@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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@@ -2,7 +2,7 @@
2
2
  <html lang="en">
3
3
  <head>
4
4
  <meta charset="utf-8">
5
- <title>meep — GPU particle system</title>
5
+ <title>meep — GPU particles through AVBOIT</title>
6
6
  <style>
7
7
  :root {
8
8
  color-scheme: dark;
@@ -32,22 +32,25 @@
32
32
  height: 100%;
33
33
  }
34
34
 
35
- #hud {
35
+ .panel {
36
36
  position: fixed;
37
- top: 12px;
38
- left: 12px;
39
- min-width: 210px;
40
37
  padding: 10px 12px;
41
38
  border: 1px solid var(--line);
42
39
  border-radius: 8px;
43
40
  background: var(--panel);
44
41
  backdrop-filter: blur(6px);
42
+ }
43
+
44
+ #hud {
45
+ top: 12px;
46
+ left: 12px;
47
+ min-width: 210px;
45
48
  font-family: ui-monospace, SFMono-Regular, Consolas, monospace;
46
49
  font-size: 12px;
47
50
  pointer-events: none;
48
51
  }
49
52
 
50
- #hud h1 {
53
+ #hud h1, #controls h1 {
51
54
  font: inherit;
52
55
  font-weight: 600;
53
56
  margin: 0 0 6px;
@@ -59,16 +62,43 @@
59
62
  #hud div { display: flex; gap: 10px; justify-content: space-between; }
60
63
  #hud .key { color: var(--muted); }
61
64
 
65
+ #controls {
66
+ top: 12px;
67
+ right: 12px;
68
+ min-width: 230px;
69
+ font-size: 12.5px;
70
+ }
71
+
72
+ #controls h1 { font-family: ui-monospace, SFMono-Regular, Consolas, monospace; font-size: 12px; }
73
+
74
+ #controls label {
75
+ display: flex;
76
+ gap: 8px;
77
+ align-items: center;
78
+ justify-content: space-between;
79
+ padding: 3px 0;
80
+ }
81
+
82
+ #controls select { background: #14161a; color: var(--text); border: 1px solid var(--line); border-radius: 4px; padding: 2px 4px; }
83
+
84
+ #controls button {
85
+ width: 100%;
86
+ margin-top: 8px;
87
+ padding: 6px 10px;
88
+ background: #14161a;
89
+ color: var(--text);
90
+ border: 1px solid var(--line);
91
+ border-radius: 6px;
92
+ cursor: pointer;
93
+ font: inherit;
94
+ }
95
+
96
+ #controls button:hover { border-color: #3d4450; }
97
+
62
98
  #legend {
63
- position: fixed;
64
99
  bottom: 12px;
65
100
  left: 12px;
66
- max-width: 62ch;
67
- padding: 10px 12px;
68
- border: 1px solid var(--line);
69
- border-radius: 8px;
70
- background: var(--panel);
71
- backdrop-filter: blur(6px);
101
+ max-width: 68ch;
72
102
  font-size: 12.5px;
73
103
  color: var(--muted);
74
104
  pointer-events: none;
@@ -95,11 +125,11 @@
95
125
  #message:not(:empty) { display: flex; }
96
126
  </style>
97
127
  </head>
98
- <body>
128
+ <body tabindex="0">
99
129
 
100
130
  <canvas id="view"></canvas>
101
131
 
102
- <div id="hud">
132
+ <div id="hud" class="panel">
103
133
  <h1>GPU particles</h1>
104
134
  <div><span class="key">fps</span><span id="stat-fps">—</span></div>
105
135
  <div><span class="key">alive</span><span id="stat-alive">—</span></div>
@@ -109,12 +139,28 @@
109
139
  <div><span class="key">sim workgroups</span><span id="stat-dispatch">—</span></div>
110
140
  </div>
111
141
 
