@woosh/meep-engine 3.18.0 → 3.20.0

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Files changed (228) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts.map +1 -1
  4. package/editor/view/particles/effect/ParticleCurveEditorView.js +303 -120
  5. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGradientEditorView.js +108 -63
  7. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -2
  8. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  9. package/editor/view/particles/effect/ParticleNodeParametersView.js +7 -46
  10. package/editor/view/particles/effect/particle-editor.css +60 -30
  11. package/package.json +1 -2
  12. package/samples/engine/README.md +1 -1
  13. package/src/core/binary/compression/decompress_bytes.d.ts +13 -0
  14. package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -0
  15. package/src/core/binary/compression/decompress_bytes.js +28 -0
  16. package/src/core/collection/array/array_group_by.d.ts.map +1 -1
  17. package/src/core/collection/array/array_group_by.js +2 -11
  18. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/HeightMapShape3D.js +4 -9
  20. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +67 -22
  21. package/src/core/model/object/optional_clone.d.ts +7 -0
  22. package/src/core/model/object/optional_clone.d.ts.map +1 -0
  23. package/src/core/model/object/optional_equality.d.ts +10 -0
  24. package/src/core/model/object/optional_equality.d.ts.map +1 -0
  25. package/src/{shade/descriptor/util → core/model/object}/optional_equality.js +2 -2
  26. package/src/core/model/object/optional_hash.d.ts +9 -0
  27. package/src/core/model/object/optional_hash.d.ts.map +1 -0
  28. package/src/{shade/descriptor/util → core/model/object}/optional_hash.js +3 -3
  29. package/src/engine/asset/Asset.d.ts +1 -1
  30. package/src/engine/asset/Asset.d.ts.map +1 -1
  31. package/src/engine/asset/Asset.js +3 -1
  32. package/src/engine/asset/loaders/image/ImageDecoderWorker.js +12 -27
  33. package/src/engine/asset/loaders/image/prototypePNG.js +8 -7
  34. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts.map +1 -1
  35. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +9 -10
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  37. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  38. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +266 -0
  39. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -0
  40. package/src/engine/graphics/ecs/particles/ParticleEffect.js +439 -0
  41. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +58 -0
  42. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -0
  43. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +219 -0
  44. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +178 -25
  45. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  46. package/src/engine/graphics3/GPUParticleEmitterSystem.js +809 -310
  47. package/src/format/image/png/PNGReader.d.ts +7 -6
  48. package/src/format/image/png/PNGReader.d.ts.map +1 -1
  49. package/src/format/image/png/PNGReader.js +13 -12
  50. package/src/format/image/png/chunk/png_chunk_decode_iTXt.d.ts +3 -2
  51. package/src/format/image/png/chunk/png_chunk_decode_iTXt.d.ts.map +1 -1
  52. package/src/format/image/png/chunk/png_chunk_decode_iTXt.js +5 -4
  53. package/src/format/image/png/chunk/png_chunk_decode_zTXt.d.ts +3 -2
  54. package/src/format/image/png/chunk/png_chunk_decode_zTXt.d.ts.map +1 -1
  55. package/src/format/image/png/chunk/png_chunk_decode_zTXt.js +5 -4
  56. package/src/format/image/png/png_inflate.d.ts +3 -3
  57. package/src/format/image/png/png_inflate.d.ts.map +1 -1
  58. package/src/format/image/png/png_inflate.js +29 -39
  59. package/src/format/texture/ktx2/ktx2_read.d.ts +4 -4
  60. package/src/format/texture/ktx2/ktx2_read.d.ts.map +1 -1
  61. package/src/format/texture/ktx2/ktx2_read.js +18 -21
  62. package/src/shade/descriptor/binding/BindGroupLayoutDescriptor.js +1 -1
  63. package/src/shade/descriptor/binding/BindGroupLayoutEntry.js +3 -3
  64. package/src/shade/descriptor/pipeline/PipelineDescriptorBase.js +1 -1
  65. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +1 -1
  66. package/src/shade/descriptor/pipeline/render/ColorTargetState.js +3 -3
  67. package/src/shade/descriptor/pipeline/render/FragmentState.js +1 -1
  68. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +3 -3
  69. package/src/shade/playground/particle_ecs/README.md +203 -0
  70. package/src/shade/playground/particle_ecs/bonfire_editor.d.ts +39 -0
  71. package/src/shade/playground/particle_ecs/bonfire_editor.d.ts.map +1 -0
  72. package/src/shade/playground/particle_ecs/bonfire_editor.js +315 -0
