@woosh/meep-engine 3.15.0 → 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 (952) hide show
  1. package/editor/Editor.js +7 -7
  2. package/editor/actions/concrete/TransformModifyAction.d.ts +4 -4
  3. package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -1
  4. package/editor/actions/concrete/TransformModifyAction.js +4 -4
  5. package/editor/camera/camera_framing.js +7 -7
  6. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts +20 -0
  7. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts.map +1 -0
  8. package/editor/ecs/component/editors/ecs/Transform64Editor.js +70 -0
  9. package/editor/ecs/component/prototypeObjectEditor.js +2 -2
  10. package/editor/ecs/component/registerEngineComponentEditors.js +3 -3
  11. package/editor/particles/effect/ParticleEffectDocument.d.ts +396 -0
  12. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
  13. package/editor/particles/effect/ParticleEffectDocument.js +989 -0
  14. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +113 -0
  15. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -0
  16. package/editor/particles/effect/ParticleReferenceSimulation.js +377 -0
  17. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts +35 -0
  18. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts.map +1 -0
  19. package/editor/particles/effect/actions/ParticleGroupDefineAction.js +45 -0
  20. package/editor/particles/effect/make_starter_particle_effect.d.ts +23 -0
  21. package/editor/particles/effect/make_starter_particle_effect.d.ts.map +1 -0
  22. package/editor/particles/effect/make_starter_particle_effect.js +177 -0
  23. package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -1
  24. package/editor/persistence/buildNewSceneDataset.js +10 -8
  25. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.js +67 -67
  26. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  27. package/editor/process/symbolic/GridPositionSymbolicDisplay.js +6 -6
  28. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  29. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -1
  30. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.js +6 -3
  31. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +6 -6
  32. package/editor/selection/editor_pick.js +130 -130
  33. package/editor/templates/entity_templates.js +7 -7
  34. package/editor/tools/TransformToolV2.d.ts +3 -3
  35. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  36. package/editor/tools/TransformToolV2.js +58 -25
  37. package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -1
  38. package/editor/tools/paint/TerrainHeightPaintTool.js +11 -9
  39. package/editor/tools/v2/GizmoNode.js +2 -2
  40. package/editor/tools/v2/TransformControls.d.ts +3 -3
  41. package/editor/tools/v2/TransformControls.d.ts.map +1 -1
  42. package/editor/tools/v2/TransformControls.js +1003 -971
  43. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
  44. package/editor/tools/v2/handle/gizmo_drag_plane.js +6 -1
  45. package/editor/view/ecs/components/common/AutoCanvasView.js +17 -0
  46. package/editor/view/node-graph/NodeGraphEditorView.d.ts +143 -2
  47. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  48. package/editor/view/node-graph/NodeGraphEditorView.js +358 -6
  49. package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
  50. package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
  51. package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
  52. package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
  53. package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
  54. package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
  55. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
  56. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
  57. package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
  58. package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
  59. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  60. package/editor/view/node-graph/NodeGraphView.js +809 -76
  61. package/editor/view/node-graph/NodeIconView.d.ts +33 -0
  62. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
  63. package/editor/view/node-graph/NodeIconView.js +54 -0
  64. package/editor/view/node-graph/NodeView.d.ts +71 -1
  65. package/editor/view/node-graph/NodeView.d.ts.map +1 -1
  66. package/editor/view/node-graph/NodeView.js +318 -17
  67. package/editor/view/node-graph/PortView.d.ts +41 -1
  68. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  69. package/editor/view/node-graph/PortView.js +121 -69
  70. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
  71. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
  72. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
  73. package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
  74. package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
  75. package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
  76. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
  77. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
  78. package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
  79. package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
  80. package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
  81. package/editor/view/node-graph/connection_wire_geometry.js +79 -3
  82. package/editor/view/node-graph/node-graph.css +678 -0
  83. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
  84. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
  85. package/editor/view/particles/effect/ParticleCodeEditorView.js +479 -0
  86. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
  87. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
  88. package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
  89. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
  90. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
  91. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +606 -0
  92. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +156 -0
  93. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
  94. package/editor/view/particles/effect/ParticleGraphEditorView.js +1636 -0
  95. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
  96. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
  97. package/editor/view/particles/effect/ParticleNodeParametersView.js +520 -0
  98. package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
  99. package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
  100. package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
  101. package/editor/view/particles/effect/particle-editor.css +556 -0
  102. package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
  103. package/editor/view/prepareMeshLibrary.js +8 -4
  104. package/package.json +1 -1
  105. package/samples/engine/first-scene/main.js +152 -152
  106. package/samples/generation/generators/mir_generator_place_bases.js +3 -3
  107. package/src/core/assert.d.ts +28 -24
  108. package/src/core/assert.d.ts.map +1 -1
  109. package/src/core/assert.js +34 -26
  110. package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
  111. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  112. package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
  113. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
  114. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
  115. package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
  116. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
  117. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
  118. package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
  119. package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
  120. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  121. package/src/core/model/node-graph/NodeGraph.js +21 -6
  122. package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
  123. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  124. package/src/core/model/node-graph/node/NodeDescription.js +41 -0
  125. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
  126. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
  127. package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
  128. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
  129. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
  130. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
  131. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
  132. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  133. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
  134. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
  135. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
  136. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
  137. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +109 -0
  138. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
  139. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +141 -0
  140. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +149 -0