112
- <div id="legend">
113
- <p><b>Four emitters, one pool.</b> Additive fire at the pillar, an alpha soft-depth smoke column
114
- above it, velocity-stretched sparks by the block, and a wide soft-depth dust drift.</p>
115
- <p>Emit, simulate and the billboard draw are all GPU-sized — the simulate dispatch and the draw
116
- read indirect args the build-indirect pass writes. The counters above are read back purely to
117
- display; nothing on the CPU sizes a pass.</p>
142
+ <div id="controls" class="panel">
143
+ <h1>renderer</h1>
144
+ <label><span>particles</span><input type="checkbox" id="particles" checked></label>
145
+ <label><span>transparency</span>
146
+ <select id="transparency">
147
+ <option value="AVBOIT" selected>AVBOIT (voxels)</option>
148
+ <option value="MBOIT">MBOIT (legacy)</option>
149
+ </select>
150
+ </label>
151
+ <label><span>TAA</span><input type="checkbox" id="taa" checked></label>
152
+ <button id="burst">Burst 4000 sparks</button>
153
+ </div>
154
+
155
+ <div id="legend" class="panel">
156
+ <p><b>Drawn by the engine's own Renderer.</b> Five emitters share one pool, and their quads go
157
+ through the AVBOIT transparency pipeline as a side channel — the same volume, the same
158
+ accumulators and the same resolve as the transparent pane in the middle of the set.</p>
159
+ <p>Orbit around the pane: it and the particles occlude each other correctly from either side,
160
+ with no sort between them. Switch to MBOIT and the particles disappear while the pane stays
161
+ — the legacy path has no particle channel, and they are still being simulated.</p>
162
+ <p>Emit, simulate and the draws are all GPU-sized. The counters above are read back purely to
163
+ display; nothing on the CPU sizes a pass. Drag to orbit, wheel to zoom, right-drag to pan.</p>
118
164
  </div>
119
165
 
120
166
  <div id="message"></div>
@@ -1,166 +1,314 @@
1
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
1
+ import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
3
+ import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
4
+ import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
5
+ import { create_frame_loop } from "../../renderer/create_frame_loop.js";
6
+ import { Renderer } from "../../renderer/Renderer.js";
7
+ import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
8
+ import { load_default_environment } from "../load_default_environment.js";
2
9
  import {
3
- device_supports_immediate_size,
4
- immediate_data_supported,
5
- } from "../../device/immediate_data_supported.js";
6
- import { GraphicsContext } from "../../renderer/GraphicsContext.js";
7
- import {
8
- PARTICLE_IMMEDIATE_BYTES,
9
10
  PARTICLE_STATS_BYTES,
10
- create_particle_scene,
11
+ animate_particle_scene,
12
+ build_particle_scene,
13
+ configure_particles,
14
+ encode_stats_copy,
15
+ read_stats,
11
16
  } from "./particle_scene.js";
12
17
 
13
18
  /**
14
- * The page for the GPU particle playground: acquire a device, build the scene
15
- * ({@link ./particle_scene.js}, which is where the interesting part lives), and drive it from
16
- * `requestAnimationFrame`.
19
+ * The page for the GPU particle playground: build a scene, hand it to the engine's own
20
+ * {@link Renderer}, and let it draw. There is no frame graph here, no pass, no pipeline and no
21
+ * camera buffer — the particles are drawn where the renderer draws them, inside the AVBOIT
22
+ * transparency pipeline as a side channel of the transparent meshes.
23
+ *
24
+ * That is the point of the page: the transparent pane and the particles composite against each
25
+ * other with no sort and no ordering rule, because they share one voxel volume. Switch the
26
+ * transparency mode to MBOIT and the particles vanish while the pane stays — MBOIT is the legacy
27
+ * path and has no particle channel — which is a fair way to see where they now live.
17
28
  *
18
29
  * Serve the workspace with `npm run dev --workspace @woosh/meep-engine` and open
19
- * `/src/shade/playground/particle_system/index.html`. See README.md for what to look at, and for
20
- * the `?debug` query flag that swaps rAF for manual stepping.
30
+ * `/src/shade/playground/particle_system/index.html`. See README.md for what to look at and for
31
+ * the `?debug` query flag that swaps the frame loop for manual stepping.
21
32
  */
22
33
 
