@woosh/meep-engine 3.16.0 → 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 (410) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +21 -6
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +38 -17
  4. package/editor/view/node-graph/NodeGraphClipboard.d.ts +186 -0
  5. package/editor/view/node-graph/NodeGraphClipboard.d.ts.map +1 -0
  6. package/editor/view/node-graph/NodeGraphClipboard.js +231 -0
  7. package/editor/view/node-graph/NodeGraphEditorView.d.ts +59 -1
  8. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  9. package/editor/view/node-graph/NodeGraphEditorView.js +248 -5
  10. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  11. package/editor/view/node-graph/NodeGraphView.js +84 -8
  12. package/editor/view/node-graph/actions/connection_bind_actions.d.ts +23 -0
  13. package/editor/view/node-graph/actions/connection_bind_actions.d.ts.map +1 -0
  14. package/editor/view/node-graph/actions/connection_bind_actions.js +39 -0
  15. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -1
  16. package/editor/view/particles/effect/ParticleCodeEditorView.js +4 -3
  17. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts +20 -0
  18. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts.map +1 -0
  19. package/editor/view/particles/effect/ParticleCurveEditorView.js +574 -0
  20. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  21. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +27 -1
  22. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts +24 -0
  23. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts.map +1 -0
  24. package/editor/view/particles/effect/ParticleGradientEditorView.js +472 -0
  25. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +5 -0
  26. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  27. package/editor/view/particles/effect/ParticleGraphEditorView.js +61 -31
  28. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  29. package/editor/view/particles/effect/ParticleNodeParametersView.js +33 -0
  30. package/editor/view/particles/effect/particle-editor.css +123 -35
  31. package/package.json +1 -1
  32. package/src/core/binary/allocator/OffsetAllocator.d.ts +25 -16
  33. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  34. package/src/core/binary/allocator/OffsetAllocator.js +10 -1
  35. package/src/core/collection/array/typed/float32_array_hash.d.ts +21 -0
  36. package/src/core/collection/array/typed/float32_array_hash.d.ts.map +1 -0
  37. package/src/core/collection/array/typed/float32_array_hash.js +38 -0
  38. package/src/core/graph/csr/CSRGraph.d.ts +8 -1
  39. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -1
  40. package/src/core/graph/csr/CSRGraph.js +14 -6
  41. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +24 -0
  42. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -1
  43. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +27 -0
  44. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +26 -0
  45. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  46. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +28 -0
  47. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +92 -3
  48. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -1
  49. package/src/core/model/node-graph/visual/layout/RouteGrid.js +405 -242
  50. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +50 -5
  51. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -1
  52. package/src/core/model/node-graph/visual/layout/RouteSearch.js +160 -24
  53. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +7 -0
  54. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -1
  55. package/src/core/model/node-graph/visual/layout/RouteSet.js +8 -0
  56. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +9 -3
  57. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -1
  58. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +7 -0
  59. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +9 -3
  60. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -1
  61. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +17 -3
  62. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +9 -6
  63. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -1
  64. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +49 -7
  65. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +11 -1
  66. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -1
  67. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +135 -16
  68. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +29 -0
  69. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -1
  70. package/src/core/model/node-graph/visual/layout/route_connections.js +716 -309
  71. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +3 -2
  72. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -1
  73. package/src/core/model/node-graph/visual/layout/route_grid_build.js +7 -15
  74. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +6 -0
  75. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -1
  76. package/src/core/model/node-graph/visual/layout/route_nudge.js +42 -13
  77. package/src/engine/animation/AnimationUtils.js +246 -246
  78. package/src/engine/animation/Animations.js +74 -74
  79. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +2078 -2078
  80. package/src/engine/ecs/EventType.d.ts +0 -1
  81. package/src/engine/ecs/EventType.js +1 -26
  82. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +1 -1
  83. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  84. package/src/engine/ecs/ik/ik_write_local_rotation.js +3 -7
  85. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  86. package/src/engine/ecs/parent/EntityNode.js +4 -9
  87. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  88. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +360 -364
  89. package/src/engine/ecs/transform/TRANSFORM64_EVENT_CHANGE.d.ts +41 -0
  90. package/src/engine/ecs/transform/TRANSFORM64_EVENT_CHANGE.d.ts.map +1 -0
  91. package/src/engine/ecs/transform/TRANSFORM64_EVENT_CHANGE.js +40 -0
  92. package/src/engine/ecs/transform/TRANSFORM64_MIGRATION_PLAN_2026_09_04.md +8 -0
  93. package/src/engine/ecs/transform/t64_announce_change.d.ts +10 -7
  94. package/src/engine/ecs/transform/t64_announce_change.d.ts.map +1 -1
  95. package/src/engine/ecs/transform/t64_announce_change.js +12 -12
  96. package/src/engine/ecs/transform-attachment/TRANSFORM_ATTACHMENT_EVENT_CHANGE.d.ts +30 -0
  97. package/src/engine/ecs/transform-attachment/TRANSFORM_ATTACHMENT_EVENT_CHANGE.d.ts.map +1 -0
  98. package/src/engine/ecs/transform-attachment/TRANSFORM_ATTACHMENT_EVENT_CHANGE.js +29 -0
  99. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  100. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +13 -21
  101. package/src/engine/graphics/ecs/sprite/SpriteSystemPE.d.ts.map +1 -1
  102. package/src/engine/graphics/ecs/sprite/SpriteSystemPE.js +4 -8
