once per particle, when it spawns. **UPDATE** runs once per frame per live particle.
23
+ Both are kept built, so switching between them does not lose a camera or a selection.
24
+ - **Getting around**: drag with the **right** button — or the middle one — to pan, and the wheel
25
+ zooms about the cursor. Drag with the **left** button over open canvas and you pull a selection
26
+ box instead: it takes every node it touches and every wire it holds whole, `Shift` adds to what
27
+ was selected, `Ctrl` toggles what the box covers, and the box says which of the three it is
28
+ while you are still holding it. Which button began the press decides which gesture it is, and
29
+ how far it travelled decides whether it was a press or a drag — so a right press that stays put
30
+ is the menu below and one that moves is a pan, the way Unreal's Blueprint canvas arranges the
31
+ same three gestures.
32
+ - **Right-click the canvas** to add a node. The library opens under the cursor with the caret
33
+ already in a search field and the first match already chosen: type a few letters, press Enter, and
34
+ the node lands at the point that was clicked with the defaults its type declares, so it compiles
35
+ the moment it arrives. Arrow keys move the choice; Escape closes. Nodes are listed and headed by
36
+ what they are called rather than by the mnemonic they compile as — "Divide", not `div` — each with
37
+ the glyph its type carries; both are searched, so looking for either finds it.
38
+ - **Drop a wire on empty canvas** and the same menu opens, narrowed to the types that have a port
39
+ which could take it — the ones with an input, when the wire came out of an output — and picking one
40
+ wires it up as it arrives. The node and the wire are one step on the undo timeline, because they
41
+ were one gesture.
42
+ - Some nodes are **groups**: a node made of other nodes, drawn with a doubled left edge. Double-click
43
+ one to open it — the canvas shows the group's own graph and the toolbar grows a breadcrumb back
44
+ out — and groups nest, so the breadcrumb does. The ones shipped with the editor are locked: one
45
+ body is shared by every instance in every effect, so they open to be read rather than changed.
46
+ Groups are flattened away before anything is compiled, so a group costs exactly what its contents
47
+ cost.
48
+ - **Make one**: select some nodes and press `Ctrl+G`, or the **Group** button. The wires that crossed
49
+ the selection become the group's ports, named after what they feed and typed by what the graph
50
+ resolved them to, and the group lands where the selection was with everything re-wired around it —
51
+ one step on the undo timeline. A group an author makes belongs to the effect: it is saved with it,
52
+ it is offered in the add-node menu like any other type, and it is unlocked, so opening it and
53
+ renaming it in the breadcrumb are both allowed. `Ctrl+Shift+G` puts one back.
54
+ A selection that something *outside* it runs in the middle of cannot become one node — the group
55
+ would have to run both before and after that thing — and the **Group** button says so rather than
56
+ letting you find out.
57
+ - A map of the whole graph sits in the bottom-right corner, with a frame around the part on screen.
58
+ Click or drag it to go somewhere; it draws the wires along the routes they actually take, so the
59
+ map and the canvas are the same picture. The `-` in its corner folds it away to a button, and both
60
+ phases fold together.
61
+ - Node parameters are edited in the node: four fields for a vector, a swatch and an alpha field for
62
+ a colour, a picker for an ISA enum, a picker of the effect's own attributes for an attribute
63
+ reference, `xyzw` for a swizzle.
64
+ - The strip along the bottom lists every problem with the effect, from **both** phases. Click one to
65
+ jump to the phase it is in and select the node; the node is outlined in the graph too.
66
+
67
+ **Code** is the same effect as instructions.
68
+
69
+ - While the graph is authoritative this is that graph's lowering, read-only, and it re-lowers as the
70
+ graph changes. Register allocation, constant interning, the order the compiler chose — all of it
71
+ visible next to the graph that produced it.
72
+ - **Lower to assembly** hands authority to the text. From there the graph is still on screen and
73
+ still editable, but the program is what is written here. That is the only way to reach an encoding
74
+ the node library has no node for.
75
+ - Errors are listed with the line they are on, and that line is marked in the gutter.