34
+ /** Device pixels per CSS pixel, capped: 64k billboards at 3x cost more than they show. */
35
+ const MAX_PIXEL_RATIO = 2;
36
+
37
+ /** The page is full-bleed, so the canvas is the window. In CSS pixels: the renderer scales them. */
38
+ const view_size = () => [Math.max(1, window.innerWidth), Math.max(1, window.innerHeight)];
39
+
40
+ const CAMERA = {
41
+ position: new Vector3(9.5, 4.5, 9.5),
42
+ target: new Vector3(0, 2, 0),
43
+ fov_degrees: 55,
44
+ near: 0.1,
45
+ far: 200,
46
+ };
47
+
23
48
  /** How often the counters are copied back for the overlay. Display only — nothing sizes a pass. */
24
49
  const STATS_INTERVAL_FRAMES = 30;
25
50
 
26
- /** Device pixels per CSS pixel, capped: 32k billboards at 3x cost more than they show. */
27
- const MAX_PIXEL_RATIO = 2;
51
+ /** Particles one press of the burst button asks the sparks emitter for. */
52
+ const BURST_COUNT = 4000;
53
+
54
+ const element = id => document.getElementById(id);
28
55
 
29
56
  async function main() {
30
- const canvas = document.getElementById("view");
57
+ const canvas = element("view");
58
+
59
+ // The canvas is the renderer's: `initialize` and `resize` set its backing size from the CSS
60
+ // size they are given and the pixel ratio, and pin its style to match. Nothing here writes
61
+ // canvas.width.
62
+ const pixel_ratio = Math.min(window.devicePixelRatio || 1, MAX_PIXEL_RATIO);
63
+ let [view_width, view_height] = view_size();
64
+
65
+ // ---- camera and controls, before anything needs a device --------------------------------
66
+ // Wired first on purpose: a browser without an adapter still gets a page that can be driven,
67
+ // and the failure it reports is the device's, not a cascade of undefined handlers.
68
+
69
+ const camera = new PerspectiveCamera();
70
+
71
+ camera.near = CAMERA.near;
72
+ camera.far = CAMERA.far;
73
+ camera.fov = CAMERA.fov_degrees * DEG_TO_RAD;
74
+ camera.aspect = view_width / view_height;
75
+ camera.transform.setTranslation(CAMERA.position[0], CAMERA.position[1], CAMERA.position[2]);
76
+ camera.transform.lookAt(CAMERA.target);
77
+ camera.transform.updateMatrix();
78
+
79
+ // document.body rather than the canvas: the controller starts a keyboard device, and only a
80
+ // focusable element receives key events
81
+ const controller = new OrbitalCameraController(camera, document.body);
82
+ controller.look(CAMERA.position, CAMERA.target);
83
+ controller.movement_speed_scale = 4;
84
+
85
+ /** @type {Renderer|null} the renderer once its device is up; null before, and on failure */
86
+ let renderer = null;
87
+
88
+ /** @type {import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem|null} */
89
+ let system = null;
90
+
91
+ const { scene, emitters } = await build_particle_scene();
92
+
93
+ Object.assign(globalThis, { camera, controller, scene, emitters });
94
+
95
+ /**
96
+ * Where the camera is and what it orbits, as plain numbers: enough to put another instance of
97
+ * this page in exactly the same view.
98
+ *
99
+ * @returns {{position: number[], target: number[], fov_degrees: number}}
100
+ */
101
+ globalThis.camera_state = () => {
102
+ const p = camera.transform;
103
+ const t = controller.target;
104
+ const round = v => Math.round(v * 1000) / 1000;
105
+
106
+ return {
107
+ position: [round(p.translation_x), round(p.translation_y), round(p.translation_z)],
108
+ target: [round(t.x), round(t.y), round(t.z)],
109
+ fov_degrees: round(camera.fov / DEG_TO_RAD),
110
+ };
111
+ };
31
112
 
32
- if (navigator.gpu === undefined) {
33
- return show_message("WebGPU is not available in this browser.");
34
- }
113
+ /**
114
+ * Put the camera where a {@link camera_state} says.
115
+ *
116
+ * @param {{position: number[], target: number[], fov_degrees?: number}|string} state
117
+ */
118
+ globalThis.apply_camera = state => {
119
+ const parsed = typeof state === "string" ? JSON.parse(state) : state;
120
+
121
+ if (parsed.fov_degrees !== undefined) {
122
+ camera.fov = parsed.fov_degrees * DEG_TO_RAD;
123
+ }
124
+
125
+ controller.look(
126
+ new Vector3(parsed.position[0], parsed.position[1], parsed.position[2]),
127
+ new Vector3(parsed.target[0], parsed.target[1], parsed.target[2])
128
+ );
129
+ };
35
130
 
