@woosh/meep-engine 3.15.0 → 3.17.0

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 (1118) 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 +411 -0
  12. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
  13. package/editor/particles/effect/ParticleEffectDocument.js +1010 -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/NodeGraphClipboard.d.ts +186 -0
  47. package/editor/view/node-graph/NodeGraphClipboard.d.ts.map +1 -0
  48. package/editor/view/node-graph/NodeGraphClipboard.js +231 -0
  49. package/editor/view/node-graph/NodeGraphEditorView.d.ts +201 -2
  50. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  51. package/editor/view/node-graph/NodeGraphEditorView.js +602 -7
  52. package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
  53. package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
  54. package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
  55. package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
  56. package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
  57. package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
  58. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
  59. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
  60. package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
  61. package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
  62. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  63. package/editor/view/node-graph/NodeGraphView.js +891 -82
  64. package/editor/view/node-graph/NodeIconView.d.ts +33 -0
  65. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
  66. package/editor/view/node-graph/NodeIconView.js +54 -0
  67. package/editor/view/node-graph/NodeView.d.ts +71 -1
  68. package/editor/view/node-graph/NodeView.d.ts.map +1 -1
  69. package/editor/view/node-graph/NodeView.js +318 -17
  70. package/editor/view/node-graph/PortView.d.ts +41 -1
  71. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  72. package/editor/view/node-graph/PortView.js +121 -69
  73. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
  74. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
  75. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
  76. package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
  77. package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
  78. package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
  79. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
  80. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
  81. package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
  82. package/editor/view/node-graph/actions/connection_bind_actions.d.ts +23 -0
  83. package/editor/view/node-graph/actions/connection_bind_actions.d.ts.map +1 -0
  84. package/editor/view/node-graph/actions/connection_bind_actions.js +39 -0
  85. package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
  86. package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
  87. package/editor/view/node-graph/connection_wire_geometry.js +79 -3
  88. package/editor/view/node-graph/node-graph.css +678 -0
  89. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
  90. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
  91. package/editor/view/particles/effect/ParticleCodeEditorView.js +480 -0
  92. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts +20 -0
  93. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts.map +1 -0
  94. package/editor/view/particles/effect/ParticleCurveEditorView.js +574 -0
  95. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
  96. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
  97. package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
  98. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
  99. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
  100. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +632 -0
  101. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts +24 -0
  102. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts.map +1 -0
  103. package/editor/view/particles/effect/ParticleGradientEditorView.js +472 -0
  104. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +161 -0
  105. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
  106. package/editor/view/particles/effect/ParticleGraphEditorView.js +1666 -0
  107. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
  108. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
  109. package/editor/view/particles/effect/ParticleNodeParametersView.js +553 -0
  110. package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
  111. package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
  112. package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
  113. package/editor/view/particles/effect/particle-editor.css +644 -0
  114. package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
  115. package/editor/view/prepareMeshLibrary.js +8 -4
  116. package/package.json +1 -1
  117. package/samples/engine/first-scene/main.js +152 -152
  118. package/samples/generation/generators/mir_generator_place_bases.js +3 -3
  119. package/src/core/assert.d.ts +28 -24
  120. package/src/core/assert.d.ts.map +1 -1
  121. package/src/core/assert.js +34 -26
  122. package/src/core/binary/allocator/OffsetAllocator.d.ts +25 -16
  123. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  124. package/src/core/binary/allocator/OffsetAllocator.js +10 -1
  125. package/src/core/collection/array/typed/float32_array_hash.d.ts +21 -0
  126. package/src/core/collection/array/typed/float32_array_hash.d.ts.map +1 -0
  127. package/src/core/collection/array/typed/float32_array_hash.js +38 -0
  128. package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
  129. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  130. package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
  131. package/src/core/graph/csr/CSRGraph.d.ts +8 -1
  132. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -1
  133. package/src/core/graph/csr/CSRGraph.js +14 -6
  134. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
  135. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
  136. package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
  137. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
  138. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
  139. package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
  140. package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
  141. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  142. package/src/core/model/node-graph/NodeGraph.js +21 -6
  143. package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
  144. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  145. package/src/core/model/node-graph/node/NodeDescription.js +41 -0
  146. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
  147. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
  148. package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
  149. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
  150. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
  151. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
  152. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
  153. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  154. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
  155. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
  156. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
  157. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
  158. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +133 -0
  159. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
  160. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +168 -0
  161. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +175 -0
  162. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
  163. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +203 -0
  164. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +226 -0
  165. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
  166. package/src/core/model/node-graph/visual/layout/RouteGrid.js +405 -0
  167. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +159 -0
  168. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
  169. package/src/core/model/node-graph/visual/layout/RouteSearch.js +436 -0
  170. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +93 -0
  171. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
  172. package/src/core/model/node-graph/visual/layout/RouteSet.js +176 -0
  173. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
  174. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
  175. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +561 -0
  176. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
  177. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
  178. package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
  179. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
  180. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
  181. package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
  182. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
  183. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
  184. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +191 -0
  185. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +35 -0
  186. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
  187. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +109 -0
  188. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +59 -0
  189. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
  190. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +173 -0
  191. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +46 -0
  192. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
  193. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +534 -0
  194. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
  195. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
  196. package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
  197. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +70 -0
  198. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
  199. package/src/core/model/node-graph/visual/layout/route_connections.js +716 -0
  200. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +34 -0
  201. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
  202. package/src/core/model/node-graph/visual/layout/route_grid_build.js +229 -0
  203. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +31 -0
  204. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
  205. package/src/core/model/node-graph/visual/layout/route_nudge.js +249 -0
  206. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
  207. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
  208. package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
  209. package/src/engine/EngineHarness.d.ts.map +1 -1
  210. package/src/engine/EngineHarness.js +593 -586
  211. package/src/engine/EntityCreator.js +116 -116
  212. package/src/engine/achievements/AchievementManager.js +437 -437
  213. package/src/engine/animation/AnimatedActions.js +111 -111
  214. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  215. package/src/engine/animation/AnimationUtils.js +20 -8
  216. package/src/engine/animation/Animations.d.ts +1 -0
  217. package/src/engine/animation/Animations.d.ts.map +1 -1
  218. package/src/engine/animation/Animations.js +74 -66
  219. package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
  220. package/src/engine/animation/clip/bind_property_writer.js +12 -5
  221. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
  222. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
  223. package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
  224. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
  225. package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
  226. package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
  227. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
  228. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  229. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +2078 -2045
  230. package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
  231. package/src/engine/control/first-person/abilities/Mantle.js +1 -1
  232. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  233. package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
  234. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  235. package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
  236. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
  237. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  238. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
  239. package/src/engine/ecs/EventType.js +10 -10
  240. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
  241. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
  242. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
  243. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  244. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
  245. package/src/engine/ecs/grid/pick.js +1 -1
  246. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
  247. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
  248. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
  249. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
  250. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  251. package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
  252. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
  253. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
  254. package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
  255. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  256. package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
  257. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
  258. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
  259. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
  260. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
  261. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
  262. package/src/engine/ecs/ik/ik_write_local_rotation.js +26 -0
  263. package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
  264. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  265. package/src/engine/ecs/parent/EntityNode.js +49 -42
  266. package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
  267. package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
  268. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  269. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  270. package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
  271. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  272. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  273. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
  274. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  275. package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
  276. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
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@@ -3,71 +3,135 @@
3
3
  A specialized, deeply-integrated, GPU-driven particle engine for the v2 renderer.
4
4
  Destiny-style: **one** simulation dispatch runs **all** particles of **all** emitters by
5
5
  interpreting a compact per-emitter bytecode program (a shader VM). Effects are authored as
6
- node graphs and lowered to that bytecode by a testable JS compiler.
6
+ node graphs and lowered to that bytecode by a testable JS compiler. Emitters are scene nodes, and
7
+ the decision to spawn is the GPU's.
7
8
 