  103. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  104. package/src/engine/graphics3/LightSystem.js +4 -8
  105. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/MeshSystem.js +9 -19
  107. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -1
  108. package/src/engine/graphics3/ParticleEmitterSystem.js +4 -8
  109. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  110. package/src/engine/graphics3/ShadedGeometrySystem.js +4 -10
  111. package/src/engine/grid/transform2grid/Transform2GridPositionSystem.d.ts +1 -1
  112. package/src/engine/grid/transform2grid/Transform2GridPositionSystem.d.ts.map +1 -1
  113. package/src/engine/grid/transform2grid/Transform2GridPositionSystem.js +4 -8
  114. package/src/engine/intelligence/behavior/ecs/OrbitingBehavior.js +218 -218
  115. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  116. package/src/engine/physics/ecs/PhysicsSystem.js +2 -5
  117. package/src/engine/sound/ecs/SoundListenerSystem.d.ts.map +1 -1
  118. package/src/engine/sound/ecs/SoundListenerSystem.js +6 -8
  119. package/src/engine/sound/simulation/ecs/AcousticSimulationSystem.d.ts +0 -4
  120. package/src/engine/sound/simulation/ecs/AcousticSimulationSystem.d.ts.map +1 -1
  121. package/src/engine/sound/simulation/ecs/AcousticSimulationSystem.js +5 -11
  122. package/src/shade/playground/particle_editor/README.md +43 -2
  123. package/src/shade/playground/particle_system/particle_prototype.d.ts.map +1 -1
  124. package/src/shade/playground/particle_system/particle_prototype.js +4 -5
  125. package/src/shade/playground/particle_system/particle_scene.js +4 -4
  126. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  127. package/src/shade/renderer/Renderer.js +13 -1
  128. package/src/shade/renderer/particles/DESIGN.md +104 -19
  129. package/src/shade/renderer/particles/GPUParticleSystem.d.ts +64 -50
  130. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  131. package/src/shade/renderer/particles/GPUParticleSystem.js +176 -78
  132. package/src/shade/renderer/particles/ParticleConstants.d.ts +59 -23
  133. package/src/shade/renderer/particles/ParticleConstants.d.ts.map +1 -1
  134. package/src/shade/renderer/particles/ParticleConstants.js +66 -23
  135. package/src/shade/renderer/particles/ParticleRenderMode.d.ts +19 -0
  136. package/src/shade/renderer/particles/ParticleRenderMode.d.ts.map +1 -0
  137. package/src/shade/renderer/particles/ParticleRenderMode.js +33 -0
  138. package/src/shade/renderer/particles/data/PARTICLE_EMITTER_STRUCT.d.ts.map +1 -1
  139. package/src/shade/renderer/particles/data/PARTICLE_EMITTER_STRUCT.js +167 -166
  140. package/src/shade/renderer/particles/data/particle_emitter_record.d.ts +37 -0
  141. package/src/shade/renderer/particles/data/particle_emitter_record.d.ts.map +1 -0
  142. package/src/shade/renderer/particles/data/particle_emitter_record.js +109 -0
  143. package/src/shade/renderer/particles/graph/ParticleGroupBuilder.d.ts +3 -3
  144. package/src/shade/renderer/particles/graph/ParticleGroupBuilder.js +303 -303
  145. package/src/shade/renderer/particles/graph/ParticleNodeDescription.d.ts +18 -0
  146. package/src/shade/renderer/particles/graph/ParticleNodeDescription.d.ts.map +1 -1
  147. package/src/shade/renderer/particles/graph/ParticleNodeDescription.js +152 -133
  148. package/src/shade/renderer/particles/graph/ParticleNodeRegistry.d.ts +0 -11
  149. package/src/shade/renderer/particles/graph/ParticleNodeRegistry.d.ts.map +1 -1
  150. package/src/shade/renderer/particles/graph/ParticleNodeRegistry.js +720 -621
  151. package/src/shade/renderer/particles/graph/compile_particle_graph.d.ts.map +1 -1
  152. package/src/shade/renderer/particles/graph/compile_particle_graph.js +8 -3
  153. package/src/shade/renderer/particles/graph/flatten_particle_graph.d.ts.map +1 -1
  154. package/src/shade/renderer/particles/graph/flatten_particle_graph.js +244 -213
  155. package/src/shade/renderer/particles/graph/groups/particle_builtin_groups.d.ts.map +1 -1
  156. package/src/shade/renderer/particles/graph/groups/particle_builtin_groups.js +6 -0
  157. package/src/shade/renderer/particles/graph/groups/particle_groups_geometry.d.ts.map +1 -1
  158. package/src/shade/renderer/particles/graph/groups/particle_groups_geometry.js +294 -319
  159. package/src/shade/renderer/particles/graph/groups/particle_groups_noise.d.ts.map +1 -1
  160. package/src/shade/renderer/particles/graph/groups/particle_groups_noise.js +524 -517
  161. package/src/shade/renderer/particles/graph/groups/particle_groups_psrdnoise.d.ts +22 -0
  162. package/src/shade/renderer/particles/graph/groups/particle_groups_psrdnoise.d.ts.map +1 -0
  163. package/src/shade/renderer/particles/graph/groups/particle_groups_psrdnoise.js +517 -0
  164. package/src/shade/renderer/particles/graph/groups/simplex_reference.d.ts.map +1 -1
  165. package/src/shade/renderer/particles/graph/groups/simplex_reference.js +185 -159
  166. package/src/shade/renderer/particles/graph/make_particle_group.d.ts.map +1 -1
  167. package/src/shade/renderer/particles/graph/make_particle_group.js +2 -20
  168. package/src/shade/renderer/particles/graph/particle_compare_ops.d.ts +17 -0
  169. package/src/shade/renderer/particles/graph/particle_compare_ops.d.ts.map +1 -0
  170. package/src/shade/renderer/particles/graph/particle_compare_ops.js +22 -0
  171. package/src/shade/renderer/particles/graph/particle_graph_diagnostic.d.ts +28 -8
  172. package/src/shade/renderer/particles/graph/particle_graph_diagnostic.d.ts.map +1 -1
  173. package/src/shade/renderer/particles/graph/particle_graph_diagnostic.js +49 -25
  174. package/src/shade/renderer/particles/graph/particle_node_parameters.d.ts +40 -0
  175. package/src/shade/renderer/particles/graph/particle_node_parameters.d.ts.map +1 -1
  176. package/src/shade/renderer/particles/graph/particle_node_parameters.js +312 -234
  177. package/src/shade/renderer/particles/graph/particle_node_presentation.d.ts.map +1 -1
  178. package/src/shade/renderer/particles/graph/particle_node_presentation.js +59 -3
  179. package/src/shade/renderer/particles/graph/particle_ramp.d.ts +230 -0
  180. package/src/shade/renderer/particles/graph/particle_ramp.d.ts.map +1 -0
  181. package/src/shade/renderer/particles/graph/particle_ramp.js +403 -0
  182. package/src/shade/renderer/particles/graph/validate_particle_graph.d.ts +7 -1
  183. package/src/shade/renderer/particles/graph/validate_particle_graph.d.ts.map +1 -1
  184. package/src/shade/renderer/particles/graph/validate_particle_graph.js +66 -10
  185. package/src/shade/renderer/particles/graph_particles.d.ts +23 -69
  186. package/src/shade/renderer/particles/graph_particles.d.ts.map +1 -1
  187. package/src/shade/renderer/particles/graph_particles.js +105 -262
  188. package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
  189. package/src/shade/renderer/particles/graph_particles_avboit.js +3 -2
