@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.
- package/editor/Editor.js +7 -7
- package/editor/actions/concrete/TransformModifyAction.d.ts +4 -4
- package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -1
- package/editor/actions/concrete/TransformModifyAction.js +4 -4
- package/editor/camera/camera_framing.js +7 -7
- package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts +20 -0
- package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts.map +1 -0
- package/editor/ecs/component/editors/ecs/Transform64Editor.js +70 -0
- package/editor/ecs/component/prototypeObjectEditor.js +2 -2
- package/editor/ecs/component/registerEngineComponentEditors.js +3 -3
- package/editor/particles/effect/ParticleEffectDocument.d.ts +396 -0
- package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
- package/editor/particles/effect/ParticleEffectDocument.js +989 -0
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +113 -0
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -0
- package/editor/particles/effect/ParticleReferenceSimulation.js +377 -0
- package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts +35 -0
- package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts.map +1 -0
- package/editor/particles/effect/actions/ParticleGroupDefineAction.js +45 -0
- package/editor/particles/effect/make_starter_particle_effect.d.ts +23 -0
- package/editor/particles/effect/make_starter_particle_effect.d.ts.map +1 -0
- package/editor/particles/effect/make_starter_particle_effect.js +177 -0
- package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -1
- package/editor/persistence/buildNewSceneDataset.js +10 -8
- package/editor/process/symbolic/AudioEmitterSymbolicDisplay.js +67 -67
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/GridPositionSymbolicDisplay.js +6 -6
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -1
- package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.js +6 -3
- package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +6 -6
- package/editor/selection/editor_pick.js +130 -130
- package/editor/templates/entity_templates.js +7 -7
- package/editor/tools/TransformToolV2.d.ts +3 -3
- package/editor/tools/TransformToolV2.d.ts.map +1 -1
- package/editor/tools/TransformToolV2.js +58 -25
- package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -1
- package/editor/tools/paint/TerrainHeightPaintTool.js +11 -9
- package/editor/tools/v2/GizmoNode.js +2 -2
- package/editor/tools/v2/TransformControls.d.ts +3 -3
- package/editor/tools/v2/TransformControls.d.ts.map +1 -1
- package/editor/tools/v2/TransformControls.js +1003 -971
- package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
- package/editor/tools/v2/handle/gizmo_drag_plane.js +6 -1
- package/editor/view/ecs/components/common/AutoCanvasView.js +17 -0
- package/editor/view/node-graph/NodeGraphEditorView.d.ts +143 -2
- package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
- package/editor/view/node-graph/NodeGraphEditorView.js +358 -6
- package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
- package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
- package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
- package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
- package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
- package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
- package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
- package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
- package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
- package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
- package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
- package/editor/view/node-graph/NodeGraphView.js +809 -76
- package/editor/view/node-graph/NodeIconView.d.ts +33 -0
- package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
- package/editor/view/node-graph/NodeIconView.js +54 -0
- package/editor/view/node-graph/NodeView.d.ts +71 -1
- package/editor/view/node-graph/NodeView.d.ts.map +1 -1
- package/editor/view/node-graph/NodeView.js +318 -17
- package/editor/view/node-graph/PortView.d.ts +41 -1
- package/editor/view/node-graph/PortView.d.ts.map +1 -1
- package/editor/view/node-graph/PortView.js +121 -69
- package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
- package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
- package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
- package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
- package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
- package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
- package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
- package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
- package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
- package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
- package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
- package/editor/view/node-graph/connection_wire_geometry.js +79 -3
- package/editor/view/node-graph/node-graph.css +678 -0
- package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
- package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
- package/editor/view/particles/effect/ParticleCodeEditorView.js +479 -0
- package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
- package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
- package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
- package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
- package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
- package/editor/view/particles/effect/ParticleEmitterInspectorView.js +606 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +156 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.js +1636 -0
- package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
- package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
- package/editor/view/particles/effect/ParticleNodeParametersView.js +520 -0
- package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
- package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
- package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
- package/editor/view/particles/effect/particle-editor.css +556 -0
- package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
- package/editor/view/prepareMeshLibrary.js +8 -4
- package/package.json +1 -1
- package/samples/engine/first-scene/main.js +152 -152
- package/samples/generation/generators/mir_generator_place_bases.js +3 -3
- package/src/core/assert.d.ts +28 -24
- package/src/core/assert.d.ts.map +1 -1
- package/src/core/assert.js +34 -26
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
- package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
- package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
- package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
- package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
- package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
- package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
- package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
- package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