  73. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +145 -0
  74. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts.map +1 -0
  75. package/src/shade/playground/particle_ecs/bonfire_effects.js +202 -0
  76. package/src/shade/playground/particle_ecs/bonfire_sprites.d.ts +23 -0
  77. package/src/shade/playground/particle_ecs/bonfire_sprites.d.ts.map +1 -0
  78. package/src/shade/playground/particle_ecs/bonfire_sprites.js +315 -0
  79. package/src/shade/playground/particle_ecs/bonfire_world.d.ts +86 -0
  80. package/src/shade/playground/particle_ecs/bonfire_world.d.ts.map +1 -0
  81. package/src/shade/playground/particle_ecs/bonfire_world.js +303 -0
  82. package/src/shade/playground/particle_ecs/effects/embers.json +1634 -0
  83. package/src/shade/playground/particle_ecs/effects/flame.json +1882 -0
  84. package/src/shade/playground/particle_ecs/effects/smoke.json +1860 -0
  85. package/src/shade/playground/particle_ecs/effects/soot.json +1606 -0
  86. package/src/shade/playground/particle_ecs/index.html +330 -0
  87. package/src/shade/playground/particle_ecs/main.d.ts +2 -0
  88. package/src/shade/playground/particle_ecs/main.d.ts.map +1 -0
  89. package/src/shade/playground/particle_ecs/main.js +566 -0
  90. package/src/shade/playground/particle_ecs/moonlit_environment.d.ts +16 -0
  91. package/src/shade/playground/particle_ecs/moonlit_environment.d.ts.map +1 -0
  92. package/src/shade/playground/particle_ecs/moonlit_environment.js +144 -0
  93. package/src/shade/playground/particle_editor/README.md +5 -4
  94. package/src/shade/playground/particle_system/particle_prototype.d.ts +7 -9
  95. package/src/shade/playground/particle_system/particle_prototype.d.ts.map +1 -1
  96. package/src/shade/playground/particle_system/particle_prototype.js +7 -9
  97. package/src/shade/playground/profile_hotkey.d.ts +58 -0
  98. package/src/shade/playground/profile_hotkey.d.ts.map +1 -0
  99. package/src/shade/playground/profile_hotkey.js +325 -0
  100. package/src/shade/playground/ssr_motion/README.md +22 -0
  101. package/src/shade/playground/ssr_motion/index.html +18 -0
  102. package/src/shade/playground/ssr_motion/main.d.ts +2 -0
  103. package/src/shade/playground/ssr_motion/main.d.ts.map +1 -0
  104. package/src/shade/playground/ssr_motion/main.js +149 -0
  105. package/src/shade/playground/ssr_variance/README.md +105 -0
  106. package/src/shade/playground/ssr_variance/capture.d.ts +16 -0
  107. package/src/shade/playground/ssr_variance/capture.d.ts.map +1 -0
  108. package/src/shade/playground/ssr_variance/capture.js +96 -0
  109. package/src/shade/playground/ssr_variance/index.html +23 -0
  110. package/src/shade/playground/ssr_variance/main.d.ts +2 -0
  111. package/src/shade/playground/ssr_variance/main.d.ts.map +1 -0
  112. package/src/shade/playground/ssr_variance/main.js +246 -0
  113. package/src/shade/playground/ssr_variance/reference.d.ts +18 -0
  114. package/src/shade/playground/ssr_variance/reference.d.ts.map +1 -0
  115. package/src/shade/playground/ssr_variance/reference.js +78 -0
  116. package/src/shade/playground/ssr_variance/scene.d.ts +11 -0
  117. package/src/shade/playground/ssr_variance/scene.d.ts.map +1 -0
  118. package/src/shade/playground/ssr_variance/scene.js +61 -0
  119. package/src/shade/playground/ssr_variance/statistics.d.ts +44 -0
  120. package/src/shade/playground/ssr_variance/statistics.d.ts.map +1 -0
  121. package/src/shade/playground/ssr_variance/statistics.js +51 -0
  122. package/src/shade/renderer/geometry/Geometry.d.ts.map +1 -1
  123. package/src/shade/renderer/geometry/Geometry.js +4 -7
  124. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts.map +1 -1
  125. package/src/shade/renderer/loader/gltf/tiny-gltf.js +9 -3
  126. package/src/shade/renderer/loader/usd/usd_decode_image.d.ts +4 -4
  127. package/src/shade/renderer/loader/usd/usd_decode_image.d.ts.map +1 -1
  128. package/src/shade/renderer/loader/usd/usd_decode_image.js +4 -4
  129. package/src/shade/renderer/material/StandardShadeMaterial.js +2 -2
  130. package/src/shade/renderer/particles/DESIGN.md +745 -702
  131. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  132. package/src/shade/renderer/particles/GPUParticleSystem.js +3 -1
  133. package/src/shade/renderer/particles/graph/ParticleGroupBuilder.d.ts +1 -1
  134. package/src/shade/renderer/particles/graph/ParticleGroupBuilder.js +1 -1
  135. package/src/shade/renderer/particles/graph/ParticleNodeRegistry.d.ts.map +1 -1
  136. package/src/shade/renderer/particles/graph/ParticleNodeRegistry.js +9 -15
  137. package/src/shade/renderer/particles/graph/particle_group_library.d.ts.map +1 -1