8
9
  ## Goals (from the brief)
9
10
 
10
11
  - Single simulation execution shader (data-driven VM, not one-pipeline-per-effect).
11
12
  - Projection modes: camera-facing billboard (+ velocity-stretched, axis-locked, world-oriented).
12
- - Depth sorting for correct transparency, built on the `csdldf` prefix scan (radix sort).
13
+ - Depth sorting for correct transparency, built on the `csdldf` prefix scan.
13
14
  - Node-based composition → shader VM (compile graph → bytecode).
14
- - Frustum + HiZ occlusion **simulation** culling (optional, flagged, sleep-when-culled + catch-up).
15
+ - Frustum culling of spawning (optional, flagged, sleep-when-culled + bounded catch-up).
15
16
  - Flipbooks (atlas sub-rect + frame grid).
16
17
  - Texture lookup via atlas (region table; mirrors meep `AtlasPatch` uv offset/scale).
17
18
  - Soft-depth fade (flagged).
18
19
  - `GPUDatabase` for CPU-managed, low-churn tables (emitters).
19
- - Scene-node / bone attachment (emitter follows a `Node3D` / bone via the scene transforms table).
20
+ - Scene-node / bone attachment: an emitter **is** a `Node3D`; its world matrix is its row of the
21
+ scene's `transforms` table, composed by the GPU hierarchy pass.
20
22
  - Distinct per-particle lifecycle: **no** built-in age/position — the schema + program define state.
21
23
  - Billboard renderer reuses engine shader chunks incl. lighting (forward-shaded, optional per emitter).
22
24
  - Blend modes (alpha + additive) via a **single** premultiplied blend setup.
23
25
  - `AnimationCurve` sampling during simulation (reuse `chunk_animation_curve_evaluate`).
26
+ - Spawning decided on the GPU, per emitter, with the CPU able to ask for bursts through the same path.
27
+ - No per-frame allocation on the CPU beyond the frame graph's own records.
24
28
 
25
29
  ## Layered architecture
26
30
 
27
31
  ```
28
- authoring: NodeGraph (nodes+ports) ──compile──▶ Program (bytecode)
32
+ authoring: NodeGraph (nodes+ports) ──compile──▶ Program (bytecode: INIT + UPDATE)
29
33
  standard node library │
30
34
  ▼
31
- runtime CPU: EmitterDefinition ── GPUDatabase(emitters) ─┤ ProgramArena (packed u32 buffer)
32
- │ ParticleAtlas (texture + regions)
35
+ runtime CPU: ParticleEmitter (a Node3D) ── Scene ──▶ GPUSceneContext (transforms table)
36
+ EmitterRegistry ── GPUDatabase(emitters + emitter_state) ─┤ ProgramHeap ([header][constants][code])
37
+ GPUParticleSystem (owns every buffer, records the frame)
33
38
  ▼
34
39
  runtime GPU: particle pool (array<u32>, uniform stride) + alive/dead lists + counters
35
- ┌─ resolve emitter transforms (bone attach)
36
- ├─ emit (VM SPAWN program) ── pop dead → init → append alive_new
37
- ├─ simulate (VM UPDATE program) ── update → (kill→dead | keep→alive_new + depth key)
40
+ emitter state table (GPU-owned: generation, accumulator, age, sleep, pending)
41
+ ┌─ spawn commands (CPU bursts → pending)
42
+ ├─ emitter tick (per row: cull, integrate rate, take from budget → count)
43
+ ├─ scan (csdldf) → emit dispatch
44
+ ├─ emit (VM INIT program) ── per newborn: find emitter in scan, pop dead → init → append alive_new
45
+ ├─ simulate (VM UPDATE program) ── update → (kill|orphan→dead | keep→alive_new)
38
46
  ├─ bucket (histogram → csdldf scan → scatter) ── alive → program-coherent sim list
39
- ├─ compact/indirect-args
40
- ├─ sort (radix: histogram → csdldf scan → scatter) [transparent]
47
+ ├─ build indirect (dispatch + draw args)
48
+ ├─ sort (histogram → csdldf scan → scatter) [render order]
41
49
  └─ render (instanced billboard quads, forward + optional lighting + soft depth)
42
50
  ```
43
51
 
44
52
  ### Particle storage — single shared pool, uniform stride
45
53
 
46
54
  All particles live in one `array<u32>` pool with a fixed `RECORD_WORDS` stride (config, default 32
47
- words = 128 B). Word 0 is a reserved header holding the owning **emitter index**; user attributes
48
- occupy words `1..RECORD_WORDS`. A single pool + single alive/dead lists means **one** emit dispatch
49
- and **one** simulate dispatch cover every emitter — the Destiny single-shader property.
55
+ words = 128 B). Word 0 is a reserved header holding the owning **emitter row** and that row's
56
+ **generation** (`data/particle_header.js`); user attributes occupy words `1..RECORD_WORDS`. A single
57
+ pool + single alive/dead lists means **one** emit dispatch and **one** simulate dispatch cover every
58
+ emitter — the Destiny single-shader property.
50
59
 
51
60
  Lifecycle uses the canonical GPU dead-list / alive-list ping-pong:
52
61
  - `dead_list`: stack of free slot indices (+ atomic count).
53
62
  - `alive_list[2]`: ping-pong compact lists of live slot indices (+ counts).
54
- - `counters`: atomics {alive_count, dead_count, spawn cursor…} + derived indirect dispatch/draw args.
63
+ - `counters`: atomics {alive_count, dead_count, spawn budget, …} + derived indirect dispatch/draw args.
55
64
 
56
- Emit: pop dead → run SPAWN → append `alive_new`. Simulate: read the **coherence list** last frame's
65
+ Emit: pop dead → run INIT → append `alive_new`. Simulate: read the **coherence list** last frame's
57
66
  bucketing pass built from `alive_current` → run UPDATE → kill pushes to `dead`, survival appends to
58
- `alive_new` and writes a depth sort key. Swap lists each frame.
67
+ `alive_new`. Swap lists each frame.
59
68
 
