@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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@@ -1,9 +1,18 @@
1
- # GPU particle system — playground
1
+ # GPU particles, through AVBOIT — playground
2
2
 
3
- The whole GPU particle path running in a real scene: emitters, the VM, the alive/dead lists and the
4
- billboard renderer, driven end to end by the GPU with no renderer, no assets and no `Renderer`
5
- dependency. It moved here from `renderer/particles/prototypeParticleSystem.js`, which had no page to
6
- open it with.
3
+ The GPU particle path where it belongs: inside the engine's own `Renderer`, drawn by the AVBOIT
4
+ transparency pipeline as a side channel of the transparent meshes. The page owns a `Scene` and a
5
+ camera and nothing else — no frame graph, no pass, no pipeline, no camera buffer and no depth
6
+ texture. Two lines turn the particles on:
7
+
8
+ ```js
9
+ renderer.transparency_mode = ShadeTransparencyMode.AVBOIT;
10
+ renderer.feature_particles_enabled = true;
11
+ ```
12
+
13
+ `particle_prototype.js` — the worked-example `fire_effect` / `smoke_effect` / `register_campfire` —
14
+ lives here too, and is spec'd here rather than from the engine's own suite so that the dependency
15
+ runs playground → renderer and never back.
7
16
 
8
17
  ## Running it
9
18
 
@@ -14,96 +23,117 @@ npm run dev --workspace @woosh/meep-engine
14
23
  then open <http://localhost:5173/src/shade/playground/particle_system/index.html>.
15
24
 
16
25
  It has to be `http://localhost` rather than `file://`: WebGPU needs a secure context, and module
17
- imports from `file://` are blocked by CORS anyway. The page imports nothing but meep's own relative
18
- ESM, so any static server rooted at the repo also serves it.
19
-
20
- **It needs `subgroups`**, and refuses to start without it. The simulate input list is bucketed by VM
21
- program so no wave spans two programs, and the bucket offsets come from `graph_prefix_scan_csdldf`,
22
- which is built on subgroup ops.
26
+ imports from `file://` are blocked by CORS anyway.
23
27
 
24
- **It needs immediate data**, and refuses to start without it. Emit, simulate and build-indirect each
25
- carry their per-dispatch state (`u_dt`, `u_time`, `u_frame`, and for emit the request count and the
26
- pool capacity) as an immediate block rather than as a transient uniform buffer, so an adapter whose
27
- WGSL lacks the `immediate` address space cannot build any of the three. The refusal names the byte
28
- counts. Chrome/Edge 113+ with immediates; Claude Code's in-app browser pane is **not** one — it
29
- reports no adapter at all today, and no `immediate_address_space` in `wgslLanguageFeatures`.
28
+ **It needs `subgroups` and immediate data**, both of which the renderer requires of any device it
29
+ accepts — the prefix scans behind the spawn counts, the coherence bucketing and the scene hierarchy
30
+ are built on subgroup ops, and every particle compute pass carries its per-dispatch state as an
31
+ immediate block. Chrome/Edge 113+ with immediates; Claude Code's in-app browser pane is **not** one
32
+ — it has reported no adapter at all since 2026-09-02, and no `immediate_address_space` in
33
+ `wgslLanguageFeatures` before that.
30
34
 
31
35
  ## What is on screen
32
36
 
33
- Four emitters sharing one 32k pool, chosen so each renderer path is visible at once:
37
+ A `Scene` with opaque geometry (a floor, a pillar, a block), **one transparent pane** across the
38
+ middle of the set, a sunlight, the default environment, and five emitters sharing one pool:
34
39
 