  141. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
  142. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +175 -0
  143. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +137 -0
  144. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
  145. package/src/core/model/node-graph/visual/layout/RouteGrid.js +242 -0
  146. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +114 -0
  147. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
  148. package/src/core/model/node-graph/visual/layout/RouteSearch.js +300 -0
  149. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +86 -0
  150. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
  151. package/src/core/model/node-graph/visual/layout/RouteSet.js +168 -0
  152. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
  153. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
  154. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +555 -0
  155. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
  156. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
  157. package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
  158. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
  159. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
  160. package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
  161. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
  162. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
  163. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +184 -0
  164. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +29 -0
  165. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
  166. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +95 -0
  167. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +56 -0
  168. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
  169. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +131 -0
  170. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +36 -0
  171. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
  172. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +415 -0
  173. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
  174. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
  175. package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
  176. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +41 -0
  177. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
  178. package/src/core/model/node-graph/visual/layout/route_connections.js +309 -0
  179. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +33 -0
  180. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
  181. package/src/core/model/node-graph/visual/layout/route_grid_build.js +237 -0
  182. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +25 -0
  183. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
  184. package/src/core/model/node-graph/visual/layout/route_nudge.js +220 -0
  185. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
  186. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
  187. package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
  188. package/src/engine/EngineHarness.d.ts.map +1 -1
  189. package/src/engine/EngineHarness.js +593 -586
  190. package/src/engine/EntityCreator.js +116 -116
  191. package/src/engine/achievements/AchievementManager.js +437 -437
  192. package/src/engine/animation/AnimatedActions.js +111 -111
  193. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  194. package/src/engine/animation/AnimationUtils.js +246 -234
  195. package/src/engine/animation/Animations.d.ts +1 -0
  196. package/src/engine/animation/Animations.d.ts.map +1 -1
  197. package/src/engine/animation/Animations.js +13 -5
  198. package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
  199. package/src/engine/animation/clip/bind_property_writer.js +12 -5
  200. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
  201. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
  202. package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
  203. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
  204. package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
  205. package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
  206. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
  207. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  208. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +77 -44
  209. package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
  210. package/src/engine/control/first-person/abilities/Mantle.js +1 -1
  211. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  212. package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
  213. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  214. package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
  215. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
  216. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  217. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
  218. package/src/engine/ecs/EventType.d.ts +1 -0
  219. package/src/engine/ecs/EventType.js +35 -10
  220. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
  221. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
  222. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
  223. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  224. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
  225. package/src/engine/ecs/grid/pick.js +1 -1
  226. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
  227. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
  228. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
  229. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
  230. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  231. package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
  232. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
  233. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
  234. package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
  235. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  236. package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
  237. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
  238. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
  239. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
  240. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
  241. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
  242. package/src/engine/ecs/ik/ik_write_local_rotation.js +30 -0
  243. package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
  244. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  245. package/src/engine/ecs/parent/EntityNode.js +54 -42
  246. package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
  247. package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
  248. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  249. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  250. package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
  251. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  252. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  253. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
  254. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  255. package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
  256. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
  257. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts +7 -7
  258. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  259. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +84 -36
  260. package/src/engine/ecs/transform/TRANSFORM64_MIGRATION_PLAN_2026_09_04.md +513 -0
  261. package/src/engine/ecs/transform/Transform64.d.ts +48 -11
  262. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  263. package/src/engine/ecs/transform/Transform64.js +54 -15
  264. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts +37 -0
  265. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts.map +1 -0
  266. package/src/engine/ecs/transform/Transform64SerializationAdapter.js +75 -0
  267. package/src/engine/ecs/transform/__probe.d.ts +4 -0
  268. package/src/engine/ecs/transform/__probe.d.ts.map +1 -0
  269. package/src/engine/ecs/transform/t64_allocation_probe.d.ts +31 -0
  270. package/src/engine/ecs/transform/t64_allocation_probe.d.ts.map +1 -0
  271. package/src/engine/ecs/transform/t64_allocation_probe.js +78 -0
  272. package/src/engine/ecs/transform/t64_announce_change.d.ts +33 -0
  273. package/src/engine/ecs/transform/t64_announce_change.d.ts.map +1 -0
  274. package/src/engine/ecs/transform/t64_announce_change.js +39 -0
  275. package/src/engine/ecs/transform/t64_equals_components.d.ts +30 -0
  276. package/src/engine/ecs/transform/t64_equals_components.d.ts.map +1 -0
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@@ -0,0 +1,113 @@
1
+ /**
2
+ * Most particles a preview will hold. A cap rather than a budget: an effect whose rate and lifetime
3
+ * ask for more is showing the author something about the effect, and it should be visible without
4
+ * the page becoming unusable.