60
69
  **The loop is strictly GPU-driven.** The build-indirect pass snapshots the padded length of the
61
70
  coherence list into `counters[ALIVE_IN]` and writes the indirect dispatch args next frame's simulate
62
71
  consumes (`dispatchWorkgroupsIndirect`) plus the indirect draw args this frame's render consumes
63
72
  (`drawIndirect`, sized by the *unpadded* alive count); simulate bound-checks against the ALIVE_IN
64
- snapshot. Because both come from one value and a padded length is a whole number of workgroups, the
65
- dispatch's thread count and the shader's bound agree exactly. Sizing any of this from a CPU
66
- readback is a correctness bug, not a shortcut: the readback is inevitably stale, so a growing
67
- population orphans the tail of the alive list (slots leak into limbo) and a shrinking one
68
- re-simulates stale entries — double-freeing slots so two live particles later share one record. The
69
- emit pass's dead-list pop guards against wrapped counters (`old == 0 || old > capacity`), so racing
70
- an exhausted pool drops spawns cleanly instead of handing out garbage slots.
73
+ snapshot. The sort's per-particle passes take the dispatch the bucket reset writes from the alive
74
+ count. Sizing any of this from a CPU readback is a correctness bug, not a shortcut: the readback is
75
+ inevitably stale, so a growing population orphans the tail of the alive list (slots leak into limbo)
76
+ and a shrinking one re-simulates stale entries — double-freeing slots so two live particles later
77
+ share one record. The emit pass's dead-list pop guards against wrapped counters
78
+ (`old == 0 || old > capacity`), so racing an exhausted pool drops spawns cleanly instead of handing
79
+ out garbage slots.
80
+
81
+ ### Spawning is the GPU's decision
82
+
83
+ The CPU never walks the emitters per frame and never counts particles. Per frame:
84
+
85
+ 1. **spawn commands** (`shaders/shader_particle_spawn_commands.js`, only when the host queued any):
86
+ one thread per `[row, count]` pair the host authored, `atomicAdd` into that row's `PENDING` in
87
+ the GPU-owned emitter state. This is `GPUParticleSystem#spawn` — the CPU's facade over the GPU
88
+ path, not a second path: a burst goes through the same budget, expansion and INIT program as the
89
+ emitter's rate. It is also the channel a VM opcode would use to spawn from the GPU (a sub-emitter
90
+ or trail would `atomicAdd` its target's `PENDING`).
91
+ 2. **emitter tick** (`shaders/shader_particle_emitter_tick.js`): one thread per emitter table row,
92
+ walked with the table's page iterator so an unallocated page costs one word and a freed row one
93
+ bit. Per live row: recognise the row by generation (a mismatch starts the state over — new
94
+ emitter, or a reused row, with nothing for the CPU to clear); take `PENDING`; if the emitter opts
95
+ into culling, test its bounds sphere in world space (through its node's `global`) against the
96
+ camera frustum and sleep while culled, paying back a bounded catch-up on wake; integrate
97
+ `spawn_rate * dt`; turn the whole part of the accumulator into this frame's count, clamped by the
98
+ **spawn budget** the reset pass seeded from the dead count — so an emitter is only ever debited
99
+ for particles the pool can hold; write the count to `spawn_counts.elements[row]`.
100
+ 3. **scan**: `graph_prefix_scan_csdldf` over the counts — each row's batch ends at its inclusive sum,
101
+ and the last sum is the number of particles born.
102
+ 4. **spawn args**: `shader_prefix_sum_to_command` (the rasteriser's own) turns that total into the
103
+ emit dispatch.
104
+ 5. **emit**: one thread per newborn, locating its emitter by `lower_bound_branchless` over the sums
105
+ and its batch fraction from the sum before — the meshes-to-meshlets expansion applied to
106
+ particles. No per-emitter cap, no thread loops over its particles.
107
+
108
+ The host contributes two numbers to all of that: the emitter table's element capacity (the scan's
109
+ length — static topology) and the length of the command list it wrote itself.
110
+
111
+ ### The emitter state (`data/PARTICLE_EMITTER_STATE.js`)
112
+
113
+ What the GPU integrates per emitter — generation, accumulator, age, sleep, pending — is the
114
+ `emitter_state` table of the same database, one row per emitter at the emitter's row, **not**
115
+ fields of the emitter record. The record is CPU-shadowed and restaged whole whenever the author
116
+ changes a field, and that restage would overwrite an accumulator the GPU has been adding to for a
117
+ hundred frames. The scene's transforms table mixes CPU fields with a GPU-written `global` only
118
+ because `global` is recomputed from scratch every frame; nothing here is. In its own table the CPU
119
+ touches a row exactly twice — a zero record when the emitter's row is claimed, the table's own
120
+ zero-fill when it is released — and the database's resize copies pages on the GPU, so growth keeps
121
+ what the tick has written. Nothing in it is atomic: each row is one tick thread's, and the
122
+ spawn-command pass is handed one command per row (the system merges bursts on the CPU). The
123
+ emitter's `age` here is the VM's `EMITTER_AGE` builtin.
124
+
125
+ ### Eight storage buffers
126
+
127
+ A compute stage gets eight storage buffers by default, and the design does not ask for more. Two
128
+ things keep every pass under it: the emitter record and the GPU-owned state are two tables of one
129
+ database buffer, read through one binding; and the VM's constants and code are one packed buffer —
130
+ `[header][constants][code]`, the header's first word saying where the code starts
131
+ (`ParticleConstants.PARTICLE_PROGRAM_HEADER_WORDS`). Emit and simulate bind exactly eight; their
132
+ wide-register variants bind nine, which is the one place the system spends past the default and is
133
+ still inside the ten the engine demands of an adapter. `particle_shaders_wgsl_validity.spec` pins
134
+ the count for every pass.
71
135
 
72
136
  ### The VM (`ParticleVM`)
73
137
 
@@ -75,16 +139,58 @@ Register machine, emulator-safe (bounded instruction loop + big `switch`, no sub
75
139
  recursion, no data-dependent jumps — conditionals are predicated via CMP/SELECT, destruction via
76
140
  `KILL`).
77
141
 