35
40
  | emitter | blend | projection | what it is there to show |
36
41
  |---|---|---|---|
37
- | fire | additive | billboard | `fire_effect()` straight out of `particle_prototype.js`, at the foot of the pillar |
42
+ | fire | additive | billboard | `fire_effect()` straight out of `particle_prototype.js` next door, at the foot of the pillar |
38
43
  | smoke | alpha | billboard, soft-depth | a rising column that fades where it meets the pillar rather than cutting into it |
39
44
  | sparks | additive | **stretched** | short-lived, gravity-fed, stretched along velocity — the one non-billboard projection |
40
- | dust | alpha | billboard, soft-depth | a wide slow drift, so the ground plane and the low wall both get a soft intersection |
45
+ | dust | alpha | billboard, soft-depth | a wide slow drift, so the floor gets a soft intersection |
46
+ | torch | additive | billboard | a child of a node that orbits — the emitter never moves, its parent does, and the GPU hierarchy pass composes the two |
47
+
48
+ The torch is the point of the scene-node design. Its record holds a row of the scene's
49
+ `transforms` table, not a matrix; the page writes its parent's translation once a frame the way it
50
+ would for any node, and the emitter's world position comes out of the same hierarchy pass that
51
+ places every mesh. An emitter parented to an animated joint works the same way, with nothing copied
52
+ through the CPU.
41
53
 
42
54
  Four distinct compiled programs, so this is also where the simulation-order bucketing has something
43
55
  to do: without it a simulate wave holds fire, smoke, spark and dust particles side by side, each
44
- wanting different opcodes out of the interpreter's `switch` and different registers out of its
45
- dynamically-indexed file. Nothing on screen changes when it is on — it is a coherence change, not a
46
- visual one — which is why it is pinned by specs rather than by looking.
56
+ wanting different opcodes out of the interpreter's `switch`. Nothing on screen changes when it is on
57
+ — it is a coherence change, not a visual one — which is why it is pinned by specs rather than by
58
+ looking.
59
+
60
+ ## The property the page exists to demonstrate
47
61
 
48
- Ground plane and three boxes are drawn first into a reverse-Z `depth32float` buffer. The billboard
49
- pass loads that colour target and depth-tests against the same buffer read-only, so particles are
50
- **occluded** by the boxes and the soft-depth emitters sample the depth they were occluded by.
62
+ **Particles and transparent surfaces composite against each other with no order between them.**
63
+ Orbit around the pane. From in front, the particles behind it are dimmed by it; from behind, the
64
+ pane is dimmed by the smoke in front of it — and neither was sorted against the other, because both
65
+ wrote their extinction into the same voxel volume and both were resolved out of the same
66
+ accumulators. That is what a side channel buys, and what a blended pass bolted on after the
67
+ transparency pipeline cannot do at any price.
51
68
 
52
- Things worth looking at:
69
+ Two more things are visible from the same seat:
53
70
 
54
- - particles disappearing behind the pillar as the camera orbits — that is the depth test,
55
- - smoke and dust softening where they touch a surface instead of showing a hard intersection line —
56
- that is `PARTICLE_FLAG_SOFT_DEPTH` and the reverse-Z linearisation,
71
+ - **the additive emitters do not darken what is behind them.** Fire, sparks and the torch write the
72
+ emission accumulator, which the resolve adds outside the coverage normalization, so they light
73
+ the frame without taking coverage from it.
74
+ - **switch the mode to MBOIT and the particles vanish while the pane stays.** MBOIT is the legacy
75
+ path and has no particle channel. The simulation keeps running — turn AVBOIT back on and the
76
+ effects are where they would have been, not restarted — which is the honest way to see which
77
+ pipeline the particles now live in.
78
+
79
+ Also worth looking at, from the path itself:
80
+
81
+ - particles disappearing behind the pillar as the camera orbits — the depth test, read-only, on the
82
+ same buffer the soft fade samples,
83
+ - smoke and dust softening where they touch a surface instead of showing a hard intersection line,
57
84
  - sparks leaning into their own velocity — `EMITTER_PROJECTION.STRETCHED`,
58
- - both blend modes in **one** draw with one pipeline: `particle_premultiply` picks per particle, so
59
- there is no additive pass and no alpha pass.
85
+ - the torch's trail following its carrier.
86
+
87
+ The frame is GPU-driven end to end, spawning included. The host walks no emitters and counts no
88
+ particles: the emitter tick pass integrates every emitter's rate on the GPU, a prefix scan of its
89
+ counts sizes the emit dispatch, and `shader_particle_build_indirect` writes the simulate dispatch
90
+ args and the draw args. The "Burst 4000 sparks" button is the one thing the CPU asks for, and it
91
+ asks through the same path — a command list a pass adds to that emitter's pending spawns.
60
92
 