76
+
77
+ The syntax is documented at the top of `renderer/particles/isa/particle_assembly.js`.
78
+
79
+ ## The preview
80
+
81
+ The right-hand panel runs the effect and draws one soft sprite per particle. It is the same bytecode
82
+ a device would run — `execute_particle_vm` is the executor the WGSL interpreter is written to match,
83
+ opcode for opcode and RNG bit for RNG bit — so what you are watching is the simulation, not an
84
+ impression of it.
85
+
86
+ What it is **not** is the renderer. There is no depth buffer, no lighting, no atlas, no flipbook and
87
+ no transparency pipeline; a billboard is a radial gradient, and order comes from a painter's sort
88
+ rather than from AVBOIT's voxel volume. For the real thing, `../particle_system/` draws the same kind
89
+ of effect through the engine's own `Renderer`. What this preview does show honestly is everything the
90
+ *effect* decides: where particles go, how long they live, how big they are, what colour they are,
91
+ what blend mode they use, and how many are alive at once.
92
+
93
+ Drag to orbit, wheel to dolly. `Pause` freezes the simulation without freezing the camera; `Restart`
94
+ drops every particle and starts the effect over.
95
+
96
+ **Editing a broken effect keeps the last program that compiled running**, and the overlay says so. A
97
+ graph is invalid for most of the time anyone spends wiring one, and a preview that blanked out would
98
+ be gone exactly when it is wanted.
99
+
100
+ ## What to try
101
+
102
+ - Change a `const` node's value in the graph and watch the plume change while you are still typing.
103
+ - Switch to **Code** and read what that graph became. Change the same number there instead — after
104
+ `Lower to assembly` — and watch the same thing happen from the other end.
105
+ - Break the assembly (misspell a mnemonic). The line is marked, the panel says `does not assemble`,
106
+ and the preview carries on with the last good program.
107
+ - Add an attribute in the inspector, then bind a render channel to it. Remove one that a channel was
108
+ bound to: the channel unbinds, and every node that named it is reported against the node.
109
+ - Drag a wire out of an output and let go over open canvas. Only the nodes that could take it are
110
+ offered; pick one and it arrives already wired.
111
+ - Drag a box around the four or five nodes that build the initial direction and press `Ctrl+G`. The graph gets
112
+ smaller and the program does not change at all — check it in **Code**. Open the group, rename it in
113
+ the breadcrumb, and watch the node on the canvas behind it change with it.
114
+ - Add a `Simplex Noise 3D` and open it. Three hundred instructions of arithmetic, drawn — and read
115
+ only, because it is one of the library's own. `Curl Noise 4D` is twelve of those; the **Code** tab
116
+ is where to see what that means.
117
+ - Set **blend** to `alpha` and back to `additive`. The preview composites accordingly.
118
+ - `Ctrl+Z` in the graph. Every edit — a wire, a move, a parameter, a node from the menu — is one
119
+ timeline.
120
+
121
+ ## Driving it without a person
122
+
123
+ The page is deliberately scriptable, because `requestAnimationFrame` is suspended in a hidden or
124
+ headless tab and the preview would otherwise never advance:
125
+
126
+ | handle | what it does |
127
+ |---|---|
128
+ | `__step(frames, dt)` | run exactly that many preview frames, return the live particle count |
129
+ | `__export()` | the whole document as JSON |
130
+ | `__import(json)` | replace the document with one |
131
+ | `__reset()` | forget the kept document and reload |
132
+ | `effect`, `view`, `actionProcessor` | the document, the root view, the undo timeline |
133
+
134
+ The document is kept in `localStorage` between reloads, so an effect survives a refresh.
135
+
136
+ ## Where the pieces live
137
+
138
+ The page owns almost nothing — it builds a document, mounts one view, and wires the window's size and
139
+ `localStorage`. Everything else is the editor's, and is built to be docked as panels rather than
140
+ used only here:
141
+
142
+ | what | where |
143
+ |---|---|
144
+ | the document both layers edit | `editor/particles/effect/ParticleEffectDocument.js` |
145
+ | the CPU preview simulation | `editor/particles/effect/ParticleReferenceSimulation.js` |
146
+ | graph layer | `editor/view/particles/effect/ParticleGraphEditorView.js` |
147
+ | what each node type is called and drawn as | `src/shade/renderer/particles/graph/particle_node_presentation.js` |