  138. package/src/shade/renderer/particles/graph/particle_group_library.js +8 -3
  139. package/src/shade/renderer/particles/graph/particle_node_parameters.d.ts +0 -2
  140. package/src/shade/renderer/particles/graph/particle_node_parameters.d.ts.map +1 -1
  141. package/src/shade/renderer/particles/graph/particle_node_parameters.js +0 -9
  142. package/src/shade/renderer/particles/graph/particle_node_presentation.d.ts.map +1 -1
  143. package/src/shade/renderer/particles/graph/particle_node_presentation.js +0 -10
  144. package/src/shade/renderer/particles/graph/particle_ramp.d.ts +2 -8
  145. package/src/shade/renderer/particles/graph/particle_ramp.d.ts.map +1 -1
  146. package/src/shade/renderer/particles/graph/particle_ramp.js +2 -8
  147. package/src/shade/renderer/particles/graph/validate_particle_graph.js +0 -6
  148. package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
  149. package/src/shade/renderer/particles/graph_particles_avboit.js +13 -4
  150. package/src/shade/renderer/particles/isa/InstructionStream.d.ts +1 -12
  151. package/src/shade/renderer/particles/isa/InstructionStream.d.ts.map +1 -1
  152. package/src/shade/renderer/particles/isa/InstructionStream.js +1 -12
  153. package/src/shade/renderer/particles/isa/ParticleVMISA.d.ts +54 -60
  154. package/src/shade/renderer/particles/isa/ParticleVMISA.d.ts.map +1 -1
  155. package/src/shade/renderer/particles/isa/ParticleVMISA.js +9 -17
  156. package/src/shade/renderer/particles/isa/particle_assembly.d.ts +0 -1
  157. package/src/shade/renderer/particles/isa/particle_assembly.d.ts.map +1 -1
  158. package/src/shade/renderer/particles/isa/particle_assembly.js +2 -16
  159. package/src/shade/renderer/particles/optimizer/dag/particle_vector_graph.d.ts +1 -1
  160. package/src/shade/renderer/particles/optimizer/dag/particle_vector_graph.js +1 -1
  161. package/src/shade/renderer/particles/optimizer/dag/particle_vector_lift.js +0 -14
  162. package/src/shade/renderer/particles/optimizer/dag/particle_vector_pack.js +3 -17
  163. package/src/shade/renderer/particles/optimizer/particle_program_analysis.d.ts.map +1 -1
  164. package/src/shade/renderer/particles/optimizer/particle_program_analysis.js +15 -36
  165. package/src/shade/renderer/particles/optimizer/particle_program_equivalence.d.ts.map +1 -1
  166. package/src/shade/renderer/particles/optimizer/particle_program_equivalence.js +1 -5
  167. package/src/shade/renderer/particles/optimizer/particle_program_fuzz.d.ts.map +1 -1
  168. package/src/shade/renderer/particles/optimizer/particle_program_fuzz.js +1 -8
  169. package/src/shade/renderer/particles/optimizer/particle_vm_semantics.d.ts +2 -11
  170. package/src/shade/renderer/particles/optimizer/particle_vm_semantics.d.ts.map +1 -1
  171. package/src/shade/renderer/particles/optimizer/particle_vm_semantics.js +2 -11
  172. package/src/shade/renderer/particles/runtime/ParticleEmitter.d.ts +11 -4
  173. package/src/shade/renderer/particles/runtime/ParticleEmitter.d.ts.map +1 -1
  174. package/src/shade/renderer/particles/runtime/ParticleEmitter.js +431 -424
  175. package/src/shade/renderer/particles/shaders/chunk_particle_avboit_contribution.d.ts.map +1 -1
  176. package/src/shade/renderer/particles/shaders/chunk_particle_avboit_contribution.js +13 -0
  177. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts +3 -6
  178. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
  179. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +49 -17
  180. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  181. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +0 -2
  182. package/src/shade/renderer/particles/shaders/shader_particle_emit_wide.d.ts.map +1 -1
  183. package/src/shade/renderer/particles/shaders/shader_particle_emit_wide.js +0 -2
  184. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
  185. package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +1 -5
  186. package/src/shade/renderer/particles/shaders/shader_particle_simulate_wide.d.ts.map +1 -1
  187. package/src/shade/renderer/particles/shaders/shader_particle_simulate_wide.js +0 -2
  188. package/src/shade/renderer/particles/vm/ParticleVMReference.d.ts +1 -3
  189. package/src/shade/renderer/particles/vm/ParticleVMReference.d.ts.map +1 -1
  190. package/src/shade/renderer/particles/vm/ParticleVMReference.js +4 -20
  191. package/src/shade/renderer/particles/vm/chunk_particle_vm.d.ts.map +1 -1
  192. package/src/shade/renderer/particles/vm/chunk_particle_vm.js +2 -5
  193. package/src/shade/renderer/particles/warmup/shader_particle_warmup_advance.d.ts.map +1 -1
  194. package/src/shade/renderer/particles/warmup/shader_particle_warmup_advance.js +0 -2