61
93
  The overlay shows fps and, every 30 frames, the alive count, the free-list length and the two
62
- indirect arg buffers. Those are read back **to look at**. Nothing on the CPU sizes a pass.
94
+ indirect arg buffers. Those are read back **to look at**, on a command buffer of their own after the
95
+ renderer's. Nothing on the CPU sizes a pass.
63
96
 
64
- ## The property the page exists to demonstrate
97
+ ## Bounds spheres matter here
65
98
 
66
- The frame is GPU-driven end to end. `shader_particle_build_indirect` writes both the simulate
67
- dispatch args and the billboard draw args on the GPU; the next frame's simulate runs through
68
- `dispatchWorkgroupsIndirect` and this frame's draw through `drawIndirect`. The host's only sizing
69
- decision is how many *new* particles to spawn, which is a per-emitter rate times `dt` and has
70
- nothing to do with how many are already alive.
99
+ Every emitter carries one, and under AVBOIT it is not only the culling test it used to be: the
100
+ occupancy pass marks the depth slices an emitter may occlude in from that sphere, once per emitter
101
+ rather than once per particle. A sphere that does not hold its effect leaves particles occluding at
102
+ slightly the wrong depth. `PARTICLE_EMITTER_MOTION` in `particle_scene.js` is the motion each effect
103
+ is built from, and `particle_scene.spec.js` checks the spheres against it.
71
104
 
72
- Sizing either from a CPU readback instead would be a correctness bug rather than a latency one: a
73
- stale count that is too small leaves the tail of the alive list unsimulated, so those slots are
74
- never freed, and one that is too large re-simulates entries past the end, pushing a dead slot onto
75
- the free list twice — it is then popped twice and two live particles share one record.
105
+ They are sized to hold where the effect actually goes, not the last corner its jitter could reach:
106
+ a sphere big enough for the worst case would mark most of the depth range and cost the adaptive
107
+ slicing the very thing it is for.
76
108
 
77
109
  ## Verifying it
78
110
 
79
- `particle_scene.js` holds the scene with every reference to the page removed, so
80
- `particle_scene.spec.js` can encode the same frames against `SoftwareGPUDevice`:
81
-
82
111
  ```bash
83
- npx vitest run src/shade/playground/particle_system/particle_scene.spec.js
112
+ npx vitest run src/shade/playground/particle_system
84
113
  ```
85
114
 
86
- That mock runs no shaders, so the spec asserts nothing about what a pass computed. What it does
87
- assert is that the frame is legal and wired the way the design requires — pass order and
88
- attachments, no frame reading the list it appends to, the immediate blocks written before every
89
- dispatch that declares them, simulate and the draw both taking their counts from the indirect
90
- buffers, and the two orderings staying in separate buffers: simulate reads the program-coherent
91
- list, the billboard draw reads the alive list. Any WebGPU validation failure anywhere in the frame arrives as an
92
- uncaptured error, which every test fails on.
115
+ `particle_scene.js` holds the scene and the configuration with every reference to the page removed,
116
+ so the spec builds the real scene — meshlets, materials, emitters — with no device, and checks what
117
+ is the page's to get wrong: the emitters are the scene's nodes, the torch hangs off the carrier, the
118
+ pane is transparent while the rest is opaque, the bounds spheres hold their effects, and
119
+ `configure_particles` turns the feature on, selects AVBOIT and hands the system its sprite.
120
+
121
+ What a particle *frame* encodes is not this page's business any more. It is pinned next to the code,
122
+ against `SoftwareGPUDevice`, in `renderer/particles/graph_particles.spec.js` (the simulation, pass
123
+ by pass, and every dispatch sized by GPU-written args) and `graph_particles_avboit.spec.js` (the
124
+ three side-channel passes, their attachments and their indirect draws).
93
125
 