148
+ | the node library the menu offers | `src/shade/renderer/particles/graph/particle_node_library.js` |
149
+ | what a node group is, and its boundary | `src/shade/renderer/particles/graph/ParticleNodeGroup.js` |
150
+ | making one out of a selection | `src/shade/renderer/particles/graph/make_particle_group.js` |
151
+ | a group in a file | `src/shade/renderer/particles/graph/particle_group_json.js` |
152
+ | the groups the editor ships with | `src/shade/renderer/particles/graph/groups/` |
153
+ | code layer | `editor/view/particles/effect/ParticleCodeEditorView.js` |
154
+ | emitter + attributes | `editor/view/particles/effect/ParticleEmitterInspectorView.js` |
155
+ | preview | `editor/view/particles/effect/ParticlePreviewView.js` |
156
+ | the four assembled | `editor/view/particles/effect/ParticleEffectEditorView.js` |
157
+
158
+ Each panel takes nothing but the document, so an editor shell docks them individually and skips the
159
+ assembled view. They share one `ActionProcessor`; pass a host editor's own and particle authoring
160
+ lands on the application's undo timeline.
161
+
162
+ Styling is two plain CSS files — `editor/view/node-graph/node-graph.css` for the graph views and
163
+ `editor/view/particles/effect/particle-editor.css` for these panels — linked by this page's HTML.
164
+ Plain CSS rather than SCSS so a page with no sass toolchain can serve them; a host that compiles
165
+ `editor/style/editor.scss` includes them the same way.
166
+
167
+ ## Verifying it
168
+
169
+ ```bash
170
+ npx vitest run editor/particles/effect editor/view/particles editor/view/node-graph src/shade/renderer/particles/graph src/shade/renderer/particles/isa
171
+ ```
172
+
173
+ Those cover the document, the reference simulation, the four panels under jsdom, the node-graph base
174
+ they are built on, and the assembly language underneath both layers. What no spec here can see is the
175
+ picture, which is this page's job.
@@ -0,0 +1,76 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8">
5
+ <title>meep — particle effect editor</title>
6
+
7
+ <link rel="stylesheet" href="/editor/view/node-graph/node-graph.css">
8
+ <link rel="stylesheet" href="/editor/view/particles/effect/particle-editor.css">
9
+
10
+ <style>
11
+ :root {
12
+ color-scheme: dark;
13
+
14
+ /* the editor's own tokens, so the panels theme as they would inside the editor shell */
15
+ --meep-panel-bg: #1a1e25;
16
+ --meep-header-bg: #22262e;
17
+ --meep-divider-color: #10131a;
18
+ --meep-fg: #d6dae0;
19
+ --meep-fg-muted: #8b939f;
20
+ --meep-accent: #2d7dd2;
21
+ --meep-error: #ff7a7a;
22
+ --meep-warning: #e2b341;
23
+ --meep-font: 12px 'Segoe UI', system-ui, sans-serif;
24
+ --meep-graph-bg: #12151b;
25
+ --meep-graph-bg-glow: #1a1e26;
26
+ --meep-graph-node-bg: #232830;
27
+ --meep-graph-node-header: #2b313b;
28
+ --meep-graph-node-border: #363c46;
29
+ --meep-graph-input-bg: #171b21;
30
+ }
31
+
32
+ * { box-sizing: border-box; }
33
+
34
+ html, body {
35
+ height: 100%;
36
+ margin: 0;
37
+ overflow: hidden;
38
+ background: var(--meep-panel-bg);
39
+ color: var(--meep-fg);
40
+ font: var(--meep-font);
41
+ }
42
+
43
+ #root {
44
+ position: relative;
45
+ width: 100%;
46
+ height: 100%;
47
+ }
48
+
49
+ #message {
50
+ position: fixed;
51
+ inset: 0;
52
+ display: none;
53
+ align-items: center;
54
+ justify-content: center;
55
+ padding: 32px;
56
+ text-align: center;
57
+ background: #0a0d12e6;
58
+ color: var(--meep-error);
59
+ font-size: 15px;
60
+ white-space: pre-wrap;
61
+ z-index: 100;
62
+ }
63
+
64
+ #message:not(:empty) { display: flex; }
65
+ </style>
66
+ </head>
67
+ <body>
68
+
69
+ <div id="root"></div>
70
+
71
+ <div id="message"></div>
72
+
73
+ <script type="module" src="./main.js"></script>
74
+
75
+ </body>
76
+ </html>
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/particle_editor/main.js"],"names":[],"mappings":""}
@@ -0,0 +1,139 @@
1
+ import { ActionProcessor } from "../../../core/process/undo/ActionProcessor.js";
2
+ import { NodeDescriptionVisualRegistry } from "../../../core/model/node-graph/visual/NodeDescriptionVisualRegistry.js";
3
+ import { PARTICLE_NODE_REGISTRY } from "../../renderer/particles/graph/ParticleNodeRegistry.js";
4
+ import "../../renderer/particles/graph/particle_node_library.js";
5
+ import { make_starter_particle_effect } from "../../../../editor/particles/effect/make_starter_particle_effect.js";
6
+ import { ParticleEffectDocument } from "../../../../editor/particles/effect/ParticleEffectDocument.js";
7
+ import {
8
+ ParticleEffectEditorView
9