78
- - Register file: `array<vec4f, REG_COUNT>` (default 16). Scalars use `.x`; vectors use `.xyz(w)`.
79
- - Instruction: fixed **5×u32** words `[op, dst, s0, s1, s2]`. Operand meaning is per-opcode
80
- (register index / const-pool index / attribute word-offset+comp / curve handle / builtin id).
142
+ - Register file: `array<f32>`, a register being one slot and a value of width *w* occupying *w*
143
+ consecutive ones. The interpreter reaches it through `vm_reg_read` / `vm_reg_write`, which a
144
+ **backing chunk** supplies, and the two backings are the two interpreters:
145
+ `vm/chunk_particle_vm_registers_fast.js` puts the file in `var<private>`
146
+ (`PARTICLE_VM_FAST_REGISTER_SLOTS`, dynamically indexed, so its size is the shader's register
147
+ footprint), and `vm/chunk_particle_vm_registers_wide.js` puts it in a storage buffer
148
+ (`PARTICLE_VM_REGISTER_SLOTS` — every slot an 8-bit operand base can name). See **Two
149
+ interpreters** below.
150
+ - Instruction: fixed **4×u32** words `[op | width << 8 | kinds << 16 | dst << 24, s0, s1, s2]`.
151
+ Word 0 packs the opcode (bits 0..7), the lane count (8..10), each source's `VM_KIND` (two bits per
152
+ slot at 16..21) and the destination slot (24..31). A source word means what its kind says: `REG`
153
+ is a base slot plus a swizzle, `IMM` is an `f32` bit pattern read in every lane, and `NONE` is a
154
+ raw field the opcode reads for itself (attribute word-offset+comp / curve handle / builtin id /
155
+ pool index).
81
156
  - Constant pool: `array<vec4f>` per program, referenced by `LOAD_CONST`.
82
- - Two entry sections per program: **SPAWN** and **UPDATE** (offsets in the emitter record).
83
- - Builtins (`LOAD_BUILTIN`): DT, EMITTER_AGE, EMITTER_POSITION, EMITTER_DIRECTION, EMITTER_SEED,
84
- PARTICLE_INDEX, SPAWN_FRACTION, … assembled per-invocation by the host shader.
157
+ - Two entry sections per program: **INIT** and **UPDATE** (offsets in the emitter record). INIT
158
+ gives an already-allocated record its state; it has no say in whether the particle exists.
159
+ - Builtins (`LOAD_BUILTIN`): DT, EMITTER_AGE, EMITTER_POSITION, EMITTER_DIRECTION, EMITTER_UP,
160
+ PARTICLE_INDEX, SPAWN_FRACTION, TIME … assembled per-invocation by the host shader. The emitter's
161
+ position and axes are its node's `global` out of the scene database.
85
162
  - `CURVE dst, handle, s0`: `dst.x = animation_curve_evaluate(curves[handle], s0.x)` — reuses the
86
163
  engine's GPU AnimationCurve chunk + database.
87
164
 
165
+ #### Two interpreters
166
+
167
+ The register file normally lives in shader registers, which is what makes it fast and what makes it
168
+ small. An effect whose compiled program wants more slots than it holds is not an error and not an
169
+ authoring ceiling: the whole system swaps emit and simulate for variants whose file is a storage
170
+ buffer, and everything runs, slowly.
171
+
172
+ - **The trigger is the set, not the program.** `ProgramHeap` reports `max_register_count` over the
173
+ programs it holds, and `GPUParticleSystem` is where that number is compared against
174
+ `PARTICLE_VM_FAST_REGISTER_SLOTS` — the store has no opinion about what a register budget means,
175
+ and which backing a pass is compiled against is the VM's business. One hungry effect moves every
176
+ emitter onto the wide pair; there is one pipeline per pass and it is chosen once, per frame, in
177
+ `graph_particles`. It moves back when that effect is unregistered: the heap knows what it holds,
178
+ so the number is a maximum over the live set rather than a high-water mark.
179
+ - **The launch is bounded.** The wide passes need a register file per invocation in flight, so they
180
+ do not run one lane per particle — that would size the buffer by pool capacity. They launch
181
+ `PARTICLE_VM_WIDE_LAUNCH_LANES` lanes whatever the workload and walk their input with a grid-stride
182
+ loop, so the file is `LANES * SLOTS * 4` bytes and nothing else. The stride is a whole number of
183
+ workgroups, which is what keeps a wave inside one coherence bucket and the wave-uniform section
184
+ decode sound.
185
+ - **Slot-major, and never cleared.** `vm_registers[slot * LANES + lane]`, so a wave reading one slot
186
+ reads a coalesced run. The buffer is transient and no pass zeroes it: a register is undefined until
187
+ written, and a program that reads one first is corrupt. That is the one place the two backings are
188
+ not interchangeable — the fast file zeroes, so the reference executor and the fast VM agree on a
189
+ value the wide VM has no opinion about.
190
+ - **Held to the same bar.** `vm/chunk_particle_vm.spec.js` runs every parity case, fuzz included,
191
+ against BOTH backings; `shaders/particle_wide_register_passes.spec.js` runs the wide passes against
192
+ the fast ones under the emulator and exercises the grid-stride loop.
193
+
88
194
  **Parity strategy.** The opcode numbers + operand semantics live in one source of truth
89
195
  (`isa/ParticleVMISA.js`). Two executors implement it: a JS reference VM (`vm/ParticleVMReference.js`)
90
196
  and a hand-written WGSL interpreter (`vm/chunk_particle_vm.js`). A spec runs identical programs
@@ -93,32 +199,110 @@ executors cover every opcode in the ISA table.
93
199
 
94
200
  ### Node graph → bytecode
95
201
 
96
- A core `NodeGraph` holds particle nodes (ports + parameters) for SPAWN and UPDATE. `compile()`:
202
+ A core `NodeGraph` holds particle nodes (ports + parameters) for INIT and UPDATE. `compile()`:
97
203
  1. topologically orders reachable nodes,
98
204
  2. lowers each node to VM ops (nodes emit via a small builder that allocates result registers),
99
205
  3. linear-scan register allocation with liveness,
100
206
  4. interns constants into the pool,
101
207
  5. resolves curve/attribute references,
102
- 6. emits `Program { spawn, update, constants, reg_count, attributes, curves }`.
208
+ 6. emits `Program { init, update, constants, reg_count, attributes, curves }`.
103
209
 
104
210
  Standard node library: constants, attribute get/set, arithmetic/vector/math, random (uniform/sphere/
105
211
  disk/cone), curve-sample, noise (curl), integrate, gravity, emit-shapes, compare/select, kill-if.
106
212
 