36
- const adapter = await navigator.gpu.requestAdapter();
131
+ function apply_settings() {
132
+ if (renderer === null) {
133
+ return;
134
+ }
37
135
 
38
- if (adapter === null) {
39
- return show_message("No WebGPU adapter — this browser exposes the API but has no usable GPU.");
136
+ renderer.feature_particles_enabled = element("particles").checked;
137
+ renderer.transparency_mode = element("transparency").value === "MBOIT"
138
+ ? ShadeTransparencyMode.MBOIT
139
+ : ShadeTransparencyMode.AVBOIT;
140
+ renderer.feature_taa_enabled = element("taa").checked;
40
141
  }
41
142
 
42
- // The coherence pass's bucket offsets come from the CSDLDF prefix scan, which is built on
43
- // subgroup ops — refusing by name beats the pipeline-creation error a device without it raises.
44
- if (!adapter.features.has("subgroups")) {
143
+ element("particles").addEventListener("change", apply_settings);
144
+ element("transparency").addEventListener("change", apply_settings);
145
+ element("taa").addEventListener("change", apply_settings);
146
+
147
+ element("burst").addEventListener("click", () => {
148
+ /*
149
+ A row is assigned when the system sweeps the scene, which happens inside the frame it
150
+ simulates — so before the first frame the emitter has none and `spawn` refuses. And a burst
151
+ queued while the particles are switched off is never drained: the ring only empties inside
152
+ a simulated frame, so the clicks would pile up and arrive together, seconds late, the
153
+ moment they are switched back on. Both are the same answer: the button does nothing.
154
+ */
155
+ if (system === null || !renderer.feature_particles_enabled || emitters.sparks.row === -1) {
156
+ return;
157
+ }
158
+
159
+ // The CPU's one way to ask for particles, and it is a facade over the GPU path: the count
160
+ // reaches a command buffer, a pass adds it to that emitter's pending spawns, and the same
161
+ // budget and INIT program serve it as serve the emitter's own rate.
162
+ system.spawn(emitters.sparks, BURST_COUNT);
163
+ });
164
+
165
+ document.body.focus();
166
+
167
+ // ---- the device, last --------------------------------------------------------------------
168
+
169
+ const context = canvas.getContext("webgpu");
170
+
171
+ if (context === null) {
45
172
  return show_message(
46
- "This browser's WebGPU adapter does not offer the 'subgroups' feature.\n"
47
- + "The simulate list's program-coherent bucketing scans its bin counts with the CSDLDF\n"
48
- + "prefix scan, which is built on subgroup ops."
173
+ "No WebGPU context.\n\nThis browser has no WebGPU, or the page is not a secure context "
174
+ + " it has to be served over http://localhost rather than opened from file://."
49
175
  );
50
176
  }
51
177
 
52
- const device = await adapter.requestDevice({ requiredFeatures: ["subgroups"] });
53
- device.addEventListener?.("uncapturederror", (e) => console.error("WebGPU error:", e.error.message));
178
+ const candidate = new Renderer();
54
179
 
55
- // Every compute pass here carries its per-dispatch state as immediate data, an optional
56
- // capability. Refusing by name beats the pipeline-creation error a device without it raises,
57
- // which names neither the shader nor the feature.
58
- if (!immediate_data_supported() || !device_supports_immediate_size(device, PARTICLE_IMMEDIATE_BYTES)) {
59
- return show_message(
60
- "This browser's WebGPU offers no usable immediate data "
61
- + `(needs ${PARTICLE_IMMEDIATE_BYTES} bytes, offers ${device.limits.maxImmediateSize ?? 0}).\n`
62
- + "The particle emit / simulate / build-indirect passes all carry their per-dispatch\n"
63
- + "state that way, so none of them can be built here."
64
- );
180
+ try {
181
+ await candidate.initialize({ context, pixelRatio: pixel_ratio });
182
+ } catch (e) {
183
+ console.error(e);
184
+ return show_message("The device could not be acquired.\n\n" + e.message);
65
185
  }
66
186
 