5
+ *
6
+ * @type {number}
7
+ */
8
+ export const PARTICLE_PREVIEW_CAPACITY: number;
9
+ export class ParticleReferenceSimulation {
10
+ /**
11
+ * @param {object} [options]
12
+ * @param {number} [options.capacity]
13
+ */
14
+ constructor({ capacity }?: {
15
+ capacity?: number;
16
+ });
17
+ /**
18
+ * Particle records, {@link PARTICLE_RECORD_WORD_COUNT} words each. Attribute values are f32 bits
19
+ * — the same reinterpretation the pool buffer uses on the GPU.
20
+ * @type {Uint32Array}
21
+ */
22
+ pool: Uint32Array;
23
+ /**
24
+ * Slots currently holding a live particle.
25
+ * @type {number[]}
26
+ */
27
+ alive: number[];
28
+ /**
29
+ * Slots free to spawn into.
30
+ * @type {number[]}
31
+ */
32
+ free: number[];
33
+ /**
34
+ * Per-slot RNG state, carried across frames so an UPDATE that draws randomly does not repeat.
35
+ * @type {Uint32Array}
36
+ */
37
+ rng: Uint32Array;
38
+ /**
39
+ * Fractional particles carried over from the last frame's emission.
40
+ * @type {number}
41
+ */
42
+ spawn_accumulator: number;
43
+ /**
44
+ * Seconds the emitter has been running. `EMITTER_AGE`.
45
+ * @type {number}
46
+ */
47
+ emitter_age: number;
48
+ /**
49
+ * Seconds since the simulation started. `TIME`.
50
+ * @type {number}
51
+ */
52
+ time: number;
53
+ /**
54
+ * @type {number}
55
+ */
56
+ capacity: number;
57
+ /**
58
+ * Drop every live particle and start over.
59
+ */
60
+ reset(): void;
61
+ /**
62
+ * Point the simulation at a compiled effect.
63
+ *
64
+ * Particles in flight are kept when only the program changed — which is what an author editing a
65
+ * graph is doing every few seconds, and restarting the effect under them each time makes the
66
+ * preview unreadable. They are dropped when the *layout* changed, because their records were
67
+ * written under the old one and the same words now mean something else.
68
+ *
69
+ * @param {object} params
70
+ * @param {import("../../../src/shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram} params.program
71
+ * @param {import("../../../src/shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout} params.layout
72
+ * @param {object} params.emitter emitter settings, see {@link ParticleEffectDocument#emitter}
73
+ */
74
+ setEffect({ program, layout, emitter }: {
75
+ program: import("../../../src/shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram;
76
+ layout: import("../../../src/shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout;
77
+ emitter: object;
78
+ }): void;
79
+ /**
80
+ * @returns {number} live particles
81
+ */
82
+ get count(): number;
83
+ /**
84
+ * Advance by one frame: emit what the rate asks for, then update everything alive.
85
+ *
86
+ * @param {number} dt seconds
87
+ */
88
+ step(dt: number): void;
89
+ /**
90
+ * Read every live particle's render channels, in the order they were spawned.
91
+ *
92
+ * The channels are read through the emitter's bindings, exactly as the render pass reads them —
93
+ * by record word offset, with an unbound channel standing in for itself. A visitor rather than an
94
+ * array of objects: this runs per frame, and the preview has nothing to do with the values after
95
+ * it has drawn them.