  195. package/src/shade/renderer/particles/warmup/shader_particle_warmup_advance_wide.d.ts.map +1 -1
  196. package/src/shade/renderer/particles/warmup/shader_particle_warmup_advance_wide.js +0 -2
  197. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  198. package/src/shade/renderer/postprocess/ssr/SSR.js +2 -1
  199. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_reprojection.d.ts.map +1 -1
  200. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_reprojection.js +20 -5
  201. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_sample_history.d.ts.map +1 -1
  202. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_sample_history.js +19 -5
  203. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts +4 -0
  204. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -0
  205. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +137 -0
  206. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts +0 -8
  207. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts.map +1 -1
  208. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.js +18 -114
  209. package/src/shade/renderer/scene/Mesh.js +1 -1
  210. package/src/shade/renderer/texture/ShadeTexture.js +1 -1
  211. package/src/shade/renderer/texture/source/texel_data_from_ktx2.d.ts +2 -2
  212. package/src/shade/renderer/texture/source/texel_data_from_ktx2.d.ts.map +1 -1
  213. package/src/shade/renderer/texture/source/texel_data_from_ktx2.js +3 -3
  214. package/src/shade/renderer/particles/shaders/chunk_particle_curve_animation.d.ts +0 -19
  215. package/src/shade/renderer/particles/shaders/chunk_particle_curve_animation.d.ts.map +0 -1
  216. package/src/shade/renderer/particles/shaders/chunk_particle_curve_animation.js +0 -30
  217. package/src/shade/renderer/particles/shaders/chunk_particle_curve_disabled.d.ts +0 -11
  218. package/src/shade/renderer/particles/shaders/chunk_particle_curve_disabled.d.ts.map +0 -1
  219. package/src/shade/renderer/particles/shaders/chunk_particle_curve_disabled.js +0 -13
  220. package/src/shade/renderer/particles/shaders/chunk_particle_emitter_warmup.d.ts +0 -20
  221. package/src/shade/renderer/particles/shaders/chunk_particle_emitter_warmup.d.ts.map +0 -1
  222. package/src/shade/renderer/particles/shaders/chunk_particle_emitter_world_sphere.d.ts +0 -14
  223. package/src/shade/renderer/particles/shaders/chunk_particle_emitter_world_sphere.d.ts.map +0 -1
  224. package/src/shade/renderer/particles/shaders/shader_particle_reclaim.d.ts +0 -50
  225. package/src/shade/renderer/particles/shaders/shader_particle_reclaim.d.ts.map +0 -1
  226. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +0 -17
  227. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts.map +0 -1
  228. /package/src/{shade/descriptor/util → core/model/object}/optional_clone.js +0 -0
@@ -0,0 +1,266 @@
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+ /**
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+ * What an entity emits. Paired with a {@link ../../../ecs/transform/Transform64.js Transform64},
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+ * which says where, this is the whole of an emitter in the ECS:
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+ *
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+ * ```js
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+ * new Entity()
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+ * .add(new Transform64())
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+ * .add(ParticleEffect.from({ ...create_particle_effect({ layout, init, update }), spawn_rate: 400 }))
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+ * .build(dataset);
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+ * ```
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+ *
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+ * {@link ../../../graphics3/GPUParticleEmitterSystem.js GPUParticleEmitterSystem} is what turns the
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+ * pair into particles: it gives the entity a
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+ * {@link ../../../../shade/renderer/particles/runtime/ParticleEmitter.js ParticleEmitter} node in
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+ * the scene it owns, keeps that node where the transform says, packs {@link texture} into the
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+ * scene's sprite atlas, and follows every field below. Nothing here reaches a device by itself, and
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+ * an entity carrying one of these with no such system in the profile simply emits nothing.