213
+ ### Emitters are scene nodes
214
+
215
+ `ParticleEmitter extends Node3D`. Add one to a `Scene` — on its own or under a joint — and the
216
+ scene context's membership sweep gives it a `transforms` row like any node; the GPU hierarchy pass
217
+ composes its `global` from its own transform and its parents' every frame, animation included.
218
+ `GPUParticleSystem` sweeps the scene's node list when the scene's membership version moves, gives
219
+ each emitter node a row in the emitter table pointed at its `transforms` row, and retires the row
220
+ when the node leaves. Attaching an emitter to a bone is `joint.addChild(emitter)`; there is no
221
+ per-frame transform copy, and an emitter under a GPU-animated joint follows it — which the old
222
+ CPU-side copy of `transform_global` could not do, since the CPU never updates that matrix for a
223
+ node the GPU owns.
224
+
225
+ **The node knows nothing about the GPU.** A `ParticleEmitter` is a transform, an attribute
226
+ `layout`, a compiled `program`, a `texture` URL, and the emission parameters — all of it the
227
+ author's, all of it meaning the same thing with no device present, all of it what a saved effect is
228
+ made of. Everything the system assigns is a `GPUParticleEmitterContext`, held by the
229
+ `EmitterRegistry` against the emitter and reached through `registry.context(emitter)`: the table
230
+ row, the generation, the program placement, the node's `transforms` row, the atlas patch. So an
231
+ emitter cannot be saved with a row in it, cannot be given one by hand, and "is this emitter live?"
232
+ is asked of the registry rather than read off a `-1` that anything could have written. The record
233
+ writer is where the two meet — `write_emitter_record(record, emitter, context)`, next to the struct
234
+ it fills.
235
+
236
+ Restaging is driven by `Node3D#version`, the node's own change counter, which the renderer already
237
+ reads to decide whether a transform needs re-uploading; the context remembers the version its row
238
+ was staged from. An author who edits an emitter says so the way they say it for any node —
239
+ `needsUpdate = true` — and there is no second flag to forget. A change to the context itself (a
240
+ `transforms` row, a repacked atlas patch) moves no version, so the context marks itself instead.
241
+
107
242
  ### Emitter table (`GPUDatabase`)
108
243
 
109
- One `emitters` table (CPU-managed, low churn). Row = `EMITTER_STRUCT`: program offsets+lengths,
110
- constant-pool offset, spawn rate/burst, world transform + attach row, bounds sphere, flags
111
- (lighting/soft/sort/cull/blend/projection), render binding (attr offsets for position/size/color/
112
- rotation/frame), atlas region + flipbook grid, curve handle bank base. Programs+constants live in a
113
- packed `ProgramArena` buffer (variable length → not a fixed-stride table).
244
+ One `emitters` table (CPU-managed, low churn). Row = `PARTICLE_EMITTER_STRUCT`: program
245
+ offsets+lengths, constant-pool offset, seed, spawn rate, **node** (transforms row), **generation**,
246
+ bounds sphere, flags (lighting/soft/sort/cull/blend/projection), render binding (attr offsets for
247
+ position/size/color/rotation/frame/velocity), atlas region + flipbook grid, and the program id
248
+ the coherence pass buckets on. The atlas region is resolved, not authored: the emitter names an
249
+ image and the system packs it, the way `ShaderManager` packs the old engine's sprites, so a repack
250
+ moves every patch without any emitter changing. The seed is resolved too — an emitter left at 0 gets
251
+ its registration's generation, which no other emitter of the registry shares, rather than being
252
+ written to. Programs+constants live in a packed `ProgramHeap` buffer
253
+ (variable length → not a fixed-stride table).
254
+
255
+ The struct is the ONLY statement of that layout. The JS writer is the database's
256
+ `write_wgsl_type_value`, and the WGSL reader — the `ParticleEmitter` struct declaration plus
257
+ `database_read_..._element` — is generated from the same struct by the table descriptor. There is no
258
+ hand-packed word offset table to drift out of step with the shaders, and no hand-written reader.
259
+ The bucket histogram, which runs once per live particle and wants only `program_id`, reads it
260
+ through `chunk_read_field` rather than decoding a whole row.
261
+
262
+ **Editing the set at runtime is the point of using a table.** `EmitterRegistry.add` stages one
263
+ record and `remove` frees one row; neither touches the others. Rows are stable for an emitter's
264
+ lifetime because a live particle's record header holds the row of the emitter that spawned it —
265
+ renumbering a survivor would re-point its particles at somebody else. A removed row is handed back
266
+ to the next `add`, so the id space does not grow without bound.
267
+
268
+ **Generations make that reuse safe.** Every add takes the next value of one running counter, never
269
+ zero, and the particles of an emitter carry its generation in their header. The simulate pass kills
270
+ any particle whose generation is not its row's current one — the row is zero-filled (generation 0)
271
+ or a later tenant's — so a hard removal frees the emitter's particles within a frame, and a reused
272
+ row cannot adopt a stranger's. Graceful retirement (rate to zero, remove once the tail has died)
273
+ remains an author's choice rather than a correctness rule.
274
+
275
+ **Programs are edited the same way.** `ProgramHeap` is a pair of range allocators
276
+ (`OffsetAllocator`) over the two sections of the packed buffer, keyed by a `HashMap` on the bytecode
277
+ itself — `ParticleProgram` answers `equals`/`hash`, so content deduplication is the map's doing
278
+ rather than a stringified key's. `acquire` takes a reference and `release` gives one back, so the
279
+ last emitter of an effect is what unpacks it, and `EmitterRegistry.set_program` swaps an emitter onto
280
+ different bytecode while it is live. What makes that possible is that a program is **relocatable**:
281
+ instructions carry no absolute addresses and constant references are program-local, so the heap can
282
+ move one by copying its words and rewriting the placement.
283
+
284
+ Two things are deliberately NOT reclaimed. **Program ids** are reused rather than renumbered — they
285
+ are baked into every emitter record, so compacting them would mean rewriting the whole table — and
286
+ `bucketCount()` is sized from the id capacity, the set's peak, so it does not move every time an
287
+ effect comes or goes. An id below the peak with nothing in it is an empty bin, which rounds up to
288
+ zero workgroups and shifts nothing after it. **Section capacity** only rises: a repack (which happens
289
+ when a section has no contiguous run long enough) compacts what is live and grows only if it must,
290
+ so a set that peaked at a hundred effects does not pay for a resize every time it returns to three.
291
+
292
+ A repack is the one change no emitter announces, since it is not an edit to any of them.
293
+ `EmitterRegistry.flush` asks the heap once per frame — `placement_version` — and restages every row
294
+ when it has moved.
295
+
296
+ Every row of a frame is staged through one module-static record (`EmitterRegistry`), so a flush
297
+ allocates nothing however many rows it restages.
114
298
 
115
299
  ### Culling & attach
116
300
 
117
- Optional pass tests each emitter's bounds sphere vs. camera frustum, then HiZ occlusion (mirrors
118
- `chunk_query_depth_from_screen_space_bb`). Culled emitters skip emit/simulate and accumulate sleep
119
- time; on wake, spawn-count is caught up (bounded steps, like meep's `ParticularEngine`). Emitters
120
- attached to a bone read `node.global` from the scene transforms table (GPU-side) each frame to derive
121
- their world transform, after `graph_scene_update_transform_hierarchy` has run.
301
+ An emitter that sets `EMITTER_FLAG.CULL` has its bounds sphere — centre through its node's matrix,
302
+ radius scaled by the matrix's largest axis scale — tested against the camera frustum by the tick
303
+ pass, with the renderer's shared `chunk_sphere_intersects_frustum`. Culled emitters spawn nothing
304
+ and accrue sleep; on wake the tick adds a catch-up of at most `max_catchup_seconds` of rate. Live
305
+ particles keep simulating while their emitter is culled. HiZ occlusion is not written.
122
306
 