- package/src/core/model/node-graph/NodeGraph.js +21 -6
- package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
- package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
- package/src/core/model/node-graph/node/NodeDescription.js +41 -0
- package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
- package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
- package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
- package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
- package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
- package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
- package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
- package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
- package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
- package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
- package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +109 -0
- package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/LayoutProblem.js +141 -0
- package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +149 -0
- package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +175 -0
- package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +137 -0
- package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/RouteGrid.js +242 -0
- package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +114 -0
- package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/RouteSearch.js +300 -0
- package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +86 -0
- package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/RouteSet.js +168 -0
- package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
- package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +555 -0
- package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
- package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
- package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
- package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
- package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
- package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_build_problem.js +184 -0
- package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +29 -0
- package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +95 -0
- package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +56 -0
- package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_node_graph.js +131 -0
- package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +36 -0
- package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_order_layers.js +415 -0
- package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
- package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
- package/src/core/model/node-graph/visual/layout/route_connections.d.ts +41 -0
- package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/route_connections.js +309 -0
- package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +33 -0
- package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/route_grid_build.js +237 -0
- package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +25 -0
- package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/route_nudge.js +220 -0
- package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
- package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
- package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +593 -586
- package/src/engine/EntityCreator.js +116 -116
- package/src/engine/achievements/AchievementManager.js +437 -437
- package/src/engine/animation/AnimatedActions.js +111 -111
- package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
- package/src/engine/animation/AnimationUtils.js +246 -234
- package/src/engine/animation/Animations.d.ts +1 -0
- package/src/engine/animation/Animations.d.ts.map +1 -1
- package/src/engine/animation/Animations.js +13 -5
- package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
- package/src/engine/animation/clip/bind_property_writer.js +12 -5
- package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
- package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
- package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
- package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
- package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
- package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +77 -44
- package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
- package/src/engine/control/first-person/abilities/Mantle.js +1 -1
- package/src/engine/control/first-person/abilities/Slide.js +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
- package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
- package/src/engine/ecs/EventType.d.ts +1 -0
- package/src/engine/ecs/EventType.js +35 -10
- package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
- package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
- package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
- package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
- package/src/engine/ecs/grid/pick.js +1 -1
- package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
- package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
- package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
- package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
- package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
- package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
- package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
- package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
- package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
- package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
- package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
- package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
- package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
- package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
- package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
- package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
- package/src/engine/ecs/ik/ik_write_local_rotation.js +30 -0
- package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
- package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
- package/src/engine/ecs/parent/EntityNode.js +54 -42
- package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
- package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
- package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
- package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
- package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
- package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
- package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts +7 -7
- package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +84 -36
- package/src/engine/ecs/transform/TRANSFORM64_MIGRATION_PLAN_2026_09_04.md +513 -0
- package/src/engine/ecs/transform/Transform64.d.ts +48 -11
- package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
- package/src/engine/ecs/transform/Transform64.js +54 -15
- package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts +37 -0