96
+ *
97
+ * @param {function({x: number, y: number, z: number, size: number, r: number, g: number, b: number, a: number, rotation: number, frame: number})} visitor
98
+ */
99
+ forEachParticle(visitor: (arg0: {
100
+ x: number;
101
+ y: number;
102
+ z: number;
103
+ size: number;
104
+ r: number;
105
+ g: number;
106
+ b: number;
107
+ a: number;
108
+ rotation: number;
109
+ frame: number;
110
+ }) => any): void;
111
+ #private;
112
+ }
113
+ //# sourceMappingURL=ParticleReferenceSimulation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleReferenceSimulation.d.ts","sourceRoot":"","sources":["../../../../editor/particles/effect/ParticleReferenceSimulation.js"],"names":[],"mappings":"AA8BA;;;;;;GAMG;AACH,wCAFU,MAAM,CAE8B;AAE9C;IAgFI;;;OAGG;IACH;QAF4B,QAAQ,GAAzB,MAAM;OAiBhB;IAjGD;;;;OAIG;IACH,MAFU,WAAW,CAEhB;IAEL;;;OAGG;IACH,OAFU,MAAM,EAAE,CAEP;IAEX;;;OAGG;IACH,MAFU,MAAM,EAAE,CAER;IAEV;;;OAGG;IACH,KAFU,WAAW,CAEI;IAQzB;;;OAGG;IACH,mBAFU,MAAM,CAEM;IAEtB;;;OAGG;IACH,aAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,MAFU,MAAM,CAEP;IAoCL;;OAEG;IACH,UAFU,MAAM,CAEQ;IAa5B;;OAEG;IACH,cAWC;IAED;;;;;;;;;;;;OAYG;IACH;QAJ0G,OAAO,EAAtG,OAAO,8DAA8D,EAAE,eAAe;QACU,MAAM,EAAtG,OAAO,gEAAgE,EAAE,cAAc;QACxE,OAAO,EAAtB,MAAM;aAgBhB;IAED;;OAEG;IACH,oBAEC;IAED;;;;OAIG;IACH,SAFW,MAAM,QAYhB;IAmHD;;;;;;;;;OASG;IACH;WAFwB,MAAM;WAAK,MAAM;WAAK,MAAM;cAAQ,MAAM;WAAK,MAAM;WAAK,MAAM;WAAK,MAAM;WAAK,MAAM;kBAAY,MAAM;eAAS,MAAM;qBA6C9I;;CACJ"}
@@ -0,0 +1,377 @@
1
+ import {
2
+ PARTICLE_RECORD_WORD_COUNT,
3
+ } from "../../../src/shade/renderer/particles/ParticleConstants.js";
4
+ import { EMITTER_ATTRIBUTE_ABSENT } from "../../../src/shade/renderer/particles/data/PARTICLE_EMITTER_STRUCT.js";
5
+ import { VM_BUILTIN } from "../../../src/shade/renderer/particles/isa/ParticleVMISA.js";
6
+ import { execute_particle_vm } from "../../../src/shade/renderer/particles/vm/ParticleVMReference.js";
7
+
8
+ /**
9
+ * One emitter's worth of particles, simulated on the CPU by the reference VM.
10
+ *
11
+ * This is the editor's preview when there is no device to run the real thing on — and it is not an
12
+ * approximation of it. {@link execute_particle_vm} is the executor the WGSL interpreter is written
13
+ * to match, opcode for opcode, down to the bits of the RNG; the parity spec next to it is what holds
14
+ * the two together. So an effect previewed here is running the same instructions the GPU would run
15
+ * on the same records, and what differs is only how many of them and who draws the result.
16
+ *
17
+ * What it deliberately does not do is anything the GPU passes do *around* the VM: no coherence
18
+ * bucketing, no depth sort, no occupancy, no transparency pipeline. Those decide how a frame is
19
+ * built, not what a particle is, and a preview that reproduced them would be a second renderer to
20
+ * keep in step.
21
+ *
22
+ * Spawning follows the emitter's rate the way the GPU tick pass does — an accumulator carried across
23
+ * frames, so a rate that is not a whole number of particles per frame still averages out.
24
+ */
25
+
26
+ /** Where the previewed emitter sits, and which way it points. Fixed: the preview has one emitter. */
27
+ const EMITTER_POSITION = [0, 0, 0, 0];
28
+ const EMITTER_DIRECTION = [0, 0, 1, 0];
29
+ const EMITTER_UP = [0, 1, 0, 0];
30
+
31
+ /**
32
+ * Most particles a preview will hold. A cap rather than a budget: an effect whose rate and lifetime
33
+ * ask for more is showing the author something about the effect, and it should be visible without
34
+ * the page becoming unusable.
35
+ *
36
+ * @type {number}
37
+ */
38
+ export const PARTICLE_PREVIEW_CAPACITY = 4096;
39
+
40
+ export class ParticleReferenceSimulation {
41
+
42
+ /**
43
+ * Particle records, {@link PARTICLE_RECORD_WORD_COUNT} words each. Attribute values are f32 bits
44
+ * — the same reinterpretation the pool buffer uses on the GPU.
45
+ * @type {Uint32Array}
46
+ */
47
+ pool;
48
+
49
+ /**
50
+ * Slots currently holding a live particle.
51
+ * @type {number[]}
52
+ */
53
+ alive = [];
54
+
55
+ /**
56
+ * Slots free to spawn into.