  190. package/src/shade/renderer/particles/graph_particles_billboard.d.ts +37 -0
  191. package/src/shade/renderer/particles/graph_particles_billboard.d.ts.map +1 -0
  192. package/src/shade/renderer/particles/graph_particles_billboard.js +93 -0
  193. package/src/shade/renderer/particles/isa/InstructionStream.d.ts +51 -22
  194. package/src/shade/renderer/particles/isa/InstructionStream.d.ts.map +1 -1
  195. package/src/shade/renderer/particles/isa/InstructionStream.js +98 -38
  196. package/src/shade/renderer/particles/isa/ParticleProgram.d.ts +49 -8
  197. package/src/shade/renderer/particles/isa/ParticleProgram.d.ts.map +1 -1
  198. package/src/shade/renderer/particles/isa/ParticleProgram.js +95 -150
  199. package/src/shade/renderer/particles/isa/ParticleVMISA.d.ts +306 -64
  200. package/src/shade/renderer/particles/isa/ParticleVMISA.d.ts.map +1 -1
  201. package/src/shade/renderer/particles/isa/ParticleVMISA.js +505 -136
  202. package/src/shade/renderer/particles/isa/particle_assembly.d.ts +36 -12
  203. package/src/shade/renderer/particles/isa/particle_assembly.d.ts.map +1 -1
  204. package/src/shade/renderer/particles/isa/particle_assembly.js +354 -139
  205. package/src/shade/renderer/particles/isa/validate_particle_program.d.ts +9 -0
  206. package/src/shade/renderer/particles/isa/validate_particle_program.d.ts.map +1 -0
  207. package/src/shade/renderer/particles/isa/validate_particle_program.js +128 -0
  208. package/src/shade/renderer/particles/layout/ParticleLayout.d.ts +23 -0
  209. package/src/shade/renderer/particles/layout/ParticleLayout.d.ts.map +1 -1
  210. package/src/shade/renderer/particles/layout/ParticleLayout.js +68 -0
  211. package/src/shade/renderer/particles/optimizer/dag/optimize_particle_program_vector.d.ts +77 -0
  212. package/src/shade/renderer/particles/optimizer/dag/optimize_particle_program_vector.d.ts.map +1 -0
  213. package/src/shade/renderer/particles/optimizer/dag/optimize_particle_program_vector.js +219 -0
  214. package/src/shade/renderer/particles/optimizer/dag/particle_vector_extract.d.ts +83 -0
  215. package/src/shade/renderer/particles/optimizer/dag/particle_vector_extract.d.ts.map +1 -0
  216. package/src/shade/renderer/particles/optimizer/dag/particle_vector_extract.js +283 -0
  217. package/src/shade/renderer/particles/optimizer/dag/particle_vector_graph.d.ts +133 -0
  218. package/src/shade/renderer/particles/optimizer/dag/particle_vector_graph.d.ts.map +1 -0
  219. package/src/shade/renderer/particles/optimizer/dag/particle_vector_graph.js +334 -0
  220. package/src/shade/renderer/particles/optimizer/dag/particle_vector_groups.d.ts +117 -0
  221. package/src/shade/renderer/particles/optimizer/dag/particle_vector_groups.d.ts.map +1 -0
  222. package/src/shade/renderer/particles/optimizer/dag/particle_vector_groups.js +70 -0
  223. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lift.d.ts +97 -0
  224. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lift.d.ts.map +1 -0
  225. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lift.js +462 -0
  226. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lower.d.ts +116 -0
  227. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lower.d.ts.map +1 -0
  228. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lower.js +687 -0
  229. package/src/shade/renderer/particles/optimizer/dag/particle_vector_pack.d.ts +57 -0
  230. package/src/shade/renderer/particles/optimizer/dag/particle_vector_pack.d.ts.map +1 -0
  231. package/src/shade/renderer/particles/optimizer/dag/particle_vector_pack.js +860 -0
  232. package/src/shade/renderer/particles/optimizer/dag/particle_vector_rules.d.ts +115 -0
  233. package/src/shade/renderer/particles/optimizer/dag/particle_vector_rules.d.ts.map +1 -0
  234. package/src/shade/renderer/particles/optimizer/dag/particle_vector_rules.js +264 -0
  235. package/src/shade/renderer/particles/optimizer/optimize_particle_program.d.ts +81 -42
  236. package/src/shade/renderer/particles/optimizer/optimize_particle_program.d.ts.map +1 -1
  237. package/src/shade/renderer/particles/optimizer/optimize_particle_program.js +477 -478
  238. package/src/shade/renderer/particles/optimizer/particle_integer_bounds.d.ts +100 -0
  239. package/src/shade/renderer/particles/optimizer/particle_integer_bounds.d.ts.map +1 -0
  240. package/src/shade/renderer/particles/optimizer/particle_integer_bounds.js +236 -0
  241. package/src/shade/renderer/particles/optimizer/particle_program_analysis.d.ts +139 -59
  242. package/src/shade/renderer/particles/optimizer/particle_program_analysis.d.ts.map +1 -1
  243. package/src/shade/renderer/particles/optimizer/particle_program_analysis.js +764 -647
  244. package/src/shade/renderer/particles/optimizer/particle_program_equivalence.d.ts +40 -7
  245. package/src/shade/renderer/particles/optimizer/particle_program_equivalence.d.ts.map +1 -1
  246. package/src/shade/renderer/particles/optimizer/particle_program_equivalence.js +376 -213
  247. package/src/shade/renderer/particles/optimizer/particle_program_fuzz.d.ts +30 -3
  248. package/src/shade/renderer/particles/optimizer/particle_program_fuzz.d.ts.map +1 -1
  249. package/src/shade/renderer/particles/optimizer/particle_program_fuzz.js +337 -223
  250. package/src/shade/renderer/particles/optimizer/particle_vm_semantics.d.ts +24 -38
  251. package/src/shade/renderer/particles/optimizer/particle_vm_semantics.d.ts.map +1 -1
  252. package/src/shade/renderer/particles/optimizer/particle_vm_semantics.js +166 -206
  253. package/src/shade/renderer/particles/optimizer/pass_allocate_registers.d.ts +99 -0
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@@ -1,203 +1,229 @@
1
- import { SoftwareGPUDevice } from "../../device/mock/SoftwareGPUDevice.js";
2
- import { GraphicsContext } from "../GraphicsContext.js";
3
- import { gpu_database_words } from "../buffer/table/gpu_database_words.js";
4
- import { Scene } from "../scene/Scene.js";
5
- import { SceneManager } from "../scene/SceneManager.js";
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- import { PARTICLE_COUNTER_COUNT } from "./data/PARTICLE_COUNTERS.js";
7
- import { PARTICLE_EMITTER_STATE_DESCRIPTOR } from "./data/PARTICLE_DATABASE_SPEC.js";
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- import { PARTICLE_EMITTER_STATE_STRUCT } from "./data/PARTICLE_EMITTER_STATE.js";
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- import { EmitterRegistry } from "./runtime/EmitterRegistry.js";
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- import { ParticleEmitter } from "./runtime/ParticleEmitter.js";
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-
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- /**
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- * Shared scaffolding for the particle specs that run shaders under the WGSL emulator.
