@woosh/meep-engine 3.58.0 → 3.60.0

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 (818) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +162 -43
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +450 -43
  4. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  5. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  6. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  7. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  8. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  9. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  10. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  11. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  12. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  13. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  14. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  15. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  16. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  17. package/editor/view/particles/effect/particle-editor.css +77 -68
  18. package/package.json +1 -1
  19. package/src/engine/Engine.d.ts.map +1 -1
  20. package/src/engine/Engine.js +2 -2
  21. package/src/engine/ecs/EntityManager.d.ts +29 -5
  22. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  23. package/src/engine/ecs/EntityManager.js +37 -1
  24. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  25. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  26. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  27. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  28. package/src/engine/graphics/ecs/particles/ParticleEffect.js +156 -25
  29. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  30. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  32. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  33. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  34. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  35. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  36. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  37. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  38. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  39. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  40. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  41. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  42. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  43. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  44. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  45. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  46. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  47. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  50. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  51. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  52. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/generation/foliage/FOLIAGE_DESIGN.md +26 -5
  55. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +35 -0
  56. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +2 -1
  57. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  58. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  59. package/src/generation/foliage/analysis/tree_crown_opacity.js +2 -1
  60. package/src/generation/foliage/analysis/tree_render_cost.d.ts +5 -3
  61. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -1
  62. package/src/generation/foliage/analysis/tree_render_cost.js +8 -7
  63. package/src/generation/foliage/asset/TreeAsset.d.ts +17 -0
  64. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  65. package/src/generation/foliage/asset/TreeAsset.js +20 -0
  66. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  67. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  68. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  69. package/src/generation/foliage/asset/generate_tree.d.ts +10 -0
  70. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  71. package/src/generation/foliage/asset/generate_tree.js +57 -29
  72. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  73. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  74. package/src/generation/foliage/asset/place_tree.js +2 -1
  75. package/src/generation/foliage/asset/tree_lod_plan.d.ts +4 -2
  76. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -1
  77. package/src/generation/foliage/asset/tree_lod_plan.js +12 -14
  78. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  79. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  80. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  81. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  82. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  83. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  84. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  85. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  86. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  87. package/src/generation/foliage/config/TreeLODConfig.d.ts +6 -0
  88. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  89. package/src/generation/foliage/config/TreeLODConfig.js +7 -0
  90. package/src/generation/foliage/index.d.ts +3 -0
  91. package/src/generation/foliage/index.js +3 -0
  92. package/src/generation/foliage/material/foliage_tile.d.ts +6 -6
  93. package/src/generation/foliage/material/foliage_tile.js +3 -3
  94. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  95. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  96. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  97. package/src/generation/foliage/mesh/foliage_collect_attachments.js +2 -2
  98. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts +14 -0
  99. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts.map +1 -0
  100. package/src/generation/foliage/mesh/foliage_scale_spread.js +15 -0
  101. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -7
  102. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  103. package/src/generation/foliage/mesh/tree_cluster_representatives.js +85 -40
  104. package/src/generation/foliage/mesh/tree_clusters.d.ts +26 -5
  105. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -1
  106. package/src/generation/foliage/mesh/tree_clusters.js +52 -39
  107. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  108. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +32 -54
  109. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +6 -1
  110. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  111. package/src/generation/foliage/presets/make_tree_species_preset.js +157 -3
  112. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +19 -0
  113. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  114. package/src/generation/foliage/skeleton/TreeSkeleton.js +41 -0
  115. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts +5 -0
  116. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts.map +1 -1
  117. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.js +8 -1
  118. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts +70 -0
  119. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts.map +1 -0
  120. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.js +171 -0
  121. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts +17 -0
  122. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts.map +1 -0
  123. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.js +79 -0
  124. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts +12 -0
  125. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts.map +1 -0
  126. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.js +56 -0
  127. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts +11 -0
  128. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts.map +1 -0
  129. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.js +38 -0
  130. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +4 -11
  131. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  132. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +8 -2034
  133. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts +22 -0
  134. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts.map +1 -0
  135. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.js +2050 -0
  136. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +10 -0
  137. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  138. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +27 -56
  139. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts +4 -0
  140. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts.map +1 -1
  141. package/src/shade/descriptor/pipeline/render/DepthStencilState.js +170 -144
  142. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts +4 -0
  143. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts.map +1 -1
  144. package/src/shade/descriptor/pipeline/render/MultisampleState.js +78 -65
  145. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.d.ts.map +1 -1
  146. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +176 -172
  147. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts +4 -0
  148. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts.map +1 -1
  149. package/src/shade/descriptor/pipeline/render/StencilFaceState.js +107 -88
  150. package/src/shade/playground/particle_ecs/README.md +9 -8
  151. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  152. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +6 -6