57
+ * @type {number[]}
58
+ */
59
+ free = [];
60
+
61
+ /**
62
+ * Per-slot RNG state, carried across frames so an UPDATE that draws randomly does not repeat.
63
+ * @type {Uint32Array}
64
+ */
65
+ rng = new Uint32Array(0);
66
+
67
+ /**
68
+ * {@link pool} reinterpreted as floats, for reading attribute values back out.
69
+ * @type {Float32Array}
70
+ */
71
+ #pool_f32;
72
+
73
+ /**
74
+ * Fractional particles carried over from the last frame's emission.
75
+ * @type {number}
76
+ */
77
+ spawn_accumulator = 0;
78
+
79
+ /**
80
+ * Seconds the emitter has been running. `EMITTER_AGE`.
81
+ * @type {number}
82
+ */
83
+ emitter_age = 0;
84
+
85
+ /**
86
+ * Seconds since the simulation started. `TIME`.
87
+ * @type {number}
88
+ */
89
+ time = 0;
90
+
91
+ /**
92
+ * How many spawns have happened, so two particles born in the same frame get different seeds.
93
+ * @type {number}
94
+ */
95
+ #spawn_counter = 0;
96
+
97
+ /**
98
+ * @type {import("../../../src/shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram|null}
99
+ */
100
+ #program = null;
101
+
102
+ /**
103
+ * @type {import("../../../src/shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout|null}
104
+ */
105
+ #layout = null;
106
+
107
+ /**
108
+ * Emitter settings, in the shape {@link ParticleEffectDocument#emitter} holds them.
109
+ * @type {object|null}
110
+ */
111
+ #emitter = null;
112
+
113
+ /**
114
+ * The attribute schema the live records were written under. A layout change invalidates every
115
+ * record in flight — the same words mean something else — so it is what a restart keys on.
116
+ * @type {string}
117
+ */
118
+ #layout_signature = "";
119
+
120
+ /**
121
+ * @param {object} [options]
122
+ * @param {number} [options.capacity]
123
+ */
124
+ constructor({ capacity = PARTICLE_PREVIEW_CAPACITY } = {}) {
125
+ /**
126
+ * @type {number}
127
+ */
128
+ this.capacity = capacity;
129
+
130
+ this.pool = new Uint32Array(capacity * PARTICLE_RECORD_WORD_COUNT);
131
+ this.rng = new Uint32Array(capacity);
132
+
133
+ // The pool's words reinterpreted as floats, which is how attributes are stored — the same
134
+ // reinterpretation the GPU does on the pool buffer. Held rather than made per call: this is
135
+ // read once a frame.
136
+ this.#pool_f32 = new Float32Array(this.pool.buffer, this.pool.byteOffset, this.pool.length);
137
+
138
+ this.reset();
139
+ }
140
+
141
+ /**
142
+ * Drop every live particle and start over.
143
+ */
144
+ reset() {
145
+ this.alive.length = 0;
146
+ this.free.length = 0;
147
+
148
+ for (let slot = this.capacity - 1; slot >= 0; slot--) {
149
+ this.free.push(slot);
150
+ }
151
+
152
+ this.pool.fill(0);
153
+ this.spawn_accumulator = 0;
154
+ this.emitter_age = 0;
155
+ }
156
+
157
+ /**
158
+ * Point the simulation at a compiled effect.
159
+ *
160
+ * Particles in flight are kept when only the program changed — which is what an author editing a
161
+ * graph is doing every few seconds, and restarting the effect under them each time makes the
162
+ * preview unreadable. They are dropped when the *layout* changed, because their records were
163
+ * written under the old one and the same words now mean something else.
164
+ *
165
+ * @param {object} params
166
+ * @param {import("../../../src/shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram} params.program
167
+ * @param {import("../../../src/shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout} params.layout
168
+ * @param {object} params.emitter emitter settings, see {@link ParticleEffectDocument#emitter}
169
+ */
170
+ setEffect({ program, layout, emitter }) {
171
+ const signature = Array.from(layout.attributes.values())
172
+ .map(attribute => `${attribute.name}:${attribute.offset}:${attribute.components}`)
173
+ .join(",");
174
+
175
+ if (signature !== this.#layout_signature) {
176
+ this.#layout_signature = signature;
177
+
178
+ this.reset();
179
+ }
180
+
181
+ this.#program = program;
182
+ this.#layout = layout;
183
+ this.#emitter = emitter;
184
+ }
185
+
186
+ /**
187
+ * @returns {number} live particles
188
+ */
189
+ get count() {
190
+ return this.alive.length;
191
+ }
192
+
193
+ /**
194
+ * Advance by one frame: emit what the rate asks for, then update everything alive.