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- *
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- * An emitter is a scene node, so a shader that reads one needs two databases laid out the way the
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- * GPU would hold them: the scene's (for the node's world matrix) and the particle system's (for the
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- * emitter row). Both are real `GPUDatabase`s on the software device, filled through the real
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- * {@link GPUSceneContext} and {@link EmitterRegistry}, and serialised by
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- * {@link gpu_database_words} — so a spec exercises the actual writers, and the only thing standing
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- * in for the GPU is the upload.
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- */
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-
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- /**
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- * @typedef {object} ParticleSceneFixture
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- * @property {SoftwareGPUDevice} device
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- * @property {GraphicsContext} graphics
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- * @property {Scene} scene
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- * @property {import("../scene/GPUSceneContext.js").GPUSceneContext} scene_context
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- * @property {EmitterRegistry} registry
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- */
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-
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- /**
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- * A scene with a GPU context and an emitter registry, both on a fresh software device.
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- *
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- * @returns {ParticleSceneFixture}
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- */
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- export function particle_scene_fixture() {
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- const device = new SoftwareGPUDevice({ requiredFeatures: ["subgroups"] });
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- const graphics = new GraphicsContext(device);
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- const scene = new Scene();
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- const scene_context = new SceneManager(graphics).obtain(scene);
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- const registry = new EmitterRegistry(device);
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-
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- return { device, graphics, scene, scene_context, registry };
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- }
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-
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- /**
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- * Put an emitter in the scene and register it, the way the system does: the node gets its
49
- * `transforms` row from the scene context's sweep, and the emitter record points at that row.
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- *
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- * @param {ParticleSceneFixture} fixture
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- * @param {ParticleEmitter|object} config a {@link ParticleEmitter}, or what {@link ParticleEmitter.from} accepts
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- * @param {import("../scene/Node3D.js").Node3D} [parent] node to hang the emitter under, itself already in the scene
54
- * @returns {ParticleEmitter}
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- */
56
- export function place_emitter(fixture, config, parent) {
57
- const emitter = config.isParticleEmitter === true ? config : ParticleEmitter.from(config);
58
-
59
- if (parent !== undefined) {
60
- parent.addChild(emitter);
61
- parent.updateMatrices();
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- }
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-
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- fixture.scene.add(emitter);
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- fixture.scene_context.build();
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-
67
- const transform_row = fixture.scene_context.id_mapping.get(emitter.id);
68
-
69
- fixture.registry.add(emitter, transform_row);
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-
71
- return emitter;
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- }
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-
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- /**
75
- * The two databases as the `array<u32>` buffers the particle shaders bind. Call after the last
76
- * change to either; it flushes both.
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- *
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- * @param {ParticleSceneFixture} fixture
79
- * @returns {{scene_database: Uint32Array, emitter_database: Uint32Array}}
80
- */
81
- export function particle_database_words(fixture) {
82
- fixture.scene_context.build();
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- fixture.registry.flush();
84
-
85
- return {
86
- scene_database: gpu_database_words(fixture.scene_context.scene_database, fixture.graphics),
87
- emitter_database: gpu_database_words(fixture.registry.database, fixture.graphics),
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- };
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- }
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-
91
- /**
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- * An `array<atomic<u32>>` the way the emulator models one: a `{value}` object per word.
93
- *
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- * @param {number} length
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- * @param {number} [fill]
96
- * @returns {{value: number}[]}
97
- */
98
- export function atomic_words(length, fill = 0) {
99
- return Array.from({ length }, () => ({ value: fill }));
100
- }
101
-
102
- /**
103
- * A counters buffer, every slot zero.
104
- *
105
- * @returns {{value: number}[]}
106
- */
107
- export function particle_counters() {
108
- return atomic_words(PARTICLE_COUNTER_COUNT);
109
- }
110
-
111
- /**
112
- * Where a row of the `emitter_state` table sits in the serialised database, in words — the same
113
- * arithmetic the table's generated readers do.
114
- *
115
- * @param {Uint32Array} emitter_database the database as {@link particle_database_words} lays it out
116
- * @param {number} row
117
- * @returns {number}
118
- */
119
- function emitter_state_base(emitter_database, row) {
120
- const descriptor = PARTICLE_EMITTER_STATE_DESCRIPTOR;
121
- const per_page = descriptor.elements_per_page;
122
- const page_address = emitter_database[descriptor.page_lookup_address + Math.floor(row / per_page)];
123
-
124
- if (page_address === 0xffffffff) {
125
- throw new Error(`emitter state row ${row} is on a page the database has not allocated`);
126
- }
127
-
128
- return page_address + descriptor.page_header_words + (row % per_page) * (descriptor.packed_element_size_bytes / 4);
129
- }
130
-
131
- /** @type {Object<string, number>} word offset of each state field within its row */
132
- const STATE_FIELD_WORD = Object.fromEntries(
133
- PARTICLE_EMITTER_STATE_STRUCT.fields.map((field) => [field.name, field.offset / 4]),
134
- );
135
-
136
- /**
137
- * One emitter's GPU-owned state, read back out of the serialised database.