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+ *
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+ * ## It is a description, and only a description
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+ *
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+ * Everything on it means the same thing with no renderer present: the attribute {@link layout} and
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+ * the compiled {@link program} that make up an effect, the {@link texture} to draw with, the rate,
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+ * the pre-warm, the blend / projection / feature {@link flags}, the render-attribute bindings and
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+ * the flipbook grid. That is deliberate, and it is what makes the component the unit an editor
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+ * inspects, a prefab carries and a system diffs.
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+ *
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+ * What is **not** here: the scene node the system built, the emitter's row in the GPU emitter table,
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+ * the generation of that row, where the program was placed in the program heap, and where the
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+ * texture landed in the atlas. All of that belongs to whoever registered the emitter — see
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+ * {@link ../../../../shade/renderer/particles/runtime/GPUParticleEmitterContext.js} — and none of it
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+ * survives a device restart, which is exactly why it is not on a component that does.
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+ *
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+ * There are no bounds here either. An emitter's particles are moved by arbitrary bytecode, so the
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+ * box is **measured** from the live particles by a GPU pass at the end of every frame rather than
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+ * authored; the one authored part of it is whether this effect opts into culling at all
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+ * (`cull` in {@link flags}).
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+ *
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+ * ## Sharing
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+ *
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+ * {@link layout} and {@link program} are immutable once compiled and are meant to be shared: fifty
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+ * campfires hold fifty components pointing at one compiled effect, which is what puts them on one id
42
+ * in the program heap and therefore in one simulation bucket. {@link copy} shares them rather than
43
+ * duplicating them for that reason.
44
+ *
45
+ * ## Changing one
46
+ *
47
+ * Assign to the fields. The system compares what it holds against what it last wrote to the scene
48
+ * node, once per frame per entity, so there is no flag to set and no signal to fire — a component
49
+ * whose fields have not moved costs a run of comparisons and no upload. That is a deliberate trade
50
+ * against the observable-per-field shape the older components use: an effect has fifteen fields,
51
+ * gameplay writes them in bursts, and a row is restaged whole either way.
52
+ *
53
+ * ## Saving one
54
+ *
55
+ * {@link ./ParticleEffectSerializationAdapter.js} writes all of it, the compiled program included.
56
+ * The VM's instruction set is a durable format by design — fixed-width opcodes and a constant pool —
57
+ * so a level carries the bytecode the way it carries a mesh's indices, and a shipped build needs
58
+ * neither the graph the effect was compiled from nor a compiler at runtime. Authoring belongs to an
59
+ * editor.
60
+ *
61
+ * Two things are consequently wire format: the opcode numbers, and the **order** of the attributes
62
+ * in {@link layout}, because the offsets in the render bindings are assigned from that order.
63
+ */
64
+ export class ParticleEffect {
65
+ /**
66
+ * Build a component from a plain description. Every field is optional — a component with no
67
+ * effect is a placeholder waiting for one — so an effect goes in by spreading what
68
+ * {@link ../../../../shade/renderer/particles/runtime/create_particle_effect.js create_particle_effect}
69
+ * returns: `ParticleEffect.from({ ...effect, spawn_rate: 100 })`.