123
307
  ### Two orderings, and why they are separate
124
308
 
@@ -134,8 +318,15 @@ diverges, so a wave serially executes the union of the opcodes its lanes want; a
134
318
  `v_movrels`/`v_movreld` behind a waterfall loop whose trip count is the number of *distinct*
135
319
  register indices live in the wave. Grouping the wave by program collapses both at once.
136
320
 
137
- The bucket key is the **program**, not the emitter: `ProgramArena` deduplicates by content and hands
138
- back a dense `program_id` the emitter record carries, so emitters compiled from the same graph share
321
+ The grouping is also **load-bearing**: the simulate shader reads its section parameters (code offset,
322
+ instruction count, constant offset) from the wave's first lane through `subgroupBroadcastFirst`
323
+ (`particle_wave_uniform`), which is what lets the driver fetch instruction words through the scalar
324
+ unit, branch the opcode switch on a scalar and index the register file through M0 without a
325
+ waterfall. A wave holding two programs would run one over the other's particles, so the coherence
326
+ pass is part of simulate's correctness. Emit keeps a per-lane decode: its waves span emitters.
327
+
328
+ The bucket key is the **program**, not the emitter: `ProgramHeap` deduplicates by content and hands
329
+ back a `program_id` the emitter record carries, so emitters compiled from the same graph share
139
330
  one bucket. Each bucket is padded out to `PARTICLE_SIMULATE_WORKGROUP_SIZE` (64 — a multiple of both
140
331
  plausible subgroup widths, so no shader needs to query `subgroup_size`), which is what makes the
141
332
  grouping hold at wave granularity: an unpadded boundary lands mid-wave and that wave spans two
@@ -151,10 +342,12 @@ whose only cross-workgroup wait is CSDLDF's bounded spin-then-fallback) → scat
151
342
  with the sentinel. Nothing reads back to the CPU; the only host-supplied number is the bucket count,
152
343
  which is static topology.
153
344
 
154
- **Render order** (`sort/`) — per-frame, transparent emitters' particles sorted back-to-front by view
155
- depth so premultiplied transparency composites correctly. LSD radix sort on a 32-bit key (quantized
156
- view depth): per digit — build histogram, `graph_prefix_scan_csdldf` the bin counts to offsets,
157
- scatter (index payload). Sorted index list feeds the instanced draw.
345
+ **Render order** (`sort/`) — per-frame, particles sorted back-to-front by view depth so
346
+ premultiplied transparency composites correctly. Counting sort on a quantised view depth
347
+ (`PARTICLE_SORT_BUCKET_COUNT` bins over `GPUParticleSystem#sort_depth_range`): histogram from the
348
+ camera uniform's view matrix, `graph_prefix_scan_csdldf` the bin counts to offsets, scatter (index
349
+ payload). The sorted index list feeds the instanced draw. Both per-particle passes are bounded by
350
+ the alive counter and dispatched by the args the bucket reset wrote from it.
158
351
 
159
352
  Reordering the render list for program coherence would break transparency; depth-sorting the
160
353
  simulation list would destroy the coherence. They share no buffer and no counter slot —
@@ -169,102 +362,153 @@ expanded per instance (billboard/velocity-stretch/axis-lock/world modes). Fragme
169
362
  (region + flipbook frame), optional forward lighting via `chunk_shade_standard_material_direct` +
170
363
  IBL, optional soft-depth fade. Depth-tested, no depth write. Draws into the HDR color target.
171
364
 
365
+ ### Drawing under the renderer: an AVBOIT side channel
366
+
367
+ Under `Renderer` the particles are not drawn by the billboard pass above. They go through the AVBOIT
368
+ transparency pipeline (`rasterize/native/avboit/`) as a **side channel** — the contract in
369
+ `AVBOITSideChannel.js` — so they composite order-independently with the transparent meshes and
370
+ against the opaque scene, through the same volume and the same accumulators. Quads are not packed
371
+ into meshlets; the orchestrator asks the channel for its contribution at the three points where the
372
+ meshlet buckets have just made theirs:
373
+
374
+ 1. **occupancy** (`shader_particle_avboit_occupancy`): one thread per emitter row, the emitter's
375
+ bounds sphere (the culling sphere, through its node's `global`) as a view-depth interval, dilated
376
+ and OR-ed into the occupancy bits. Per emitter, not per particle — no contention, and a particle
377
+ that strays lands on a run boundary rather than anywhere wrong. Additive emitters mark nothing.
378
+ This gives `bounds_radius` teeth on an emitter that never opted into culling: a particle outside
379
+ the sphere still draws, but its extinction lands in whatever physical slice the warp put nearest,
380
+ so it occludes at slightly the wrong depth. The sphere should hold the effect.
381
+ 2. **splat** (`shader_particle_avboit_splat`): the billboard quads rasterized at the volume's
382
+ resolution, coverage from the atlas alpha, extinction through `avboit_splat_slice` — the same
383
+ write path as a surface. Additive particles write nothing. A soft-depth particle is faded here
384
+ against the same scene depth the draw fades it against, one sample per voxel: what the volume
385
+ records has to be the coverage the accumulators are weighted by, or a card that fades out where
386
+ it meets the floor goes on darkening the floor through itself.
387
+ 3. **draw** (`shader_particle_avboit_draw`): the quads at internal resolution, depth-tested read-only
388
+ against the scene (which lets the soft fade read the same depth), fog composited, transmittance
389
+ from the integral. Which of the two it is, is decided by coverage rather than by the blend enum,
390
+ so an additive emitter and a premultiplied sprite with no alpha take the same path — as they do
391
+ in the splat. A covering particle writes `color / norm / extinction` as a surface does, in-scatter
392
+ included, weighted by the coverage it took. An emitting one writes the fourth accumulator,
393
+ **emission**: light attenuated by the fog and by the volume in front of it, and carrying none of
394
+ the fog's own in-scatter, because the resolve adds emission outside the normalization and the
395
+ scene behind already has it. That accumulator is the one addition to AVBOIT's resolve for this.
396
+ The whole decision is `chunk_particle_avboit_contribution`, and it is spec'd on the emulator.
397
+
398
+ No sort: the volume makes order irrelevant, so this path reads the alive list and the draw args
399
+ straight from `simulate`. The billboard vertex stage is one chunk
400
+ (`chunk_particle_billboard_vertex`) shared by the standalone renderer and both AVBOIT passes.
401
+ `GPUParticleSystem` implements the three methods; `Renderer.feature_particles_enabled` runs
402
+ `simulate` before the transparency pass and hands the system to the orchestrator. MBOIT is legacy
403
+ and gets no particle path.
404
+
405
+ ### Ownership: `GPUParticleSystem`
406
+
407
+ Constructed once against a `GPUSceneContext`, in the mould of `ReSTIRDI`. It owns every persistent
408
+ buffer — pool, alive lists, dead list, counters, both indirect-args buffers, the coherence and sort
409
+ scratch, the emitter database (both tables), the packed program buffer, the spawn-command ring — and grows the ones that depend on the emitter set inside `execute`. The
410
+ default atlas is a 1x1 white texel. `execute({graph, camera, scene_database, color, depth, dt})`
411
+ sweeps the scene, pushes what changed (on a command context opened only when something needs
412
+ one), and records the whole frame through `graph_particles`, returning the colour handle after
413
+ the draw. An integrator does not encode a particle pass by hand.
414
+
172
415
  ## File layout
173
416
 