67
- const graphics = new GraphicsContext(device);
68
- const context = canvas.getContext("webgpu");
69
- const format = navigator.gpu.getPreferredCanvasFormat();
70
- context.configure({ device, format, alphaMode: "opaque" });
187
+ renderer = candidate;
188
+ globalThis.renderer = renderer;
189
+
190
+ renderer.resize(view_width, view_height);
191
+
192
+ // eye adaptation drifts for seconds after any change, which makes the picture hard to compare
193
+ renderer.feature_automatic_exposure_enabled = false;
194
+ renderer.exposure_compensation = 1.2;
71
195
 
72
- const scene = create_particle_scene(graphics, { color_format: format });
196
+ system = configure_particles(renderer, scene);
197
+ globalThis.particles = system;
73
198
 
74
- // Manual frame stepping instead of rAF — opt in with ?debug. Useful for driving the loop a
75
- // known number of frames in a headless / hidden tab, where rAF is suspended.
76
- const debug = new URLSearchParams(location.search).has("debug");
199
+ apply_settings();
200
+
201
+ // the meshes are lit; without an environment they are lit by the sun alone
202
+ load_default_environment(scene).catch(e => console.warn("environment:", e.message));
203
+
204
+ // ---- frame loop --------------------------------------------------------------------------
205
+
206
+ const device = renderer.graphics.device;
77
207
 
78
208
  const stats_buffer = device.createBuffer({
79
209
  label: "particles/stats",
80
210
  size: PARTICLE_STATS_BYTES,
81
211
  usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
82
212
  });
83
- let stats_pending = false;
84
213
 
85
- let last = performance.now();
214
+ let stats_pending = false;
86
215
  let frame_index = 0;
216
+ let time = 0;
87
217
  let fps = 0;
88
218
 
89
- function frame(now) {
90
- const dt = Math.min((now - last) / 1000, 0.05);
91
- last = now;
92
- // A rAF-driven loop steps by wall clock; ?debug steps by hand, where dt can be 0.
219
+ function frame(dt) {
220
+ time += dt;
93
221
  fps = dt > 0 ? fps * 0.9 + 0.1 / dt : fps;
94
222
 
95
- // Back the canvas with device pixels, so a HiDPI display gets a sharp image rather than an
96
- // upscaled CSS-pixel one.
97
- const ratio = Math.min(window.devicePixelRatio || 1, MAX_PIXEL_RATIO);
98
- const width = Math.max(1, Math.round(canvas.clientWidth * ratio));
99
- const height = Math.max(1, Math.round(canvas.clientHeight * ratio));
223
+ const [width, height] = view_size();
100
224
 
101
- if (canvas.width !== width || canvas.height !== height) {
102
- canvas.width = width;
103
- canvas.height = height;
225
+ if (width !== view_width || height !== view_height) {
226
+ view_width = width;
227
+ view_height = height;
228
+ camera.aspect = width / height;
229
+ renderer.resize(width, height);
104
230
  }
105
231
 
106
- const cmd = ShadeGPUCommandContext.create(graphics, "particles/frame");
232
+ animate_particle_scene(emitters, time);
233
+ controller.update();
107
234
 
108
- scene.encode_frame(cmd, {
109
- color_view: context.getCurrentTexture().createView(),
110
- width,
111
- height,
112
- dt,
113
- time: now / 1000,
114
- });
235
+ renderer.render(camera, scene, dt);
115
236
 
116
- const capture_stats = !stats_pending && frame_index % STATS_INTERVAL_FRAMES === 0;
117
- if (capture_stats) {
118
- scene.encode_stats_copy(cmd, stats_buffer);
237
+ frame_index++;
238
+
239
+ if (!stats_pending && frame_index % STATS_INTERVAL_FRAMES === 0) {
240
+ capture_stats();
119
241
  }
242
+ }
120
243
 
121
- cmd.finish();
244
+ /** Read the counters back to display them. Submitted on its own, after the frame's own work. */
245
+ function capture_stats() {
246
+ const encoder = device.createCommandEncoder({ label: "particles/stats" });
122
247
 