138
- *
139
- * @param {Uint32Array} emitter_database
140
- * @param {number} row
141
- * @returns {{generation: number, accumulator: number, age: number, sleep: number, pending: number}}
142
- */
143
- export function emitter_state_read(emitter_database, row) {
144
- const base = emitter_state_base(emitter_database, row);
145
- const floats = new Float32Array(emitter_database.buffer, emitter_database.byteOffset, emitter_database.length);
146
-
147
- return {
148
- generation: emitter_database[base + STATE_FIELD_WORD.generation],
149
- accumulator: floats[base + STATE_FIELD_WORD.accumulator],
150
- age: floats[base + STATE_FIELD_WORD.age],
151
- sleep: floats[base + STATE_FIELD_WORD.sleep],
152
- pending: emitter_database[base + STATE_FIELD_WORD.pending],
153
- };
154
- }
155
-
156
- /**
157
- * Overwrite some of one emitter's state fields in the serialised database — what a previous tick
158
- * would have left there.
159
- *
160
- * @param {Uint32Array} emitter_database
161
- * @param {number} row
162
- * @param {{generation?: number, accumulator?: number, age?: number, sleep?: number, pending?: number}} fields
163
- */
164
- export function emitter_state_write(emitter_database, row, fields) {
165
- const base = emitter_state_base(emitter_database, row);
166
- const floats = new Float32Array(emitter_database.buffer, emitter_database.byteOffset, emitter_database.length);
167
-
168
- if (fields.generation !== undefined) emitter_database[base + STATE_FIELD_WORD.generation] = fields.generation;
169
- if (fields.accumulator !== undefined) floats[base + STATE_FIELD_WORD.accumulator] = fields.accumulator;
170
- if (fields.age !== undefined) floats[base + STATE_FIELD_WORD.age] = fields.age;
171
- if (fields.sleep !== undefined) floats[base + STATE_FIELD_WORD.sleep] = fields.sleep;
172
- if (fields.pending !== undefined) emitter_database[base + STATE_FIELD_WORD.pending] = fields.pending;
173
- }
174
-
175
- /**
176
- * A `{count, elements}` collection as the emulator binds one — the shape both the emitter tick's
177
- * output and the emit pass's input take.
178
- *
179
- * @param {number} count
180
- * @param {ArrayLike<number>} [elements] defaults to `count` zeros
181
- * @returns {{count: number, elements: Uint32Array}}
182
- */
183
- export function u32_collection(count, elements) {
184
- return { count, elements: elements === undefined ? new Uint32Array(count) : Uint32Array.from(elements) };
185
- }
186
-
187
- /**
188
- * The CSDLDF scan's stand-in: inclusive prefix sums over a collection's elements, in place, the
189
- * count left alone.
190
- *
191
- * @param {{count: number, elements: Uint32Array}} collection
192
- * @returns {{count: number, elements: Uint32Array}} the same object
193
- */
194
- export function inclusive_scan(collection) {
195
- let running = 0;
196
-
197
- for (let i = 0; i < collection.count; i++) {
198
- running += collection.elements[i];
199
- collection.elements[i] = running;
200
- }
201
-
202
- return collection;
203
- }
1
+ import { SoftwareGPUDevice } from "../../device/mock/SoftwareGPUDevice.js";
2
+ import { GraphicsContext } from "../GraphicsContext.js";
3
+ import { gpu_database_words } from "../buffer/table/gpu_database_words.js";
4
+ import { Scene } from "../scene/Scene.js";
5
+ import { SceneManager } from "../scene/SceneManager.js";
6
+ import { PARTICLE_COUNTER_COUNT } from "./data/PARTICLE_COUNTERS.js";
7
+ import { PARTICLE_EMITTER_STATE_DESCRIPTOR } from "./data/PARTICLE_DATABASE_SPEC.js";
8
+ import { PARTICLE_EMITTER_STATE_STRUCT } from "./data/PARTICLE_EMITTER_STATE.js";
9
+ import { EmitterRegistry } from "./runtime/EmitterRegistry.js";
10
+ import { ParticleEmitter } from "./runtime/ParticleEmitter.js";
11
+
12
+ /**
13
+ * Shared scaffolding for the particle specs that run shaders under the WGSL emulator.
14
+ *
15
+ * An emitter is a scene node, so a shader that reads one needs two databases laid out the way the
16
+ * GPU would hold them: the scene's (for the node's world matrix) and the particle system's (for the
17
+ * emitter row). Both are real `GPUDatabase`s on the software device, filled through the real
18
+ * {@link GPUSceneContext} and {@link EmitterRegistry}, and serialised by
19
+ * {@link gpu_database_words} — so a spec exercises the actual writers, and the only thing standing
20
+ * in for the GPU is the upload.
21
+ */
22
+
23
+ /**
24
+ * @typedef {object} ParticleSceneFixture
25
+ * @property {SoftwareGPUDevice} device
26
+ * @property {GraphicsContext} graphics
27
+ * @property {Scene} scene
28
+ * @property {import("../scene/GPUSceneContext.js").GPUSceneContext} scene_context
29
+ * @property {EmitterRegistry} registry
30
+ */
31
+
32
+ /**
33
+ * A scene with a GPU context and an emitter registry, both on a fresh software device.
34
+ *
35
+ * @returns {ParticleSceneFixture}
36
+ */
37
+ export function particle_scene_fixture() {
38
+ const device = new SoftwareGPUDevice({ requiredFeatures: ["subgroups"] });
39
+ const graphics = new GraphicsContext(device);
40
+ const scene = new Scene();
41
+ const scene_context = new SceneManager(graphics).obtain(scene);
42
+ const registry = new EmitterRegistry(device);
43
+
44
+ return { device, graphics, scene, scene_context, registry };
45
+ }
46
+
47
+ /**
48
+ * Put an emitter in the scene and register it, the way the system does: the node gets its
49
+ * `transforms` row from the scene context's sweep, and the emitter record points at that row.