174
417
  ```
175
- src/webgpu/renderer/particles/
418
+ src/shade/renderer/particles/
176
419
  DESIGN.md
177
- ParticleConstants.js pool stride, reg count, limits
420
+ ParticleConstants.js pool stride, reg count, workgroup sizes, limits
178
421
  isa/ParticleVMISA.js opcode table (single source of truth)
179
422
  isa/ParticleProgram.js Program value type + (de)serialization to u32
180
423
  isa/ParticleAssembler.js tiny assembler (build programs in tests/library)
181
424
  vm/ParticleVMReference.js JS reference executor
182
425
  vm/chunk_particle_vm.js WGSL interpreter CodeChunk (parity target)
426
+ vm/chunk_particle_vm_registers_fast.js register file in var<private> — the interpreter that runs
427
+ vm/chunk_particle_vm_registers_wide.js register file in storage — the fallback
428
+ shaders/chunk_particle_simulate_step.js one particle's simulate, shared by both simulate shaders
429
+ shaders/chunk_particle_emit_step.js one newborn's emit, shared by both emit shaders
183
430
  graph/ParticleNodeDescription.js node type base (ports + lowering)
184
431
  graph/ParticleNodeRegistry.js standard node library (a NodeRegistry)
185
432
  graph/particle_graph_authoring.js authoring sugar over core/model/node-graph
186
433
  graph/compile_particle_graph.js graph → Program (register alloc, const intern)
187
434
  layout/ParticleLayout.js attribute schema ↔ record word offsets
188
- data/*_STRUCT.js EMITTER_STRUCT, counters, render binding, sort key
435
+ data/PARTICLE_EMITTER_STRUCT.js the emitter row + flag/blend/projection encoding
436
+ data/particle_emitter_record.js emitter + context -> one row of that struct
437
+ data/PARTICLE_EMITTER_STATE.js the GPU-owned per-emitter state row (second table of the database)
438
+ data/PARTICLE_DATABASE_SPEC.js the GPUDatabase schema, and the emitter table's descriptor
439
+ data/PARTICLE_COUNTERS.js counter slot indices
440
+ data/particle_header.js record header encoding (row + generation), JS + WGSL
189
441
  coherence/particle_program_buckets.js CPU reference for the simulation-order bucketing
190
442
  coherence/shader_particle_bucket.js reset / histogram / pad / scatter / fill
191
443
  coherence/graph_particle_bucket.js frame-graph wiring, around graph_prefix_scan_csdldf
192
- runtime/ParticlePool.js pool + alive/dead lists + counters (buffers)
193
- runtime/ProgramArena.js packed program+const buffer
194
- runtime/ParticleAtlas.js sprite atlas texture + region table
195
- runtime/EmitterRegistry.js GPUDatabase(emitters) + CPU emitter defs
196
- shaders/* emit / simulate / indirect-args / sort / render
197
- cull/* frustum + HiZ emitter culling
198
- GPUParticleSystem.js feature class (persistent buffers, execute())
199
- graph_particles.js per-frame frame-graph wiring
200
- *.spec.js co-located tests (JS + emulator)
444
+ runtime/ProgramHeap.js the one packed [header][constants][code] buffer, allocator-backed
445
+ runtime/ProgramPlacement.js where one program sits in it — what an emitter record carries
446
+ runtime/ParticleEmitter.js one emitter — a Node3D and an effect, with no GPU in it
447
+ runtime/GPUParticleEmitterContext.js what a registry assigns one: row, generation, placement, patch
448
+ runtime/EmitterRegistry.js GPUDatabase(emitters) + the live emitters + their contexts + the program heap
449
+ runtime/create_particle_effect.js layout + INIT/UPDATE graphs → compiled effect
450
+ shaders/shader_particle_spawn_commands.js CPU bursts → pending spawns
451
+ shaders/shader_particle_emitter_tick.js per-emitter spawn decision
452
+ shaders/shader_particle_emit.js per-newborn INIT, sized by the scan
453
+ shaders/shader_particle_simulate.js per-particle UPDATE + compaction + orphan kill
454
+ shaders/shader_particle_finalize.js reset counters (+ budget) / build indirect args
455
+ shaders/shader_particle_render.js billboard pipeline
456
+ shaders/chunk_particle_setup_context.js VM builtins from the emitter's node, + the RNG seed
457
+ shaders/chunk_particle_emitter_age.js the tick pass's running age, off the emitter_state table
458
+ shaders/chunk_particle_curve_disabled.js the no-curves-bound CURVE provider
459
+ shaders/chunk_particle_billboard_vertex.js the billboard vertex stage, shared by every draw
460
+ shaders/chunk_particle_emitter_world_sphere.js the culling / occupancy sphere
461
+ shaders/shader_particle_avboit_*.js occupancy / splat / draw through AVBOIT
462
+ sort/* render-order depth sort
463
+ graph_particles.js simulate (to the draw args) + the standalone sort and draw
464
+ graph_particles_avboit.js the AVBOIT side channel: occupancy, splat, draw
465
+ GPUParticleSystem.js the feature: owns the buffers, sweeps the scene, execute()
466
+ particle_test_fixtures.js scene + registry + database words, for the emulator specs
467
+ *.spec.js co-located tests (JS + emulator + software device)
201
468
  ```
202
469
 
203
470
  ## Testing
204
471
 
205
- - Pure JS: layout packing, assembler, register allocator, node compiler, pool/list/arena/emitter
206
- bookkeeping (via `SoftwareGPUDevice`).
472
+ - Pure JS: layout packing, assembler, register allocator, node compiler, heap/emitter/registry
473
+ bookkeeping (via `SoftwareGPUDevice`), the header encoding.
207
474
  - WGSL via emulator: VM opcode parity (JS vs WGSL), curve sampling, sort key/depth, atlas+flipbook
208
- UV math, billboard expansion, soft-depth fade, emit/simulate kernels on small fixtures.
475
+ UV math, billboard expansion, soft-depth fade, and every compute pass on small fixtures — the tick
476
+ (rate integration, generations, pending, budget, culling, page-group walk), emit (expansion over
477
+ the scan, node position, orphans), simulate, spawn commands, finalize, bucket, sort. Fixtures
478
+ (`particle_test_fixtures.js`) build a real scene with a `GPUSceneContext` and a real registry, and
479
+ `gpu_database_words` lays both databases out the way the GPU holds them, so the shaders read rows
480
+ the real writers wrote.
481
+ - Multi-frame capstone (`particle_lifecycle.spec`): reset → commands → tick → (JS scan) → emit →
482
+ simulate across frames, with the GPU deciding to spawn, a CPU burst, the budget, and death.
483
+ - Orchestration on `SoftwareGPUDevice`: `GPUParticleSystem.spec` (scene sweep, growth, uploads only
484
+ when needed, the ring), `graph_particles.spec` (pass sequence, indirect sizing, the two orderings,
485
+ every persistent buffer imported exactly once), and the playground's `particle_scene.spec` (the
486
+ integration: geometry → hierarchy → particles → draw).
209
487
  - Cross-parity meta-tests: every ISA opcode implemented by both executors.
210
488
 