123
- frame_index++;
248
+ encode_stats_copy(system, encoder, stats_buffer);
249
+ device.queue.submit([encoder.finish()]);
124
250
 
125
- if (capture_stats) {
126
- stats_pending = true;
127
- stats_buffer.mapAsync(GPUMapMode.READ).then(() => {
128
- const bytes = stats_buffer.getMappedRange().slice(0);
129
- stats_buffer.unmap();
130
- stats_pending = false;
131
-
132
- window.__stats = { frame: frame_index, fps, ...scene.read_stats(bytes) };
133
- write_hud(window.__stats);
134
- }).catch(() => {
135
- stats_pending = false;
136
- });
137
- }
251
+ stats_pending = true;
252
+
253
+ stats_buffer.mapAsync(GPUMapMode.READ).then(() => {
254
+ const bytes = stats_buffer.getMappedRange().slice(0);
255
+ stats_buffer.unmap();
256
+ stats_pending = false;
138
257
 
139
- if (!debug) {
140
- requestAnimationFrame(frame);
258
+ globalThis.__stats = { frame: frame_index, fps, ...read_stats(bytes) };
259
+ write_hud(globalThis.__stats);
260
+ }).catch(() => {
261
+ stats_pending = false;
262
+ });
263
+ }
264
+
265
+ /** @type {(() => void)|null} */
266
+ let stop_loop = null;
267
+
268
+ /**
269
+ * One frame, with the loop stopped on the first failure.
270
+ *
271
+ * A lost device makes `render` throw, and the frame loop re-arms itself before it calls back —
272
+ * so without this the page would throw once per frame, for ever, with the first and most
273
+ * informative failure scrolled far out of reach.
274
+ *
275
+ * @param {number} dt
276
+ */
277
+ function guarded_frame(dt) {
278
+ try {
279
+ frame(dt);
280
+ } catch (e) {
281
+ stop_loop?.();
282
+ console.error(e);
283
+ show_message("The frame failed and the loop has stopped.\n\n" + e.message);
141
284
  }
142
285
  }
143
286
 
144
- if (debug) {
287
+ device.lost?.then(info => {
288
+ stop_loop?.();
289
+ show_message("The GPU device was lost.\n\n" + (info?.message ?? ""));
290
+ });
291
+
292
+ if (new URLSearchParams(location.search).has("debug")) {
145
293
  // Drive frames by hand when the tab is hidden (rAF suspended) — headless verification.
146
294
  // Nothing is scheduled: a stray rAF frame interleaved with __step would make the count the
147
295
  // caller asked for and the count that ran two different numbers.
148
- window.__step = (n = 1) => {
296
+ globalThis.__step = (n = 1, dt = 1 / 60) => {
149
297
  for (let i = 0; i < n; i++) {
150
- frame(performance.now());
298
+ guarded_frame(dt);
151
299
  }
152
300
  return frame_index;
153
301
  };
154
302
  return;
155
303
  }
156
304
 
157
- requestAnimationFrame(frame);
305
+ stop_loop = create_frame_loop(dt => guarded_frame(Math.min(dt, 0.05)));
158
306
  }
159
307
 
160
308
  /** Push one stats snapshot into the overlay. Absent elements are simply skipped. */
161
309
  function write_hud({ fps, alive, dead, dispatch, draw, sim_padded }) {
162
310
  const put = (id, value) => {
163
- const node = document.getElementById(id);
311
+ const node = element(id);
164
312
  if (node !== null) {
165
313
  node.textContent = value;
166
314
  }
@@ -177,17 +325,14 @@ function write_hud({ fps, alive, dead, dispatch, draw, sim_padded }) {
177
325
  }
178
326
 
179
327
  function show_message(text) {
180
- const existing = document.getElementById("message");
181
- const node = existing ?? document.body.appendChild(document.createElement("div"));
328
+ const node = element("message");
182
329
 
183
- if (existing === null) {
184
- node.style.cssText = "position:fixed;inset:0;display:flex;align-items:center;justify-content:center;color:#fff;font-family:sans-serif;font-size:16px;white-space:pre-wrap;text-align:center";
330
+ if (node !== null) {
331
+ node.textContent = text;
185
332
  }
186
-
187
- node.textContent = text;
188
333
  }
189
334
 