50
+ *
51
+ * @param {ParticleSceneFixture} fixture
52
+ * @param {ParticleEmitter|object} config a {@link ParticleEmitter}, or what {@link ParticleEmitter.from} accepts
53
+ * @param {import("../scene/Node3D.js").Node3D} [parent] node to hang the emitter under, itself already in the scene
54
+ * @returns {ParticleEmitter}
55
+ */
56
+ export function place_emitter(fixture, config, parent) {
57
+ const emitter = config.isParticleEmitter === true ? config : ParticleEmitter.from(config);
58
+
59
+ if (parent !== undefined) {
60
+ parent.addChild(emitter);
61
+ parent.updateMatrices();
62
+ }
63
+
64
+ fixture.scene.add(emitter);
65
+ fixture.scene_context.build();
66
+
67
+ const transform_row = fixture.scene_context.id_mapping.get(emitter.id);
68
+
69
+ fixture.registry.add(emitter, transform_row);
70
+
71
+ return emitter;
72
+ }
73
+
74
+ /**
75
+ * What the fixture's registry assigned an emitter: its table row, its generation, the heap
76
+ * placement of its program, the atlas patch. The emitter carries none of it — see
77
+ * {@link ./runtime/GPUParticleEmitterContext.js} — so a spec that wants the row a particle header
78
+ * should carry asks the registry, the way the passes' own callers do.
79
+ *
80
+ * @param {ParticleSceneFixture} fixture
81
+ * @param {ParticleEmitter} emitter
82
+ * @returns {import("./runtime/GPUParticleEmitterContext.js").GPUParticleEmitterContext}
83
+ */
84
+ export function emitter_context(fixture, emitter) {
85
+ return fixture.registry.context(emitter);
86
+ }
87
+
88
+ /**
89
+ * The emitter table row an emitter was given — {@link emitter_context}`.row`, which specs index
90
+ * per-emitter buffers with often enough to be worth naming.
91
+ *
92
+ * @param {ParticleSceneFixture} fixture
93
+ * @param {ParticleEmitter} emitter
94
+ * @returns {number}
95
+ */
96
+ export function emitter_row(fixture, emitter) {
97
+ return emitter_context(fixture, emitter).row;
98
+ }
99
+
100
+ /**
101
+ * The two databases as the `array<u32>` buffers the particle shaders bind. Call after the last
102
+ * change to either; it flushes both.
103
+ *
104
+ * @param {ParticleSceneFixture} fixture
105
+ * @returns {{scene_database: Uint32Array, emitter_database: Uint32Array}}
106
+ */
107
+ export function particle_database_words(fixture) {
108
+ fixture.scene_context.build();
109
+ fixture.registry.flush();
110
+
111
+ return {
112
+ scene_database: gpu_database_words(fixture.scene_context.scene_database, fixture.graphics),
113
+ emitter_database: gpu_database_words(fixture.registry.database, fixture.graphics),
114
+ };
115
+ }
116
+
117
+ /**
118
+ * An `array<atomic<u32>>` the way the emulator models one: a `{value}` object per word.
119
+ *
120
+ * @param {number} length
121
+ * @param {number} [fill]
122
+ * @returns {{value: number}[]}
123
+ */
124
+ export function atomic_words(length, fill = 0) {
125
+ return Array.from({ length }, () => ({ value: fill }));
126
+ }
127
+
128
+ /**
129
+ * A counters buffer, every slot zero.
130
+ *
131
+ * @returns {{value: number}[]}
132
+ */
133
+ export function particle_counters() {
134
+ return atomic_words(PARTICLE_COUNTER_COUNT);
135
+ }
136
+
137
+ /**
138
+ * Where a row of the `emitter_state` table sits in the serialised database, in words — the same
139
+ * arithmetic the table's generated readers do.
140
+ *
141
+ * @param {Uint32Array} emitter_database the database as {@link particle_database_words} lays it out
142
+ * @param {number} row
143
+ * @returns {number}
144
+ */
145
+ function emitter_state_base(emitter_database, row) {
146
+ const descriptor = PARTICLE_EMITTER_STATE_DESCRIPTOR;
147
+ const per_page = descriptor.elements_per_page;
148
+ const page_address = emitter_database[descriptor.page_lookup_address + Math.floor(row / per_page)];
149
+
150
+ if (page_address === 0xffffffff) {
151
+ throw new Error(`emitter state row ${row} is on a page the database has not allocated`);
152
+ }
153
+
154
+ return page_address + descriptor.page_header_words + (row % per_page) * (descriptor.packed_element_size_bytes / 4);
155
+ }
156
+
157
+ /** @type {Object<string, number>} word offset of each state field within its row */
158
+ const STATE_FIELD_WORD = Object.fromEntries(
159
+ PARTICLE_EMITTER_STATE_STRUCT.fields.map((field) => [field.name, field.offset / 4]),
160
+ );
161
+
162
+ /**
163
+ * One emitter's GPU-owned state, read back out of the serialised database.
164
+ *
165
+ * @param {Uint32Array} emitter_database
166
+ * @param {number} row
167
+ * @returns {{generation: number, accumulator: number, age: number, sleep: number, pending: number}}
168
+ */
169
+ export function emitter_state_read(emitter_database, row) {
170
+ const base = emitter_state_base(emitter_database, row);
171
+ const floats = new Float32Array(emitter_database.buffer, emitter_database.byteOffset, emitter_database.length);
172
+
173
+ return {
174
+ generation: emitter_database[base + STATE_FIELD_WORD.generation],
175
+ accumulator: floats[base + STATE_FIELD_WORD.accumulator],
176
+ age: floats[base + STATE_FIELD_WORD.age],
177
+ sleep: floats[base + STATE_FIELD_WORD.sleep],
178
+ pending: emitter_database[base + STATE_FIELD_WORD.pending],
179
+ };
180
+ }
181
+
182
+ /**
183
+ * Overwrite some of one emitter's state fields in the serialised database — what a previous tick
184
+ * would have left there.