- package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts.map +1 -0
- package/src/engine/ecs/transform/Transform64SerializationAdapter.js +75 -0
- package/src/engine/ecs/transform/__probe.d.ts +4 -0
- package/src/engine/ecs/transform/__probe.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_allocation_probe.d.ts +31 -0
- package/src/engine/ecs/transform/t64_allocation_probe.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_allocation_probe.js +78 -0
- package/src/engine/ecs/transform/t64_announce_change.d.ts +33 -0
- package/src/engine/ecs/transform/t64_announce_change.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_announce_change.js +39 -0
- package/src/engine/ecs/transform/t64_equals_components.d.ts +30 -0
- package/src/engine/ecs/transform/t64_equals_components.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_equals_components.js +59 -0
- package/src/engine/ecs/transform/t64_read_rotation.d.ts +13 -0
- package/src/engine/ecs/transform/t64_read_rotation.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_read_rotation.js +16 -0
- package/src/engine/ecs/transform/t64_read_translation.d.ts +14 -0
- package/src/engine/ecs/transform/t64_read_translation.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_read_translation.js +17 -0
- package/src/engine/ecs/transform-attachment/TransformAttachment.d.ts +5 -5
- package/src/engine/ecs/transform-attachment/TransformAttachment.d.ts.map +1 -1
- package/src/engine/ecs/transform-attachment/TransformAttachment.js +4 -4
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +10 -10
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +71 -20
- package/src/engine/graphics/debug/createDebugLabel.js +3 -3
- package/src/engine/graphics/ecs/camera/pp/PerfectPanner.d.ts.map +1 -1
- package/src/engine/graphics/ecs/camera/pp/PerfectPanner.js +5 -4
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +8 -3
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts +6 -6
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- package/src/view/minimap/MinimapMarker.js +80 -0
- package/src/view/minimap/MinimapMarkerCollection.d.ts +6 -5
- package/src/view/minimap/MinimapMarkerCollection.d.ts.map +1 -1
- package/src/view/minimap/MinimapMarkerCollection.js +6 -6
- package/src/view/minimap/MinimapMarkerSerializationAdapter.d.ts +19 -0
- package/src/view/minimap/MinimapMarkerSerializationAdapter.d.ts.map +1 -0
- package/src/view/minimap/MinimapMarkerSerializationAdapter.js +42 -0
- package/src/view/minimap/dom/MinimapCameraView.d.ts +1 -1
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +23 -4
- package/src/view/minimap/dom/MinimapMarkerView.js +3 -3
- package/src/view/minimap/gl/MarkerGL.js +3 -3
- package/src/view/util/DomLayoutFrame.d.ts +53 -0
- package/src/view/util/DomLayoutFrame.d.ts.map +1 -0
- package/src/view/util/DomLayoutFrame.js +122 -0
- package/src/core/model/node-graph/visual/layout/BoxLayoutSpec.js +0 -19
- package/src/core/model/node-graph/visual/layout/ConnectedBoxLayouter.js +0 -241
- package/src/core/model/node-graph/visual/layout/ConnectionEndpointLayoutSpec.js +0 -40
- package/src/core/model/node-graph/visual/layout/ConnectionLayoutSpec.js +0 -28
- package/src/engine/ecs/util/hideEntityGracefully.js +0 -196
- package/src/shade/renderer/particles/cull/chunk_particle_cull.js +0 -38
- package/src/shade/renderer/particles/data/PARTICLE_EMITTER_LAYOUT.js +0 -214
- package/src/shade/renderer/particles/particle_prototype.d.ts.map +0 -1
- package/src/shade/renderer/particles/runtime/ParticleSpawnScheduler.js +0 -86
- package/src/shade/renderer/particles/runtime/spawn_request_encoding.js +0 -52
- package/src/shade/renderer/particles/shaders/chunk_particle_context.js +0 -58
- package/src/shade/renderer/rasterize/native/oit/FORWARD_VERTEX_SHADER_STRUCT.d.ts +0 -3
- package/src/shade/renderer/rasterize/native/oit/FORWARD_VERTEX_SHADER_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/SHADING_SCENE_RESOURCE_GROUP.d.ts +0 -3
- package/src/shade/renderer/rasterize/native/oit/SHADING_SCENE_RESOURCE_GROUP.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/SHADING_SCENE_RESOURCE_GROUP.js +0 -17
- package/src/shade/renderer/rasterize/native/oit/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/chunk_material_side_should_draw.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/vertex_shader_chunk.d.ts +0 -3
- package/src/shade/renderer/rasterize/native/oit/vertex_shader_chunk.d.ts.map +0 -1
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# Particle effect editor — playground
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Both layers of the particle editor over one effect, with the effect running next to them.
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```bash
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npm run dev --workspace @woosh/meep-engine
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```
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then open <http://localhost:5173/src/shade/playground/particle_editor/index.html>.
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Unlike `../particle_system/`, this page needs **no WebGPU at all**: the preview runs the effect's
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compiled bytecode on the CPU through the reference VM. It works in any browser that can run modules,
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Claude Code's in-app pane included.
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## The two layers
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The engine compiles a particle effect from a node graph down to bytecode for a small VM, and this
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edits it at both altitudes.
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**Graph** is the authoring layer: two node graphs, one per lifecycle phase.
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- **INIT** runs once per particle, when it spawns. **UPDATE** runs once per frame per live particle.
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Both are kept built, so switching between them does not lose a camera or a selection.
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- **Getting around**: drag with the **right** button — or the middle one — to pan, and the wheel
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zooms about the cursor. Drag with the **left** button over open canvas and you pull a selection
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box instead: it takes every node it touches and every wire it holds whole, `Shift` adds to what
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was selected, `Ctrl` toggles what the box covers, and the box says which of the three it is
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while you are still holding it. Which button began the press decides which gesture it is, and
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how far it travelled decides whether it was a press or a drag — so a right press that stays put
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is the menu below and one that moves is a pan, the way Unreal's Blueprint canvas arranges the
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same three gestures.