70
+ *
71
+ * @param {object} [config]
72
+ * @param {import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout} [config.layout]
73
+ * @param {import("../../../../shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram} [config.program]
74
+ * @param {string|null} [config.texture] image URL to draw with
75
+ * @param {number} [config.seed]
76
+ * @param {number} [config.spawn_rate] particles/second
77
+ * @param {boolean} [config.emitting]
78
+ * @param {number} [config.prewarm] seconds of emission to run forward before the first frame
79
+ * @param {object} [config.flags] passed to `make_emitter_flags`
80
+ * @param {Object<string,string>} [config.render] render channel -> attribute name
81
+ * @param {ArrayLike<number>} [config.flipbook] `[columns, rows]`
82
+ * @returns {ParticleEffect}
83
+ */
84
+ static from(config?: {
85
+ layout?: import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout;
86
+ program?: import("../../../../shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram;
87
+ texture?: string | null;
88
+ seed?: number;
89
+ spawn_rate?: number;
90
+ emitting?: boolean;
91
+ prewarm?: number;
92
+ flags?: object;
93
+ render?: {
94
+ [x: string]: string;
95
+ };
96
+ flipbook?: ArrayLike<number>;
97
+ }): ParticleEffect;
98
+ /**
99
+ * The per-particle attribute schema: which named attributes a particle of this effect has, how
100
+ * wide each is, and what word of the record it sits at.
101
+ *
102
+ * `null` until an effect is assigned. An entity whose component has none is linked and idle
103
+ * rather than an error — an effect that is still compiling or still loading is ordinary — and it
104
+ * starts emitting on the frame after both this and {@link program} are set.
105
+ *
106
+ * @type {import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout|null}
107
+ */
108
+ layout: import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout | null;
109
+ /**
110
+ * The compiled INIT/UPDATE bytecode run for every particle. Replace the immutable program to
111
+ * edit the effect; do not mutate its bytecode in place.
112
+ *
113
+ * @type {import("../../../../shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram|null}
114
+ */
115
+ program: import("../../../../shade/renderer/particles/isa/ParticleProgram.js").ParticleProgram | null;
116
+ /**
117
+ * Image to draw the particles with, by URL, or `null` to draw against a single white texel — so
118
+ * an untextured effect is a flat quad of its own colour.
119
+ *
120
+ * The system loads this through `AssetManager` and packs it into the sprite atlas its scene
121
+ * shares, one patch per distinct URL however many entities name it. Where it lands is the
122
+ * system's answer and changes on every repack, without this component changing.
123
+ *
124
+ * @type {string|null}
125
+ */
126
+ texture: string | null;
127
+ /**
128
+ * Base RNG seed.
129
+ *
130
+ * Two entities running one program produce identical particles from identical seeds. `0` reads
131
+ * as "unset", and the emitter then takes its registration's generation instead, which no other
132
+ * live emitter shares — so leaving this alone is what makes fifty campfires burn differently.
133
+ *
134
+ * @type {number}
135
+ */
136
+ seed: number;
137
+ /**
138
+ * Continuous emission rate, particles per second. Integrated on the GPU; the CPU never counts
139
+ * particles.
140
+ *
141
+ * @type {number}
142
+ */
143
+ spawn_rate: number;
144
+ /**
145
+ * Whether the effect is currently emitting.
146
+ *
147
+ * Turning it off holds {@link spawn_rate} at zero without the caller having to remember what the
148
+ * rate was — which is the whole reason it exists, because "put the torch out and light it again"
149
+ * otherwise means every caller keeping a shadow copy of the number. Particles already alive are
150
+ * **not** killed: a fire that stops emitting burns down, which is what stopping a fire looks
151
+ * like. Kill them from the effect's own UPDATE program if an effect wants to vanish.
152
+ *
153
+ * @type {boolean}
154
+ */
155
+ emitting: boolean;
156
+ /**
157
+ * Seconds this effect is run forward before it is first shown, `0` for none.
158
+ *
159
+ * A continuous effect starts empty and grows into its steady state over one particle lifetime,
160
+ * in front of whoever is watching. Setting this to about the effect's particle lifetime means
161
+ * the population on the first visible frame is the one the emitter would have had by then —
162
+ * spawned, aged and thinned by its own program over that long.