195
+ *
196
+ * @param {number} dt seconds
197
+ */
198
+ step(dt) {
199
+ if (this.#program === null) {
200
+ return;
201
+ }
202
+
203
+ this.time += dt;
204
+ this.emitter_age += dt;
205
+
206
+ this.#emit(dt);
207
+ this.#update(dt);
208
+ }
209
+
210
+ /**
211
+ * @param {number} dt
212
+ */
213
+ #emit(dt) {
214
+ this.spawn_accumulator += (this.#emitter.spawn_rate ?? 0) * dt;
215
+
216
+ const wanted = Math.floor(this.spawn_accumulator);
217
+
218
+ if (wanted <= 0) {
219
+ return;
220
+ }
221
+
222
+ this.spawn_accumulator -= wanted;
223
+
224
+ const count = Math.min(wanted, this.free.length);
225
+
226
+ for (let i = 0; i < count; i++) {
227
+ const slot = this.free.pop();
228
+
229
+ this.pool.fill(0, slot * PARTICLE_RECORD_WORD_COUNT, (slot + 1) * PARTICLE_RECORD_WORD_COUNT);
230
+
231
+ // Two particles spawned in the same frame must not draw the same numbers, so the seed
232
+ // takes the running spawn count rather than the slot or the time.
233
+ this.rng[slot] = (this.#spawn_counter * 2654435761) >>> 0;
234
+ this.#spawn_counter++;
235
+
236
+ const record = this.#record(slot);
237
+
238
+ const result = execute_particle_vm({
239
+ words: this.#program.init,
240
+ constants: this.#program.constants,
241
+ register_count: this.#program.register_count,
242
+ record,
243
+ builtins: this.#builtins(dt, slot, count === 0 ? 0 : i / count),
244
+ rng_state: this.rng[slot],
245
+ });
246
+
247
+ this.rng[slot] = result.rng_state;
248
+
249
+ if (result.killed) {
250
+ // an INIT that kills is unusual but legal; the slot never joins the live set
251
+ this.free.push(slot);
252
+ continue;
253
+ }
254
+
255
+ this.alive.push(slot);
256
+ }
257
+ }
258
+
259
+ /**
260
+ * @param {number} dt
261
+ */
262
+ #update(dt) {
263
+ const alive = this.alive;
264
+
265
+ let write = 0;
266
+
267
+ for (let read = 0; read < alive.length; read++) {
268
+ const slot = alive[read];
269
+
270
+ const result = execute_particle_vm({
271
+ words: this.#program.update,
272
+ constants: this.#program.constants,
273
+ register_count: this.#program.register_count,
274
+ record: this.#record(slot),
275
+ builtins: this.#builtins(dt, slot, 0),
276
+ rng_state: this.rng[slot],
277
+ });
278
+
279
+ this.rng[slot] = result.rng_state;
280
+
281
+ if (result.killed) {
282
+ this.free.push(slot);
283
+ continue;
284
+ }
285
+
286
+ // compacted in place: the survivors keep their order, which keeps the draw stable
287
+ alive[write] = slot;
288
+ write++;
289
+ }
290
+
291
+ alive.length = write;
292
+ }
293
+
294
+ /**
295
+ * @param {number} slot
296
+ * @returns {Uint32Array} a view of the slot's record
297
+ */
298
+ #record(slot) {
299
+ return this.pool.subarray(slot * PARTICLE_RECORD_WORD_COUNT, (slot + 1) * PARTICLE_RECORD_WORD_COUNT);
300
+ }
301
+
302
+ /**
303
+ * @param {number} dt
304
+ * @param {number} slot
305
+ * @param {number} spawn_fraction
306
+ * @returns {number[][]} builtin values by {@link VM_BUILTIN} id
307
+ */
308
+ #builtins(dt, slot, spawn_fraction) {
309
+ const builtins = [];
310
+
311
+ builtins[VM_BUILTIN.DELTA_TIME] = [dt, dt, dt, dt];
312
+ builtins[VM_BUILTIN.EMITTER_AGE] = [this.emitter_age, this.emitter_age, this.emitter_age, this.emitter_age];
313
+ builtins[VM_BUILTIN.EMITTER_POSITION] = EMITTER_POSITION;
314
+ builtins[VM_BUILTIN.EMITTER_DIRECTION] = EMITTER_DIRECTION;
315
+ builtins[VM_BUILTIN.EMITTER_UP] = EMITTER_UP;
316
+ builtins[VM_BUILTIN.PARTICLE_INDEX] = [slot, 0, 0, 0];
317
+ builtins[VM_BUILTIN.SPAWN_FRACTION] = [spawn_fraction, 0, 0, 0];
318
+ builtins[VM_BUILTIN.TIME] = [this.time, this.time, this.time, this.time];
319
+
320
+ return builtins;
321
+ }
322
+
323
+ /**
324
+ * Read every live particle's render channels, in the order they were spawned.