94
- The picture is the browser's job; the spec cannot see it.
126
+ The picture is the browser's job; no spec here can see it.
95
127
 
96
128
  ### Stepping frames by hand
97
129
 
98
130
  Add `?debug` to the URL. `requestAnimationFrame` is then not used at all, and `window.__step(n)`
99
131
  runs exactly `n` frames and returns the frame counter — which is what makes the loop drivable in a
100
- hidden or headless tab, where rAF is suspended. `window.__stats` carries the last counters snapshot.
132
+ hidden or headless tab, where rAF is suspended. `window.__stats` carries the last counters snapshot,
133
+ and `camera_state()` / `apply_camera(...)` copy a view between sessions.
101
134
 
102
135
  ## What this page does not cover
103
136
 
104
- Depth sorting. `EMITTER_FLAG.SORT` and the bucketed depth sort in `particles/sort/` (histogram →
105
- csdldf scan → scatter) are not wired in here: the billboard pass draws the alive list directly, so
106
- alpha-blended emitters are in emission order rather than back-to-front. The two soft-depth emitters are faint and diffuse enough that it
107
- does not read as wrong, which is exactly why it should not be taken as evidence that sorting works.
108
- Lighting is the unlit hook, too — `chunk_particle_lighting_unlit`, not the shading-chunk-backed one
109
- the renderer feature swaps in.
137
+ Lighting is the unlit hook — `chunk_particle_lighting_unlit`, not the shading-chunk-backed one a
138
+ lit-emitter variant would swap in. No emitter opts into simulation culling, so the frustum test in
139
+ the tick pass is never taken here; the bounds spheres are read by the occupancy pass all the same.
@@ -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>
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7
  :root {
8
8
  color-scheme: dark;
@@ -32,22 +32,25 @@
32
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  height: 100%;
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33
  }
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34
 
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- #hud {
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+ .panel {
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  position: fixed;
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- top: 12px;
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- left: 12px;
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- min-width: 210px;
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  padding: 10px 12px;
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  border: 1px solid var(--line);
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  border-radius: 8px;
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  background: var(--panel);
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  backdrop-filter: blur(6px);
42
+ }
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+
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+ #hud {
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+ top: 12px;
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+ left: 12px;
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+ min-width: 210px;
45
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  font-family: ui-monospace, SFMono-Regular, Consolas, monospace;
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  font-size: 12px;
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50
  pointer-events: none;
48
51
  }
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52
 
50
- #hud h1 {
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+ #hud h1, #controls h1 {
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  font: inherit;
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55
  font-weight: 600;
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  margin: 0 0 6px;
@@ -59,16 +62,43 @@
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62
  #hud div { display: flex; gap: 10px; justify-content: space-between; }
60
63
  #hud .key { color: var(--muted); }
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64
 
65
+ #controls {
66
+ top: 12px;
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+ right: 12px;
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+ min-width: 230px;
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+ font-size: 12.5px;
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+ }
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+
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+ #controls h1 { font-family: ui-monospace, SFMono-Regular, Consolas, monospace; font-size: 12px; }
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+
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+ #controls label {
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+ display: flex;
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+ gap: 8px;
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+ align-items: center;
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+ justify-content: space-between;
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+ padding: 3px 0;
80
+ }
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+
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+ #controls select { background: #14161a; color: var(--text); border: 1px solid var(--line); border-radius: 4px; padding: 2px 4px; }
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+
84
+ #controls button {
85
+ width: 100%;
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+ margin-top: 8px;
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+ padding: 6px 10px;
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+ background: #14161a;
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+ color: var(--text);
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+ border: 1px solid var(--line);
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+ border-radius: 6px;
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+ cursor: pointer;
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+ font: inherit;
94
+ }
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+
96
+ #controls button:hover { border-color: #3d4450; }
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+
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">
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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>