+ } from "../../../../editor/view/particles/effect/ParticleEffectEditorView.js";
10
+
11
+ /**
12
+ * The particle effect editor, on a page of its own.
13
+ *
14
+ * Both authoring layers and the live preview, over one {@link ParticleEffectDocument} — which is the
15
+ * whole point of the page: the graph, the instructions it compiles to, the emitter settings and the
16
+ * effect running are four views of one thing, and an edit in any of them is visible in the rest
17
+ * before you have finished making it.
18
+ *
19
+ * The page owns almost nothing. It builds a document, mounts
20
+ * {@link ParticleEffectEditorView} over the whole window, and wires the browser-shaped edges the
21
+ * views deliberately do not have: the window's size, the address bar, and load/save through a file.
22
+ *
23
+ * Serve the workspace with `npm run dev --workspace @woosh/meep-engine` and open
24
+ * `/src/shade/playground/particle_editor/index.html`. See README.md for what to look at.
25
+ */
26
+
27
+ /** Key the working document is kept under between reloads. @type {string} */
28
+ const STORAGE_KEY = "meep.particle_editor.document";
29
+
30
+ const element = id => document.getElementById(id);
31
+
32
+ function main() {
33
+ const root = element("root");
34
+
35
+ const visualRegistry = new NodeDescriptionVisualRegistry();
36
+
37
+ PARTICLE_NODE_REGISTRY.getNodesAsArray().forEach(description => visualRegistry.generate(description));
38
+
39
+ const effect = restore(visualRegistry) ?? make_starter_particle_effect();
40
+
41
+ const actionProcessor = new ActionProcessor({});
42
+
43
+ const view = new ParticleEffectEditorView({ effect, actionProcessor });
44
+
45
+ root.appendChild(view.el);
46
+
47
+ view.link();
48
+
49
+ const resize = () => view.size.set(root.clientWidth, root.clientHeight);
50
+
51
+ resize();
52
+
53
+ window.addEventListener("resize", resize);
54
+
55
+ // The document is kept across reloads, because an editor that loses an effect to a refresh is
56
+ // one nobody trusts with an effect. Debounced: an edit is a change on every keystroke.
57
+ let save_timer = 0;
58
+
59
+ effect.on.changed.add(() => {
60
+ clearTimeout(save_timer);
61
+
62
+ save_timer = setTimeout(() => {
63
+ try {
64
+ localStorage.setItem(STORAGE_KEY, JSON.stringify(effect.toJSON()));
65
+ } catch (e) {
66
+ console.warn("could not keep the effect:", e.message);
67
+ }
68
+ }, 500);
69
+ });
70
+
71
+ // Everything a session might want to reach for, and the handles a scripted one needs. `__step`
72
+ // drives the preview by hand where requestAnimationFrame is suspended — a hidden or headless
73
+ // tab — which is what makes the page verifiable without a person watching it.
74
+ Object.assign(globalThis, {
75
+ effect,
76
+ view,
77
+ actionProcessor,
78
+ visualRegistry,
79
+
80
+ __step: (frames = 1, dt = 1 / 60) => {
81
+ for (let i = 0; i < frames; i++) {
82
+ view.preview.step(dt);
83
+ }
84
+
85
+ return view.preview.simulation.count;
86
+ },
87
+
88
+ __reset: () => {
89
+ localStorage.removeItem(STORAGE_KEY);
90
+ location.reload();
91
+ },
92
+
93
+ __export: () => JSON.stringify(effect.toJSON(), null, 2),
94
+
95
+ __import: json => {
96
+ effect.fromJSON(typeof json === "string" ? JSON.parse(json) : json, visualRegistry);
97
+ },
98
+ });
99
+ }
100
+
101
+ /**
102
+ * The document kept from the last session, if there is one and it still loads.
103
+ *
104
+ * A stored document that cannot be read is dropped rather than raised: it is almost always one
105
+ * written by an older build, and an editor that will not open because of it is worse than one that
106
+ * opens on the starting effect.
107
+ *
108
+ * @param {NodeDescriptionVisualRegistry} visualRegistry
109
+ * @returns {ParticleEffectDocument|null}
110
+ */
111
+ function restore(visualRegistry) {
112
+ let stored;
113
+
114
+ try {
115
+ stored = localStorage.getItem(STORAGE_KEY);
116
+ } catch (e) {
117
+ return null;
118
+ }
119
+
120
+ if (stored === null) {
121
+ return null;
122
+ }
123
+
124
+ try {
125
+ return new ParticleEffectDocument().fromJSON(JSON.parse(stored), visualRegistry);
126
+ } catch (e) {
127
+ console.warn("the kept effect could not be opened, starting fresh:", e.message);
128
+
129
+ return null;
130
+ }
131
+ }
132
+
133
+ try {
134
+ main();
135
+ } catch (e) {
136
+ console.error(e);
137
+
138
+ element("message").textContent = "The particle editor failed to start — see the console.\n\n" + e.message;
139
+ }
@@ -1,9 +1,18 @@
1
- # GPU particle system — playground
1
+ # GPU particles, through AVBOIT — playground
2
2
 