325
+ *
326
+ * The channels are read through the emitter's bindings, exactly as the render pass reads them —
327
+ * by record word offset, with an unbound channel standing in for itself. A visitor rather than an
328
+ * array of objects: this runs per frame, and the preview has nothing to do with the values after
329
+ * it has drawn them.
330
+ *
331
+ * @param {function({x: number, y: number, z: number, size: number, r: number, g: number, b: number, a: number, rotation: number, frame: number})} visitor
332
+ */
333
+ forEachParticle(visitor) {
334
+ if (this.#layout === null) {
335
+ return;
336
+ }
337
+
338
+ const render = this.#emitter.render ?? {};
339
+ const layout = this.#layout;
340
+
341
+ const offset = channel => {
342
+ const name = render[channel];
343
+
344
+ return name !== undefined && layout.has(name) ? layout.offsetOf(name) : EMITTER_ATTRIBUTE_ABSENT;
345
+ };
346
+
347
+ const position = offset("position");
348
+ const size = offset("size");
349
+ const color = offset("color");
350
+ const rotation = offset("rotation");
351
+ const frame = offset("frame");
352
+
353
+ const words = this.#pool_f32;
354
+
355
+ const particle = { x: 0, y: 0, z: 0, size: 1, r: 1, g: 1, b: 1, a: 1, rotation: 0, frame: 0 };
356
+
357
+ for (const slot of this.alive) {
358
+ const base = slot * PARTICLE_RECORD_WORD_COUNT;
359
+
360
+ particle.x = position === EMITTER_ATTRIBUTE_ABSENT ? 0 : words[base + position];
361
+ particle.y = position === EMITTER_ATTRIBUTE_ABSENT ? 0 : words[base + position + 1];
362
+ particle.z = position === EMITTER_ATTRIBUTE_ABSENT ? 0 : words[base + position + 2];
363
+
364
+ particle.size = size === EMITTER_ATTRIBUTE_ABSENT ? 1 : words[base + size];
365
+
366
+ particle.r = color === EMITTER_ATTRIBUTE_ABSENT ? 1 : words[base + color];
367
+ particle.g = color === EMITTER_ATTRIBUTE_ABSENT ? 1 : words[base + color + 1];
368
+ particle.b = color === EMITTER_ATTRIBUTE_ABSENT ? 1 : words[base + color + 2];
369
+ particle.a = color === EMITTER_ATTRIBUTE_ABSENT ? 1 : words[base + color + 3];
370
+
371
+ particle.rotation = rotation === EMITTER_ATTRIBUTE_ABSENT ? 0 : words[base + rotation];
372
+ particle.frame = frame === EMITTER_ATTRIBUTE_ABSENT ? 0 : words[base + frame];
373
+
374
+ visitor(particle);
375
+ }
376
+ }
377
+ }
@@ -0,0 +1,35 @@
1
+ /**
2
+ * Give a document a node group, or take one back.
3
+ *
4
+ * A group made out of a selection is two separate facts: the graph loses some nodes and gains one,
5
+ * which the existing node actions already cover, and the *document* gains a type it did not have.
6
+ * Only the second is this action's, and it is here so that undoing a grouping leaves no type behind
7
+ * — a group nobody uses would otherwise sit in the add-node menu forever, offering to build
8
+ * something the author had already changed their mind about.
9
+ *
10
+ * It is deliberately not the whole gesture. Composed with {@link NodeDeleteAction} and
11
+ * {@link NodeCreateAction} under one mark, the group and everything around it undo together; alone,
12
+ * it is how a group is defined without being used.
13
+ */
14
+ export class ParticleGroupDefineAction extends Action<any> {
15
+ /**
16
+ * @param {import("../ParticleEffectDocument.js").ParticleEffectDocument} document
17
+ * @param {import("../../../../src/shade/renderer/particles/graph/ParticleNodeGroup.js").ParticleNodeGroup} group
18
+ */
19
+ constructor(document: import("../ParticleEffectDocument.js").ParticleEffectDocument, group: import("../../../../src/shade/renderer/particles/graph/ParticleNodeGroup.js").ParticleNodeGroup);
20
+ /**
21
+ * @type {import("../ParticleEffectDocument.js").ParticleEffectDocument}
22
+ */
23
+ document: import("../ParticleEffectDocument.js").ParticleEffectDocument;
24
+ /**
25
+ * Retained across a revert, so a redo restores the same group rather than a lookalike —
26
+ * every node that was placed with it points at this object's description.