163
+ *
164
+ * It is paid once, on the frame the emitter is registered, by a pipeline of its own that
165
+ * simulates a private population and moves the result into the scene. Longer costs a longer loop
166
+ * on that one frame and nothing after it.
167
+ *
168
+ * @type {number}
169
+ */
170
+ prewarm: number;
171
+ /**
172
+ * Packed feature / blend / projection bits — see
173
+ * {@link ../../../../shade/renderer/particles/data/PARTICLE_EMITTER_STRUCT.js make_emitter_flags}.
174
+ *
175
+ * @type {number}
176
+ */
177
+ flags: number;
178
+ /**
179
+ * Flipbook grid: columns, rows, over whatever region {@link texture} was packed into. `[1, 1]`
180
+ * is a single frame.
181
+ *
182
+ * @type {Float32Array}
183
+ */
184
+ flipbook: Float32Array;
185
+ /** @type {number} record word offset of world position, or {@link EMITTER_ATTRIBUTE_ABSENT} */
186
+ render_position: number;
187
+ /** @type {number} record word offset of size */
188
+ render_size: number;
189
+ /** @type {number} record word offset of rgba colour */
190
+ render_color: number;
191
+ /** @type {number} record word offset of roll angle, radians */
192
+ render_rotation: number;
193
+ /** @type {number} record word offset of flipbook frame index */
194
+ render_frame: number;
195
+ /** @type {number} record word offset of velocity, read by the STRETCHED projection */
196
+ render_velocity: number;
197
+ /**
198
+ * The rate the emitter actually runs at: {@link spawn_rate} while {@link emitting}, and zero
199
+ * otherwise. What the system writes to the GPU record.
200
+ *
201
+ * @returns {number}
202
+ */
203
+ get effective_spawn_rate(): number;
204
+ /**
205
+ * Bind render channels to per-particle attributes of this effect, by attribute name.
206
+ *
207
+ * Channels left out of `channels` keep whatever they had; a channel that was never bound stays
208
+ * at {@link EMITTER_ATTRIBUTE_ABSENT}, which the passes read as "this effect has no such
209
+ * attribute" — the render pass substitutes a default and the sort pass treats the particle as
210
+ * being at the origin.
211
+ *
212
+ * Word offsets are stored rather than names because that is what the render and sort passes
213
+ * index a particle record with; resolving here is the only place a name is involved, which is
214
+ * also why this needs {@link layout} to have been set first.
215
+ *
216
+ * @param {Object<string,string>} channels channel name (see `EMITTER_RENDER_CHANNELS`) ->
217
+ * attribute name in this effect's layout
218
+ * @returns {ParticleEffect} this
219
+ */
220
+ bind_render(channels: {
221
+ [x: string]: string;
222
+ }): ParticleEffect;
223
+ /**
224
+ * Structural equality over everything the component *is*. Two components that compare equal
225
+ * describe one effect, and one emitter row would serve both.
226
+ *
227
+ * The compiled program compares by its own bytecode rather than by object identity, so two
228
+ * components separately compiled from one graph compare equal.
229
+ *
230
+ * @param {ParticleEffect} other
231
+ * @returns {boolean}
232
+ */
233
+ equals(other: ParticleEffect): boolean;
234
+ /**
235
+ * Hash over everything {@link equals} compares, in the same terms.
236
+ *
237
+ * @returns {number} int32
238
+ */
239
+ hash(): number;
240
+ /**
241
+ * Make this a copy of `other`: same effect, same settings.
242
+ *
243
+ * The layout and the compiled program are **shared** rather than duplicated — both are immutable
244
+ * once compiled, and sharing them is what puts two entities of one effect on one program id in
245
+ * the heap, hence in one simulation bucket.
246
+ *
247
+ * @param {ParticleEffect} other
248
+ * @returns {ParticleEffect} this
249
+ */
250
+ copy(other: ParticleEffect): ParticleEffect;
251
+ /**
252
+ * @returns {ParticleEffect}
253
+ */
254
+ clone(): ParticleEffect;
255
+ /**
256
+ * Enables a fast type check, without having to import the class separately.
257
+ *
258
+ * @readonly
259
+ * @type {boolean}
260
+ */
261
+ readonly isParticleEffect: boolean;
262
+ }
263
+ export namespace ParticleEffect {
264
+ let typeName: string;
265
+ }
266
+ //# sourceMappingURL=ParticleEffect.d.ts.map
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