211
489
  End-to-end GPU is out of scope for node (no binary GPU dep); emulator + JS references give the
212
490
  coverage the brief asks for.
213
491
 
214
- ## Implementation status
215
-
216
- Built and tested (80 tests, 16 files):
217
-
218
- - **VM** — ISA, program, assembler, JS reference executor, WGSL interpreter with full deterministic-
219
- opcode parity (fuzz + hand-written) and known-answer RNG.
220
- - **Node graph → bytecode** — layout, graph, node library, compiler (DAG-share, linear-scan register
221
- alloc, error cases), verified on the reference VM.
222
- - **Emitter data** — packed u32 layout + WGSL reader, flag/blend/projection encoding, transform
223
- writer.
224
- - **Simulate** (single execution shader) and **emit** (spawn) passes — verified through the emulator,
225
- including a multi-effect run and the multi-frame lifecycle capstone (`particle_lifecycle.spec`).
226
- - **Runtime** — ProgramArena, EmitterRegistry, ParticleSpawnScheduler (sleep-when-culled), the
227
- GPUParticleSystem CPU model (bone-attach transform patching, free list, ping-pong).
228
- - **Sort** — counting sort reference + histogram/scatter shaders bracketing `graph_prefix_scan_csdldf`.
229
- - **Coherence** — CPU reference plus the five bucketing shaders, on the emulator and validated as
230
- WGSL; the whole chain is run end to end against the reference, pinning that bucket boundaries land
231
- on multiples of 64, that no workgroup of the result spans two programs, and that every input slot
232
- survives exactly once. Orchestration is pinned twice on `SoftwareGPUDevice`: `graph_particles.spec`
233
- records the real frame graph (pass order, indirect sizing, the two orderings in separate buffers,
234
- and every persistent buffer imported exactly once — two imports of one buffer are two resource
235
- entries the graph cannot tell apart), and the playground spec covers the hand-encoded equivalent.
236
- - **Render math** — billboard modes, atlas/flipbook UV, soft fade, premultiplied blend.
237
- - **Finalize** — reset + build-indirect passes.
238
- - **Culling** — frustum sphere test.
239
-
240
- Structural (production-patterned, not emulator-runnable — need a real device / framegraph execution):
241
- the billboard **render pipeline** (`shader_particle_render`, assembly-verified), the **frame-graph
242
- wiring** (`graph_particles`), the **animation-curve provider** (reuses the engine's curve chunk), and
243
- the **prototype** effects.
244
-
245
492
  ### Emulator caveats discovered (all correct on real hardware)
246
493
 
247
- The in-repo WGSL emulator (unit-test tool, not GPU parity) has four limitations the shaders are
248
- written around, documented in the memory note: `switch` case bodies are dropped (use if/else);
249
- repeated read-modify-write of one location across a loop is corrupted (RNG is verified in isolation,
250
- not through the interpreter loop); u32 multiply is imprecise for large operands (PCG can't be
251
- checked through it); and `/` is FLOAT division, so integer division only truncates where the result
252
- is stored straight into a typed array — `(n + 63u) / 64u * 64u` reads as 66 there and 64 on a
253
- device. The coherence pass's round-up is a mask (`(n + 63u) & 0xffffffc0u`) for exactly that reason,
254
- and the fill pass splits its thread id with `>>` and `&` rather than `/` and `%`.
255
- `array<atomic<u32>>` bindings are modeled as `{value}` objects in tests.
256
-
257
- ### Renderer integration (remaining hook-up)
258
-
259
- To light up in `Renderer.render`, mirroring `feature_restir_di_enabled`/`ReSTIRDI`:
260
- 1. `feature_particles_enabled` flag + `#particles = new GPUParticleSystem(graphics)` in
261
- `initialize()`, `get particles()` accessor.
262
- 2. Create the persistent GPU buffers from `GPUParticleSystem.bufferSizes()` /
263
- `initialFreeList()`; upload emitter/program/constant buffers from `registry.build()` when dirty.
264
- 3. Each frame: `const requests = system.update(dt, {is_visible})`; upload requests;
265
- `graph_particles({graph, gpu, frame})`; append the sort (`sort/shader_particle_sort` +
266
- `graph_prefix_scan_csdldf`) and the billboard render pass (into the HDR colour + scene depth
267
- attachments) — depth test on, no write, premultiplied blend.
268
- 4. For lit emitters, compile a simulate/render variant that swaps the disabled curve/lighting hooks
494
+ The in-repo WGSL emulator (unit-test tool, not GPU parity) has limitations the shaders are written
495
+ around, documented in the memory note: `switch` case bodies are dropped (use if/else); repeated
496
+ read-modify-write of one location across a loop is corrupted (RNG is verified in isolation, not
497
+ through the interpreter loop); u32 multiply is imprecise for large operands (PCG can't be checked
498
+ through it); `/` is FLOAT division, so integer division only truncates where the result is stored
499
+ straight into a typed array — `(n + 63u) / 64u * 64u` reads as 66 there and 64 on a device, and a
500
+ binary search's `mid` is a shift, not a divide; matrix column indexing (`m[0]`) is not evaluated,
501
+ so an axis scale is read as `m * vec4(1,0,0,0)`. `array<atomic<u32>>` bindings are modeled as
502
+ `{value}` objects in tests; a pass that binds the same buffer as plain `array<u32>` gets a
503
+ `Uint32Array`. The scene context writes a row's `global` one publish behind (the hierarchy pass
504
+ recomposes it on a device), so a node's matrix under the emulator is the one it had when its row
505
+ was seeded.
506
+
507
+ ### Renderer integration
508
+
509
+ Done: `Renderer.feature_particles_enabled` (off by default), `Renderer.particles(scene_ctx)` creating
510
+ one system per scene context on first use, `simulate` recorded before the transparency pass and the
511
+ system passed to the AVBOIT orchestrator as its side channel. Remaining:
512
+ 1. For lit emitters, compile a simulate/render variant that swaps the disabled curve/lighting hooks
269
513
  for `chunk_particle_curve_animation` (+ bind `GPUAnimationManager.database.buffer`) and a
270
514
  shading-chunk-backed lighting hook (+ the `SHADING_LIGHT_RESOURCE_GROUP`).