185
+ *
186
+ * @param {Uint32Array} emitter_database
187
+ * @param {number} row
188
+ * @param {{generation?: number, accumulator?: number, age?: number, sleep?: number, pending?: number}} fields
189
+ */
190
+ export function emitter_state_write(emitter_database, row, fields) {
191
+ const base = emitter_state_base(emitter_database, row);
192
+ const floats = new Float32Array(emitter_database.buffer, emitter_database.byteOffset, emitter_database.length);
193
+
194
+ if (fields.generation !== undefined) emitter_database[base + STATE_FIELD_WORD.generation] = fields.generation;
195
+ if (fields.accumulator !== undefined) floats[base + STATE_FIELD_WORD.accumulator] = fields.accumulator;
196
+ if (fields.age !== undefined) floats[base + STATE_FIELD_WORD.age] = fields.age;
197
+ if (fields.sleep !== undefined) floats[base + STATE_FIELD_WORD.sleep] = fields.sleep;
198
+ if (fields.pending !== undefined) emitter_database[base + STATE_FIELD_WORD.pending] = fields.pending;
199
+ }
200
+
201
+ /**
202
+ * A `{count, elements}` collection as the emulator binds one — the shape both the emitter tick's
203
+ * output and the emit pass's input take.
204
+ *
205
+ * @param {number} count
206
+ * @param {ArrayLike<number>} [elements] defaults to `count` zeros
207
+ * @returns {{count: number, elements: Uint32Array}}
208
+ */
209
+ export function u32_collection(count, elements) {
210
+ return { count, elements: elements === undefined ? new Uint32Array(count) : Uint32Array.from(elements) };
211
+ }
212
+
213
+ /**
214
+ * The CSDLDF scan's stand-in: inclusive prefix sums over a collection's elements, in place, the
215
+ * count left alone.
216
+ *
217
+ * @param {{count: number, elements: Uint32Array}} collection
218
+ * @returns {{count: number, elements: Uint32Array}} the same object
219
+ */
220
+ export function inclusive_scan(collection) {
221
+ let running = 0;
222
+
223
+ for (let i = 0; i < collection.count; i++) {
224
+ running += collection.elements[i];
225
+ collection.elements[i] = running;
226
+ }
227
+
228
+ return collection;
229
+ }
@@ -12,15 +12,21 @@
12
12
  * particles of a removed emitter — which carry its generation — cannot be mistaken for the new
13
13
  * tenant's. The simulate pass kills them on sight; see {@link ../data/particle_header.js}.
14
14
  *
15
+ * **None of that bookkeeping is on the emitter.** An emitter is a scene node and a description of
16
+ * an effect, with nothing in it that depends on a device; the row, the generation, the program
17
+ * placement, the node's `transforms` row and the atlas patch are a
18
+ * {@link ./GPUParticleEmitterContext.js} this registry holds against the emitter and hands out
19
+ * through {@link EmitterRegistry#context}. Registering an emitter creates one, removing it destroys
20
+ * one, and an emitter with no context here is an emitter this registry does not have.
21
+ *
15
22
  * The GPU-owned per-emitter state is the database's second table, claimed and released here at the
16
23
  * emitter's row and never written by the CPU otherwise.
17
24
  *
18
25
  * Programs are the one thing NOT in the database: they are variable-length and shared, so they go
19
- * into a packed {@link ProgramArena} buffer and the emitter record carries offsets into it. The arena is
20
- * append-only and content-deduplicated — two emitters compiled from the same graph land on one
21
- * program id, which is what the simulation-order bucketing buckets on. Removing an emitter does not
22
- * reclaim its program: the dense `program_id`s are baked into every other emitter's record, so
23
- * compacting them would mean rewriting the whole table to save a few hundred words.
26
+ * into a packed {@link ProgramHeap} buffer and the emitter record carries offsets into it. The heap
27
+ * is content-deduplicated and reference-counted — two emitters compiled from the same graph land on
28
+ * one program id, which is what the simulation-order bucketing buckets on, and the last emitter of
29
+ * an effect is what releases it.
24
30
  */
25
31
  export class EmitterRegistry {
26
32
  /**
@@ -33,11 +39,11 @@ export class EmitterRegistry {
33
39
  database: GPUDatabase;
34
40
  /**
35
41
  * Packed instruction + constant buffers for every distinct program in the set.
36
- * @type {ProgramArena}
42
+ * @type {ProgramHeap}
37
43
  */
38
- arena: ProgramArena;
44
+ programs: ProgramHeap;
39
45
  /**
40
- * The live emitters, in no particular order — {@link ParticleEmitter#row} is the identity.
46
+ * The live emitters, in no particular order — the row in {@link context} is the identity.
41
47
  * @type {ParticleEmitter[]}
42
48
  */
43
49
  emitters: ParticleEmitter[];
@@ -49,14 +55,17 @@ export class EmitterRegistry {
49
55
  */
50
56
  by_row: ParticleEmitter[];
51
57
  /**
52
- * Whether {@link arena} has grown since the instruction/constant buffers were last built. Those
53
- * two are monolithic (a program is variable-length, so there is no table to page them into), so
54
- * a new program means re-uploading them whole — which is why the arena dedupes by content and
55
- * why this is a separate flag from the per-row dirtiness the table tracks.
58
+ * Whether {@link programs} has changed since {@link build_program} last packed it. The buffer is
59
+ * monolithic (a program is variable-length, so there is no table to page it into), so any change
60
+ * means re-uploading it whole — which is why the heap dedupes by content, and why this is
61
+ * separate from the per-row dirtiness the table tracks.
62
+ *
63
+ * Read off the heap's own version rather than kept as a flag: there is then no path that changes
64
+ * the programs and forgets to say so.
56
65
  *
57
- * @type {boolean}
66
+ * @returns {boolean}
58
67
  */
59
- programs_dirty: boolean;
68
+ get programs_dirty(): boolean;
60
69
  /**
61
70
  * The emitter table.
62
71
  * @returns {GPUTypedTable}
@@ -73,12 +82,37 @@ export class EmitterRegistry {
73
82
  */
74
83
  get count(): number;
75
84
  /**
76
- * Number of distinct compiled programs — the number of buckets the simulation-order coherence
77
- * pass histograms into.
78
- *
85
+ * Number of distinct compiled programs registered.
79
86
  * @returns {number}
80
87
  */
81
88
  get program_count(): number;
89
+ /**
90
+ * Number of buckets the simulation-order coherence pass histograms into: every live program id
91
+ * is below it. See {@link ProgramHeap#program_id_capacity}.