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- **Right-click the canvas** to add a node. The library opens under the cursor with the caret
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already in a search field and the first match already chosen: type a few letters, press Enter, and
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the node lands at the point that was clicked with the defaults its type declares, so it compiles
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the moment it arrives. Arrow keys move the choice; Escape closes. Nodes are listed and headed by
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what they are called rather than by the mnemonic they compile as — "Divide", not `div` — each with
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the glyph its type carries; both are searched, so looking for either finds it.
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- **Drop a wire on empty canvas** and the same menu opens, narrowed to the types that have a port
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which could take it — the ones with an input, when the wire came out of an output — and picking one
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wires it up as it arrives. The node and the wire are one step on the undo timeline, because they
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were one gesture.
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- Some nodes are **groups**: a node made of other nodes, drawn with a doubled left edge. Double-click
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one to open it — the canvas shows the group's own graph and the toolbar grows a breadcrumb back
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out — and groups nest, so the breadcrumb does. The ones shipped with the editor are locked: one
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body is shared by every instance in every effect, so they open to be read rather than changed.
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Groups are flattened away before anything is compiled, so a group costs exactly what its contents
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cost.
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- **Make one**: select some nodes and press `Ctrl+G`, or the **Group** button. The wires that crossed
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the selection become the group's ports, named after what they feed and typed by what the graph
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resolved them to, and the group lands where the selection was with everything re-wired around it —
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one step on the undo timeline. A group an author makes belongs to the effect: it is saved with it,
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it is offered in the add-node menu like any other type, and it is unlocked, so opening it and
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renaming it in the breadcrumb are both allowed. `Ctrl+Shift+G` puts one back.
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A selection that something *outside* it runs in the middle of cannot become one node — the group
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would have to run both before and after that thing — and the **Group** button says so rather than
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letting you find out.
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- A map of the whole graph sits in the bottom-right corner, with a frame around the part on screen.
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Click or drag it to go somewhere; it draws the wires along the routes they actually take, so the
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map and the canvas are the same picture. The `-` in its corner folds it away to a button, and both
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phases fold together.
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- Node parameters are edited in the node: four fields for a vector, a swatch and an alpha field for
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a colour, a picker for an ISA enum, a picker of the effect's own attributes for an attribute
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reference, `xyzw` for a swizzle.
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- The strip along the bottom lists every problem with the effect, from **both** phases. Click one to
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jump to the phase it is in and select the node; the node is outlined in the graph too.
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**Code** is the same effect as instructions.
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- While the graph is authoritative this is that graph's lowering, read-only, and it re-lowers as the
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graph changes. Register allocation, constant interning, the order the compiler chose — all of it
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visible next to the graph that produced it.
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- **Lower to assembly** hands authority to the text. From there the graph is still on screen and
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still editable, but the program is what is written here. That is the only way to reach an encoding
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the node library has no node for.
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- Errors are listed with the line they are on, and that line is marked in the gutter.
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The syntax is documented at the top of `renderer/particles/isa/particle_assembly.js`.
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## The preview
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The right-hand panel runs the effect and draws one soft sprite per particle. It is the same bytecode
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a device would run — `execute_particle_vm` is the executor the WGSL interpreter is written to match,
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opcode for opcode and RNG bit for RNG bit — so what you are watching is the simulation, not an
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impression of it.
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What it is **not** is the renderer. There is no depth buffer, no lighting, no atlas, no flipbook and
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no transparency pipeline; a billboard is a radial gradient, and order comes from a painter's sort
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rather than from AVBOIT's voxel volume. For the real thing, `../particle_system/` draws the same kind
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of effect through the engine's own `Renderer`. What this preview does show honestly is everything the
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*effect* decides: where particles go, how long they live, how big they are, what colour they are,
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what blend mode they use, and how many are alive at once.
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Drag to orbit, wheel to dolly. `Pause` freezes the simulation without freezing the camera; `Restart`
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drops every particle and starts the effect over.
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**Editing a broken effect keeps the last program that compiled running**, and the overlay says so. A
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graph is invalid for most of the time anyone spends wiring one, and a preview that blanked out would
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be gone exactly when it is wanted.
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## What to try
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- Change a `const` node's value in the graph and watch the plume change while you are still typing.
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- Switch to **Code** and read what that graph became. Change the same number there instead — after
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`Lower to assembly` — and watch the same thing happen from the other end.
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- Break the assembly (misspell a mnemonic). The line is marked, the panel says `does not assemble`,
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and the preview carries on with the last good program.