3
- The whole GPU particle path running in a real scene: emitters, the VM, the alive/dead lists and the
4
- billboard renderer, driven end to end by the GPU with no renderer, no assets and no `Renderer`
5
- dependency. It moved here from `renderer/particles/prototypeParticleSystem.js`, which had no page to
6
- open it with.
3
+ The GPU particle path where it belongs: inside the engine's own `Renderer`, drawn by the AVBOIT
4
+ transparency pipeline as a side channel of the transparent meshes. The page owns a `Scene` and a
5
+ camera and nothing else no frame graph, no pass, no pipeline, no camera buffer and no depth
6
+ texture. Two lines turn the particles on:
7
+
8
+ ```js
9
+ renderer.transparency_mode = ShadeTransparencyMode.AVBOIT;
10
+ renderer.feature_particles_enabled = true;
11
+ ```
12
+
13
+ `particle_prototype.js` — the worked-example `fire_effect` / `smoke_effect` / `register_campfire` —
14
+ lives here too, and is spec'd here rather than from the engine's own suite so that the dependency
15
+ runs playground → renderer and never back.
7
16
 
8
17
  ## Running it
9
18
 
@@ -14,96 +23,117 @@ npm run dev --workspace @woosh/meep-engine
14
23
  then open <http://localhost:5173/src/shade/playground/particle_system/index.html>.
15
24
 