190
- main().catch((e) => {
335
+ main().catch(e => {
191
336
  console.error(e);
192
337
  show_message("The particle playground failed to start — see the console.\n\n" + e.message);
193
338
  });
@@ -1,9 +1,13 @@
1
1
  /**
2
- * Worked examples of authoring particle effects with the node graph + wiring them into a
3
- * {@link GPUParticleSystem}. Demonstrates: distinct per-particle lifecycle (no built-in age — the
2
+ * Worked examples of authoring particle effects with the node graph + placing them in a scene for a
3
+ * {@link GPUParticleSystem} to run. Demonstrates: distinct per-particle lifecycle (no built-in age — the
4
4
  * effect declares it), AnimationCurve sampling over life, flipbook frames, random emission,
5
5
  * additive vs alpha blending, projection modes, soft depth and lighting toggles.
6
6
  *
7
+ * These are examples, not engine code, which is why they sit here rather than under
8
+ * `renderer/particles/`: the only thing that opens them is this playground's page, and keeping them
9
+ * on this side of the line means the dependency runs playground -> renderer and never back.
10
+ *
7
11
  * `curves` is a `GPUAnimationManager` (or anything with `register_curve(AnimationCurve) -> handle`);
8
12
  * `size_curve` / `alpha_curve` are meep `AnimationCurve`s. Both are optional — passing `undefined`
9
13
  * yields effects that use constant size/alpha instead (curve handle 0, evaluated as 0 by the
@@ -39,26 +43,25 @@ export function smoke_effect(): {
39
43
  emitter: object;
40
44
  };
41
45
  /**
42
- * Register a fire + smoke plume on a particle system, optionally attaching the fire to a bone.
46
+ * Put a fire + smoke plume in a scene, optionally riding a bone.
43
47
  *
44
- * The per-frame loop the integrator runs:
45
- * ```js
46
- * const spawn_requests = system.update(dt, { is_visible }); // CPU: bone transforms + spawn counts
47
- * system.uploadFrame(spawn_requests); // upload emitters (if dirty) + requests
48
- * graph_particles({ graph, gpu: system.gpuHandles(), frame }); // reset -> emit -> simulate -> indirect
49
- * // caller appends the depth sort + billboard render into its own graph
50
- * ```
48
+ * An emitter is a scene node, so this is scene-graph work and nothing else: build the two emitters,
49
+ * parent them to the bone if there is one, add them to the scene. The particle system finds them
50
+ * on its next frame, gives them rows, and the GPU composes the bone's motion into every particle
51
+ * they spawn there is no per-frame call to make.
51
52
  *
52
- * @param {import("./GPUParticleSystem.js").GPUParticleSystem} system
53
+ * @param {import("../../renderer/scene/Scene.js").Scene} scene
53
54
  * @param {object} [options]
54
- * @param {object} [options.bone] a Node3D to attach the fire emitter to
55
- * @returns {{fire: number, smoke: number}} emitter indices
55
+ * @param {import("../../renderer/scene/Node3D.js").Node3D} [options.bone] a node, already in the
56
+ * scene, for both emitters to hang off
57
+ * @returns {{fire: ParticleEmitter, smoke: ParticleEmitter}}
56
58
  */
57
- export function register_campfire(system: import("./GPUParticleSystem.js").GPUParticleSystem, { bone }?: {
58
- bone?: object;
59
+ export function register_campfire(scene: import("../../renderer/scene/Scene.js").Scene, { bone }?: {
60
+ bone?: import("../../renderer/scene/Node3D.js").Node3D;
59
61
  }): {
60
- fire: number;
61
- smoke: number;
62
+ fire: ParticleEmitter;
63
+ smoke: ParticleEmitter;
62
64
  };
63
- import { ParticleLayout } from "./layout/ParticleLayout.js";
65
+ import { ParticleLayout } from "../../renderer/particles/layout/ParticleLayout.js";
66
+ import { ParticleEmitter } from "../../renderer/particles/runtime/ParticleEmitter.js";
64
67
  //# sourceMappingURL=particle_prototype.d.ts.map
@@ -0,0 +1 @@
1
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