27
+ *
28
+ * @type {import("../../../../src/shade/renderer/particles/graph/ParticleNodeGroup.js").ParticleNodeGroup}
29
+ */
30
+ group: import("../../../../src/shade/renderer/particles/graph/ParticleNodeGroup.js").ParticleNodeGroup;
31
+ apply(): Promise<void>;
32
+ revert(): Promise<void>;
33
+ }
34
+ import { Action } from "../../../../src/core/process/undo/Action.js";
35
+ //# sourceMappingURL=ParticleGroupDefineAction.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleGroupDefineAction.d.ts","sourceRoot":"","sources":["../../../../../editor/particles/effect/actions/ParticleGroupDefineAction.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IACI;;;OAGG;IACH,sBAHW,OAAO,8BAA8B,EAAE,sBAAsB,SAC7D,OAAO,qEAAqE,EAAE,iBAAiB,EAiBzG;IAZG;;OAEG;IACH,UAFU,OAAO,8BAA8B,EAAE,sBAAsB,CAE/C;IAExB;;;;;OAKG;IACH,OAFU,OAAO,qEAAqE,EAAE,iBAAiB,CAEvF;IAGtB,uBAEC;IAED,wBAEC;CACJ;uBA5CsB,6CAA6C"}
@@ -0,0 +1,45 @@
1
+ import { Action } from "../../../../src/core/process/undo/Action.js";
2
+
3
+ /**
4
+ * Give a document a node group, or take one back.
5
+ *
6
+ * A group made out of a selection is two separate facts: the graph loses some nodes and gains one,
7
+ * which the existing node actions already cover, and the *document* gains a type it did not have.
8
+ * Only the second is this action's, and it is here so that undoing a grouping leaves no type behind
9
+ * — a group nobody uses would otherwise sit in the add-node menu forever, offering to build
10
+ * something the author had already changed their mind about.
11
+ *
12
+ * It is deliberately not the whole gesture. Composed with {@link NodeDeleteAction} and
13
+ * {@link NodeCreateAction} under one mark, the group and everything around it undo together; alone,
14
+ * it is how a group is defined without being used.
15
+ */
16
+ export class ParticleGroupDefineAction extends Action {
17
+ /**
18
+ * @param {import("../ParticleEffectDocument.js").ParticleEffectDocument} document
19
+ * @param {import("../../../../src/shade/renderer/particles/graph/ParticleNodeGroup.js").ParticleNodeGroup} group
20
+ */
21
+ constructor(document, group) {
22
+ super();
23
+
24
+ /**
25
+ * @type {import("../ParticleEffectDocument.js").ParticleEffectDocument}
26
+ */
27
+ this.document = document;
28
+
29
+ /**
30
+ * Retained across a revert, so a redo restores the same group rather than a lookalike —
31
+ * every node that was placed with it points at this object's description.
32
+ *
33
+ * @type {import("../../../../src/shade/renderer/particles/graph/ParticleNodeGroup.js").ParticleNodeGroup}
34
+ */
35
+ this.group = group;
36
+ }
37
+
38
+ async apply() {
39
+ this.document.addGroup(this.group);
40
+ }
41
+
42
+ async revert() {
43
+ this.document.removeGroup(this.group);
44
+ }
45
+ }
@@ -0,0 +1,23 @@
1
+ /**
2
+ * The effect a new document starts as.
3
+ *
4
+ * An editor that opens on an empty graph asks the author to build a working effect from nothing
5
+ * before they can see anything at all — and a particle effect has a floor below which it shows
6
+ * nothing: something has to seed a position, something has to age, something has to kill. So the
7
+ * starting point is the smallest effect that actually runs, and every part of it is there to be
8
+ * changed:
9
+ *
10
+ * - INIT seeds position from the emitter with a little scatter, an upward velocity with scatter, a
11
+ * zero age, a random lifetime, a size and a colour.
12
+ * - UPDATE ages the particle, kills it at the end of its life, integrates its position, and fades
13
+ * its colour out over the same normalized age.
14
+ *
15
+ * The result is a plume. It is the same shape as the worked examples in the particle playground,
16
+ * built with the same authoring helpers, so an author who wants to compare the two is looking at
17
+ * the same kind of graph.
18
+ *
19
+ * @returns {ParticleEffectDocument}
20
+ */
21
+ export function make_starter_particle_effect(): ParticleEffectDocument;
22
+ import { ParticleEffectDocument } from "./ParticleEffectDocument.js";
23
+ //# sourceMappingURL=make_starter_particle_effect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"make_starter_particle_effect.d.ts","sourceRoot":"","sources":["../../../../editor/particles/effect/make_starter_particle_effect.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,gDAFa,sBAAsB,CAkBlC;uCAtCsC,6BAA6B"}