92
+ *
93
+ * @returns {number}
94
+ */
95
+ get program_id_capacity(): number;
96
+ /**
97
+ * Register slots the hungriest registered effect needs — a property of the whole set, since
98
+ * there is one simulate pipeline and it is chosen once. What a caller does with the number (pick
99
+ * a register backing, refuse the effect, warn an author) is the caller's; see
100
+ * {@link ProgramHeap#max_register_count}.
101
+ *
102
+ * @returns {number}
103
+ */
104
+ get max_register_count(): number;
105
+ /**
106
+ * What this registry assigned an emitter: its table row, generation, program placement, the
107
+ * `transforms` row of its node and its atlas patch.
108
+ *
109
+ * `undefined` for an emitter this registry does not hold — which is the way to ask whether one
110
+ * is live, there being no `-1` on the emitter to read instead.
111
+ *
112
+ * @param {ParticleEmitter} emitter
113
+ * @returns {GPUParticleEmitterContext|undefined}
114
+ */
115
+ context(emitter: ParticleEmitter): GPUParticleEmitterContext | undefined;
82
116
  /**
83
117
  * Register an emitter and give it a table row.
84
118
  *
@@ -97,9 +131,30 @@ export class EmitterRegistry {
97
131
  * them the next time it sees them. Retiring an emitter gently — spawn rate to zero, remove once
98
132
  * its particles have died — remains available to an author who wants the tail to play out.
99
133
  *
134
+ * The emitter itself comes out of this unchanged: what it loses is its context, which is
135
+ * everything being registered gave it. Its program goes with the context — the heap counts
136
+ * references, so an effect is only unpacked when its last emitter leaves.
137
+ *
100
138
  * @param {ParticleEmitter} emitter
101
139
  */
102
140
  remove(emitter: ParticleEmitter): void;
141
+ /**
142
+ * Give a registered emitter different bytecode to run: its old program loses a reference, the new
143
+ * one gains one, and its row is restaged with the new placement.
144
+ *
145
+ * This is the runtime edit the emitter table has always allowed and the program buffer used not
146
+ * to — an author reworking an effect in the editor changes the program of an emitter that is
147
+ * already live, and the effect it used to run goes away with the last emitter that ran it.
148
+ *
149
+ * The attribute {@link ../layout/ParticleLayout.js layout} is NOT part of this and must not
150
+ * change with it: particles already in flight are laid out the old way, and new bytecode reading
151
+ * them at new offsets would read somebody else's field. Re-laying-out an effect means new
152
+ * emitters.
153
+ *
154
+ * @param {ParticleEmitter} emitter
155
+ * @param {import("../isa/ParticleProgram.js").ParticleProgram} program
156
+ */
157
+ set_program(emitter: ParticleEmitter, program: import("../isa/ParticleProgram.js").ParticleProgram): void;
103
158
  /**
104
159
  * Look up a live emitter by its table row.
105
160
  *
@@ -115,21 +170,39 @@ export class EmitterRegistry {
115
170
  * @param {number} transform_row
116
171
  */
117
172
  set_transform_row(emitter: ParticleEmitter, transform_row: number): void;
173
+ /**
174
+ * Point an emitter's record at the patch its texture was packed into: uv offset `.xy`, uv scale
175
+ * `.zw`. The row is restaged on the next flush.
176
+ *
177
+ * For whoever owns the atlas to call, on registration and again after every repack — a repack
178
+ * moves every patch, and an emitter left holding the old one draws the wrong image.
179
+ *
180
+ * @param {ParticleEmitter} emitter
181
+ * @param {ArrayLike<number>} region [uvOffsetX, uvOffsetY, uvScaleX, uvScaleY]
182
+ */
183
+ set_atlas_region(emitter: ParticleEmitter, region: ArrayLike<number>): void;
118
184
  /**
119
185
  * Restage the table rows of every emitter whose fields have moved since the last flush.
120
186
  *
121
- * Cheap to call every frame: an emitter that has not changed costs one boolean test, and the
122
- * table coalesces repeated writes to one row within a frame anyway. Allocates nothing — every
123
- * row goes through the one module-static staging record.
187
+ * "Moved" is the node's own change counter: an emitter is restaged when its
188
+ * {@link ../../scene/Node3D.js Node3D#version} is not the one its row was staged from, or when
189
+ * something in its context changed. So an author marks an edited emitter the way they mark any
190
+ * edited node, with `needsUpdate = true`, and there is no second flag to forget.
191
+ *
192
+ * Cheap to call every frame: an emitter that has not changed costs one integer comparison, and
193
+ * the table coalesces repeated writes to one row within a frame anyway. Walks the context map
194
+ * rather than the emitter list so that a pass over the set is not also a lookup per emitter.
195
+ * Stages through the one module-static record, so a frame's restaging allocates nothing however
196
+ * many rows it touches.
124
197
  */
125
198
  flush(): void;
126
199
  /**
127
200
  * The packed program buffer — header, constant pools, code — rebuilt whole.
128
201
  *
129
- * Call when {@link programs_dirty}; it clears the flag. The buffer is monolithic (a program is
130
- * variable-length, so there is no table to page it into), so this is a full rebuild — the
131
- * arena's content deduplication is what keeps it rare (it only grows when an effect the set has
132
- * never seen is registered).
202
+ * Call when {@link programs_dirty}; it answers the flag. The buffer is monolithic (a program is
203
+ * variable-length, so there is no table to page it into), so this is a full rebuild — the heap's
204
+ * content deduplication is what keeps it rare (it changes only when an effect the set has never
205
+ * seen is registered, or when the sections are repacked to make room for one).
133
206
  *
134
207
  * @returns {Uint32Array}
135
208
  */
@@ -137,6 +210,7 @@ export class EmitterRegistry {
137
210
  #private;
138
211
  }
139
212
  import { GPUDatabase } from "../../buffer/table/GPUDatabase.js";
140
- import { ProgramArena } from "./ProgramArena.js";
213
+ import { ProgramHeap } from "./ProgramHeap.js";
141
214
  import { ParticleEmitter } from "./ParticleEmitter.js";
215
+ import { GPUParticleEmitterContext } from "./GPUParticleEmitterContext.js";
142
216
  //# sourceMappingURL=EmitterRegistry.d.ts.map
@@ -1 +1 @@
1
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