16
25
  It has to be `http://localhost` rather than `file://`: WebGPU needs a secure context, and module
17
- imports from `file://` are blocked by CORS anyway. The page imports nothing but meep's own relative
18
- ESM, so any static server rooted at the repo also serves it.
19
-
20
- **It needs `subgroups`**, and refuses to start without it. The simulate input list is bucketed by VM
21
- program so no wave spans two programs, and the bucket offsets come from `graph_prefix_scan_csdldf`,
22
- which is built on subgroup ops.
26
+ imports from `file://` are blocked by CORS anyway.
23
27
 
24
- **It needs immediate data**, and refuses to start without it. Emit, simulate and build-indirect each
25
- carry their per-dispatch state (`u_dt`, `u_time`, `u_frame`, and for emit the request count and the
26
- pool capacity) as an immediate block rather than as a transient uniform buffer, so an adapter whose
27
- WGSL lacks the `immediate` address space cannot build any of the three. The refusal names the byte
28
- counts. Chrome/Edge 113+ with immediates; Claude Code's in-app browser pane is **not** one — it
29
- reports no adapter at all today, and no `immediate_address_space` in `wgslLanguageFeatures`.
28
+ **It needs `subgroups` and immediate data**, both of which the renderer requires of any device it
29
+ accepts the prefix scans behind the spawn counts, the coherence bucketing and the scene hierarchy
30
+ are built on subgroup ops, and every particle compute pass carries its per-dispatch state as an
31
+ immediate block. Chrome/Edge 113+ with immediates; Claude Code's in-app browser pane is **not** one
32
+ it has reported no adapter at all since 2026-09-02, and no `immediate_address_space` in
33
+ `wgslLanguageFeatures` before that.
30
34
 
31
35
  ## What is on screen
32
36
 
33
- Four emitters sharing one 32k pool, chosen so each renderer path is visible at once:
37
+ A `Scene` with opaque geometry (a floor, a pillar, a block), **one transparent pane** across the
38
+ middle of the set, a sunlight, the default environment, and five emitters sharing one pool:
34
39
 
35
40
  | emitter | blend | projection | what it is there to show |
36
41
  |---|---|---|---|
37
- | fire | additive | billboard | `fire_effect()` straight out of `particle_prototype.js`, at the foot of the pillar |
42
+ | fire | additive | billboard | `fire_effect()` straight out of `particle_prototype.js` next door, at the foot of the pillar |
38
43
  | smoke | alpha | billboard, soft-depth | a rising column that fades where it meets the pillar rather than cutting into it |
39
44
  | sparks | additive | **stretched** | short-lived, gravity-fed, stretched along velocity — the one non-billboard projection |
40
- | dust | alpha | billboard, soft-depth | a wide slow drift, so the ground plane and the low wall both get a soft intersection |
45
+ | dust | alpha | billboard, soft-depth | a wide slow drift, so the floor gets a soft intersection |
46
+ | torch | additive | billboard | a child of a node that orbits — the emitter never moves, its parent does, and the GPU hierarchy pass composes the two |
47
+
48
+ The torch is the point of the scene-node design. Its record holds a row of the scene's
49
+ `transforms` table, not a matrix; the page writes its parent's translation once a frame the way it
50
+ would for any node, and the emitter's world position comes out of the same hierarchy pass that
51
+ places every mesh. An emitter parented to an animated joint works the same way, with nothing copied
52
+ through the CPU.
41
53
 
42
54
  Four distinct compiled programs, so this is also where the simulation-order bucketing has something
43
55
  to do: without it a simulate wave holds fire, smoke, spark and dust particles side by side, each
44
- wanting different opcodes out of the interpreter's `switch` and different registers out of its
45
- dynamically-indexed file. Nothing on screen changes when it is on — it is a coherence change, not a
46
- visual one — which is why it is pinned by specs rather than by looking.
56
+ wanting different opcodes out of the interpreter's `switch`. Nothing on screen changes when it is on
57
+ it is a coherence change, not a visual onewhich is why it is pinned by specs rather than by
58
+ looking.
59
+
60
+ ## The property the page exists to demonstrate
47
61
 