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- Add an attribute in the inspector, then bind a render channel to it. Remove one that a channel was
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bound to: the channel unbinds, and every node that named it is reported against the node.
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- Drag a wire out of an output and let go over open canvas. Only the nodes that could take it are
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offered; pick one and it arrives already wired.
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- Drag a box around the four or five nodes that build the initial direction and press `Ctrl+G`. The graph gets
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smaller and the program does not change at all — check it in **Code**. Open the group, rename it in
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the breadcrumb, and watch the node on the canvas behind it change with it.
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- Add a `Simplex Noise 3D` and open it. Three hundred instructions of arithmetic, drawn — and read
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only, because it is one of the library's own. `Curl Noise 4D` is twelve of those; the **Code** tab
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is where to see what that means.
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- Set **blend** to `alpha` and back to `additive`. The preview composites accordingly.
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- `Ctrl+Z` in the graph. Every edit — a wire, a move, a parameter, a node from the menu — is one
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timeline.
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## Driving it without a person
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The page is deliberately scriptable, because `requestAnimationFrame` is suspended in a hidden or
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headless tab and the preview would otherwise never advance:
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| handle | what it does |
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|---|---|
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| `__step(frames, dt)` | run exactly that many preview frames, return the live particle count |
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| `__export()` | the whole document as JSON |
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| `__import(json)` | replace the document with one |
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| `__reset()` | forget the kept document and reload |
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| `effect`, `view`, `actionProcessor` | the document, the root view, the undo timeline |
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The document is kept in `localStorage` between reloads, so an effect survives a refresh.
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## Where the pieces live
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The page owns almost nothing — it builds a document, mounts one view, and wires the window's size and
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`localStorage`. Everything else is the editor's, and is built to be docked as panels rather than
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used only here:
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| what | where |
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|---|---|
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| the document both layers edit | `editor/particles/effect/ParticleEffectDocument.js` |
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| the CPU preview simulation | `editor/particles/effect/ParticleReferenceSimulation.js` |
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| graph layer | `editor/view/particles/effect/ParticleGraphEditorView.js` |
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| what each node type is called and drawn as | `src/shade/renderer/particles/graph/particle_node_presentation.js` |
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| the node library the menu offers | `src/shade/renderer/particles/graph/particle_node_library.js` |
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| what a node group is, and its boundary | `src/shade/renderer/particles/graph/ParticleNodeGroup.js` |
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| making one out of a selection | `src/shade/renderer/particles/graph/make_particle_group.js` |
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| a group in a file | `src/shade/renderer/particles/graph/particle_group_json.js` |
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| the groups the editor ships with | `src/shade/renderer/particles/graph/groups/` |
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| code layer | `editor/view/particles/effect/ParticleCodeEditorView.js` |
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| emitter + attributes | `editor/view/particles/effect/ParticleEmitterInspectorView.js` |
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| preview | `editor/view/particles/effect/ParticlePreviewView.js` |
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| the four assembled | `editor/view/particles/effect/ParticleEffectEditorView.js` |
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Each panel takes nothing but the document, so an editor shell docks them individually and skips the
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assembled view. They share one `ActionProcessor`; pass a host editor's own and particle authoring
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lands on the application's undo timeline.
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Styling is two plain CSS files — `editor/view/node-graph/node-graph.css` for the graph views and
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`editor/view/particles/effect/particle-editor.css` for these panels — linked by this page's HTML.
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Plain CSS rather than SCSS so a page with no sass toolchain can serve them; a host that compiles
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`editor/style/editor.scss` includes them the same way.
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## Verifying it
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```bash
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npx vitest run editor/particles/effect editor/view/particles editor/view/node-graph src/shade/renderer/particles/graph src/shade/renderer/particles/isa
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```
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Those cover the document, the reference simulation, the four panels under jsdom, the node-graph base
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they are built on, and the assembly language underneath both layers. What no spec here can see is the
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picture, which is this page's job.
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>meep — particle effect editor</title>
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<link rel="stylesheet" href="/editor/view/node-graph/node-graph.css">
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<link rel="stylesheet" href="/editor/view/particles/effect/particle-editor.css">
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<style>
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:root {
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color-scheme: dark;
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/* the editor's own tokens, so the panels theme as they would inside the editor shell */
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--meep-panel-bg: #1a1e25;
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--meep-header-bg: #22262e;
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--meep-divider-color: #10131a;
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--meep-fg: #d6dae0;
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--meep-fg-muted: #8b939f;
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--meep-accent: #2d7dd2;
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--meep-error: #ff7a7a;
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--meep-warning: #e2b341;
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--meep-font: 12px 'Segoe UI', system-ui, sans-serif;
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--meep-graph-bg: #12151b;
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--meep-graph-bg-glow: #1a1e26;
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--meep-graph-node-bg: #232830;
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--meep-graph-node-header: #2b313b;
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--meep-graph-node-border: #363c46;
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--meep-graph-input-bg: #171b21;
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}
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* { box-sizing: border-box; }
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html, body {
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height: 100%;
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margin: 0;
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overflow: hidden;
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background: var(--meep-panel-bg);
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color: var(--meep-fg);
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font: var(--meep-font);
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}
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#root {
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position: relative;
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width: 100%;
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height: 100%;
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}
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#message {
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position: fixed;
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inset: 0;
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display: none;
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align-items: center;
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justify-content: center;
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padding: 32px;
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text-align: center;
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background: #0a0d12e6;
|
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color: var(--meep-error);
|
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font-size: 15px;
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white-space: pre-wrap;
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z-index: 100;
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}
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+
|
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#message:not(:empty) { display: flex; }
|
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</style>
|
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</head>
|
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<body>
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<div id="root"></div>
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|
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<div id="message"></div>
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<script type="module" src="./main.js"></script>
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+
|
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</body>
|
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</html>
|
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@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/particle_editor/main.js"],"names":[],"mappings":""}
|
|
@@ -0,0 +1,139 @@
|
|
|
1
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+
import { ActionProcessor } from "../../../core/process/undo/ActionProcessor.js";
|
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2
|
+
import { NodeDescriptionVisualRegistry } from "../../../core/model/node-graph/visual/NodeDescriptionVisualRegistry.js";
|
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3
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+
import { PARTICLE_NODE_REGISTRY } from "../../renderer/particles/graph/ParticleNodeRegistry.js";
|
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4
|
+
import "../../renderer/particles/graph/particle_node_library.js";
|
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+
import { make_starter_particle_effect } from "../../../../editor/particles/effect/make_starter_particle_effect.js";
|
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+
import { ParticleEffectDocument } from "../../../../editor/particles/effect/ParticleEffectDocument.js";
|
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7
|
+
import {
|
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8
|
+
ParticleEffectEditorView
|
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+
} from "../../../../editor/view/particles/effect/ParticleEffectEditorView.js";
|
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+
|
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/**
|
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* The particle effect editor, on a page of its own.
|
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+
*
|
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+
* Both authoring layers and the live preview, over one {@link ParticleEffectDocument} — which is the
|
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+
* whole point of the page: the graph, the instructions it compiles to, the emitter settings and the
|
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* effect running are four views of one thing, and an edit in any of them is visible in the rest
|
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* before you have finished making it.
|
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*
|
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+
* The page owns almost nothing. It builds a document, mounts
|
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+
* {@link ParticleEffectEditorView} over the whole window, and wires the browser-shaped edges the
|
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21
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+
* views deliberately do not have: the window's size, the address bar, and load/save through a file.
|
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+
*
|
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* Serve the workspace with `npm run dev --workspace @woosh/meep-engine` and open
|
|
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|
+
* `/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
|
+
|
|
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|
+
view.link();
|
|
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|
+
|
|
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
|
|
1
|
+
# GPU particles, through AVBOIT — playground
|
|
2
2
|
|
|
3
|
-
The
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
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.
|
|
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**,
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
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
|
-
|
|
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
|
|
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
|
|
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
|
|
45
|
-
|
|
46
|
-
|
|
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 one — which is why it is pinned by specs rather than by
|
|
58
|
+
looking.
|
|
59
|
+
|
|
60
|
+
## The property the page exists to demonstrate
|
|
47
61
|
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
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
|
-
|
|
69
|
+
Two more things are visible from the same seat:
|
|
53
70
|
|
|
54
|
-
-
|
|
55
|
-
|
|
56
|
-
|
|
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
|
-
-
|
|
59
|
-
|
|
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
|
|
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
|
-
##
|
|
97
|
+
## Bounds spheres matter here
|
|
65
98
|
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
|
|
70
|
-
|
|
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
|
-
|
|
73
|
-
|
|
74
|
-
|
|
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
|
|
112
|
+
npx vitest run src/shade/playground/particle_system
|
|
84
113
|
```
|
|
85
114
|
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
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;
|
|
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
|
-
|
|
105
|
-
|
|
106
|
-
|
|
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.
|