48
- Ground plane and three boxes are drawn first into a reverse-Z `depth32float` buffer. The billboard
49
- pass loads that colour target and depth-tests against the same buffer read-only, so particles are
50
- **occluded** by the boxes and the soft-depth emitters sample the depth they were occluded by.
62
+ **Particles and transparent surfaces composite against each other with no order between them.**
63
+ Orbit around the pane. From in front, the particles behind it are dimmed by it; from behind, the
64
+ pane is dimmed by the smoke in front of it — and neither was sorted against the other, because both
65
+ wrote their extinction into the same voxel volume and both were resolved out of the same
66
+ accumulators. That is what a side channel buys, and what a blended pass bolted on after the
67
+ transparency pipeline cannot do at any price.
51
68
 
52
- Things worth looking at:
69
+ Two more things are visible from the same seat:
53
70
 
54
- - particles disappearing behind the pillar as the camera orbits that is the depth test,
55
- - smoke and dust softening where they touch a surface instead of showing a hard intersection line —
56
- that is `PARTICLE_FLAG_SOFT_DEPTH` and the reverse-Z linearisation,
71
+ - **the additive emitters do not darken what is behind them.** Fire, sparks and the torch write the
72
+ emission accumulator, which the resolve adds outside the coverage normalization, so they light
73
+ the frame without taking coverage from it.
74
+ - **switch the mode to MBOIT and the particles vanish while the pane stays.** MBOIT is the legacy
75
+ path and has no particle channel. The simulation keeps running — turn AVBOIT back on and the
76
+ effects are where they would have been, not restarted — which is the honest way to see which
77
+ pipeline the particles now live in.
78
+
79
+ Also worth looking at, from the path itself:
80
+
81
+ - particles disappearing behind the pillar as the camera orbits — the depth test, read-only, on the
82
+ same buffer the soft fade samples,
83
+ - smoke and dust softening where they touch a surface instead of showing a hard intersection line,
57
84
  - sparks leaning into their own velocity — `EMITTER_PROJECTION.STRETCHED`,
58
- - both blend modes in **one** draw with one pipeline: `particle_premultiply` picks per particle, so
59
- there is no additive pass and no alpha pass.
85
+ - the torch's trail following its carrier.
86
+
87
+ The frame is GPU-driven end to end, spawning included. The host walks no emitters and counts no
88
+ particles: the emitter tick pass integrates every emitter's rate on the GPU, a prefix scan of its
89
+ counts sizes the emit dispatch, and `shader_particle_build_indirect` writes the simulate dispatch
90
+ args and the draw args. The "Burst 4000 sparks" button is the one thing the CPU asks for, and it
91
+ asks through the same path — a command list a pass adds to that emitter's pending spawns.
60
92
 
61
93
  The overlay shows fps and, every 30 frames, the alive count, the free-list length and the two
62
- indirect arg buffers. Those are read back **to look at**. Nothing on the CPU sizes a pass.
94
+ indirect arg buffers. Those are read back **to look at**, on a command buffer of their own after the
95
+ renderer's. Nothing on the CPU sizes a pass.
63
96
 
64
- ## The property the page exists to demonstrate
97
+ ## Bounds spheres matter here
65
98
 
66
- The frame is GPU-driven end to end. `shader_particle_build_indirect` writes both the simulate
67
- dispatch args and the billboard draw args on the GPU; the next frame's simulate runs through
68
- `dispatchWorkgroupsIndirect` and this frame's draw through `drawIndirect`. The host's only sizing
69
- decision is how many *new* particles to spawn, which is a per-emitter rate times `dt` and has
70
- nothing to do with how many are already alive.
99
+ Every emitter carries one, and under AVBOIT it is not only the culling test it used to be: the
100
+ occupancy pass marks the depth slices an emitter may occlude in from that sphere, once per emitter
101
+ rather than once per particle. A sphere that does not hold its effect leaves particles occluding at
102
+ slightly the wrong depth. `PARTICLE_EMITTER_MOTION` in `particle_scene.js` is the motion each effect
103
+ is built from, and `particle_scene.spec.js` checks the spheres against it.
71
104
 
72
- Sizing either from a CPU readback instead would be a correctness bug rather than a latency one: a
73
- stale count that is too small leaves the tail of the alive list unsimulated, so those slots are
74
- never freed, and one that is too large re-simulates entries past the end, pushing a dead slot onto
75
- the free list twice — it is then popped twice and two live particles share one record.
105
+ They are sized to hold where the effect actually goes, not the last corner its jitter could reach:
106
+ a sphere big enough for the worst case would mark most of the depth range and cost the adaptive
107
+ slicing the very thing it is for.
76
108
 
77
109
  ## Verifying it
78
110
 
79
- `particle_scene.js` holds the scene with every reference to the page removed, so
80
- `particle_scene.spec.js` can encode the same frames against `SoftwareGPUDevice`:
81
-
82
111
  ```bash
83
- npx vitest run src/shade/playground/particle_system/particle_scene.spec.js
112
+ npx vitest run src/shade/playground/particle_system
84
113
  ```
85
114
 
86
- That mock runs no shaders, so the spec asserts nothing about what a pass computed. What it does
87
- assert is that the frame is legal and wired the way the design requires pass order and
88
- attachments, no frame reading the list it appends to, the immediate blocks written before every
89
- dispatch that declares them, simulate and the draw both taking their counts from the indirect
90
- buffers, and the two orderings staying in separate buffers: simulate reads the program-coherent
91
- list, the billboard draw reads the alive list. Any WebGPU validation failure anywhere in the frame arrives as an
92
- uncaptured error, which every test fails on.
115
+ `particle_scene.js` holds the scene and the configuration with every reference to the page removed,
116
+ so the spec builds the real scene meshlets, materials, emitters with no device, and checks what
117
+ is the page's to get wrong: the emitters are the scene's nodes, the torch hangs off the carrier, the
118
+ pane is transparent while the rest is opaque, the bounds spheres hold their effects, and
119
+ `configure_particles` turns the feature on, selects AVBOIT and hands the system its sprite.
120
+
121
+ What a particle *frame* encodes is not this page's business any more. It is pinned next to the code,
122
+ against `SoftwareGPUDevice`, in `renderer/particles/graph_particles.spec.js` (the simulation, pass
123
+ by pass, and every dispatch sized by GPU-written args) and `graph_particles_avboit.spec.js` (the
124
+ three side-channel passes, their attachments and their indirect draws).
93
125
 
94
- The picture is the browser's job; the spec cannot see it.
126
+ The picture is the browser's job; no spec here can see it.
95
127
 
96
128
  ### Stepping frames by hand
97
129
 
98
130
  Add `?debug` to the URL. `requestAnimationFrame` is then not used at all, and `window.__step(n)`
99
131
  runs exactly `n` frames and returns the frame counter — which is what makes the loop drivable in a
100
- hidden or headless tab, where rAF is suspended. `window.__stats` carries the last counters snapshot.
132
+ hidden or headless tab, where rAF is suspended. `window.__stats` carries the last counters snapshot,
133
+ and `camera_state()` / `apply_camera(...)` copy a view between sessions.
101
134
 
102
135
  ## What this page does not cover
103
136
 
104
- Depth sorting. `EMITTER_FLAG.SORT` and the bucketed depth sort in `particles/sort/` (histogram
105
- csdldf scan scatter) are not wired in here: the billboard pass draws the alive list directly, so
106
- alpha-blended emitters are in emission order rather than back-to-front. The two soft-depth emitters are faint and diffuse enough that it
107
- does not read as wrong, which is exactly why it should not be taken as evidence that sorting works.
108
- Lighting is the unlit hook, too — `chunk_particle_lighting_unlit`, not the shading-chunk-backed one
109
- the renderer feature swaps in.
137
+ Lighting is the unlit hook `chunk_particle_lighting_unlit`, not the shading-chunk-backed one a
138
+ lit-emitter variant would swap in. No emitter opts into simulation culling, so the frustum test in
139
+ the tick pass is never taken here; the bounds spheres are read by the occupancy pass all the same.