  153. package/src/shade/playground/particle_ecs/bonfire_effects.js +6 -6
  154. package/src/shade/playground/particle_editor/README.md +14 -11
  155. package/src/shade/playground/particle_system/particle_prototype.js +18 -18
  156. package/src/shade/playground/particle_system/particle_scene.js +13 -13
  157. package/src/shade/playground/probe_clipmap/README.md +42 -0
  158. package/src/shade/playground/probe_clipmap/index.html +190 -0
  159. package/src/shade/playground/probe_clipmap/main.d.ts +8 -0
  160. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -0
  161. package/src/shade/playground/probe_clipmap/main.js +365 -0
  162. package/src/shade/renderer/Renderer.d.ts +3 -1
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +97 -43
  165. package/src/shade/renderer/extension/ViewTextures.d.ts +2 -1
  166. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  167. package/src/shade/renderer/extension/ViewTextures.js +2 -1
  168. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  169. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  170. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  171. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  172. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  173. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +63 -1
  174. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +228 -16
  176. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +27 -4
  177. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +526 -23
  179. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +11 -0
  180. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +21 -0
  182. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +65 -0
  183. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +376 -0
  185. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +7 -3
  186. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +1 -1
  187. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +70 -6
  188. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +20 -0
  189. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +80 -0
  191. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +18 -0
  192. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +113 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  195. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  197. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  198. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  200. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  201. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  208. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  209. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  210. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  212. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  213. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  215. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  216. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  217. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  218. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  219. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  221. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  222. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  223. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  225. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  227. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  228. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  229. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  231. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  232. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  233. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  234. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts +47 -0
  235. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts.map +1 -0
  236. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.js +80 -0
  237. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +91 -0
  238. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts.map +1 -0
  239. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +902 -0
  240. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts +16 -0
  241. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts.map +1 -0
  242. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.js +67 -0
  243. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts +17 -0
  244. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts.map +1 -0
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@@ -18,11 +18,12 @@
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  *
19
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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.
21
+ * Everything on it means the same thing with no renderer present: the particle field {@link layout}
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+ * and the compiled {@link program} that make up an effect, the {@link texture} to draw with, the
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+ * rate, the pre-warm, the blend / projection / feature {@link flags}, the render-channel
24
+ * bindings, the flipbook grid, the emitter fields and the transform {@link bindings}. That is
25
+ * deliberate, and it is what makes the component the unit an editor inspects, a prefab carries and
26
+ * a system diffs.
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  *
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  * What is **not** here: the emitter 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
@@ -47,19 +48,21 @@
47
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  * Assign to the fields. The system compares what it holds against what it last wrote to the scene
48
49
  * node, once per frame per entity, so there is no flag to set and no signal to fire — a component
49
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  * whose fields have not moved costs a run of comparisons and no upload. That is a deliberate trade
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- * against the observable-per-field shape the older components use: an effect has fifteen fields,
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+ * against the observable-per-field shape the older components use: an effect has eighteen fields,
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  * gameplay writes them in bursts, and a row is restaged whole either way.
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  *
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  * ## Saving one
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  *
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- * {@link ./ParticleEffectSerializationAdapter.js} writes all of it, the compiled program included.
56
+ * {@link ./ParticleEffectSerializationAdapter.js} writes all of it but the {@link bindings}, the
57
+ * compiled program included.
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  * The VM's instruction set is a durable format by design — fixed-width opcodes and a constant pool —
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  * so a level carries the bytecode the way it carries a mesh's indices, and a shipped build needs
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  * neither the graph the effect was compiled from nor a compiler at runtime. Authoring belongs to an
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  * editor.
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  *
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- * 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.
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+ * Two things are consequently wire format: the opcode numbers, and the **order** of the fields in
64
+ * {@link layout} and {@link emitter_layout}, because the offsets the render bindings and the
65
+ * emitter field values are stored at are assigned from that order.
63
66
  */
64
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  export class ParticleEffect {
65
68
  /**
@@ -77,8 +80,10 @@ export class ParticleEffect {
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  * @param {boolean} [config.emitting]
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  * @param {number} [config.prewarm] seconds of emission to run forward before the first frame
79
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  * @param {object} [config.flags] passed to `make_emitter_flags`
80
- * @param {Object<string,string>} [config.render] render channel -> attribute name
83
+ * @param {Object<string,string>} [config.render] render channel -> particle field name
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  * @param {ArrayLike<number>} [config.flipbook] `[columns, rows]`
85
+ * @param {import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout|null} [config.emitter_layout]
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+ * @param {ArrayLike<number>} [config.emitter_fields] f32 bit patterns laid out by `emitter_layout`
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  * @returns {ParticleEffect}
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  */
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  static from(config?: {
@@ -94,9 +99,11 @@ export class ParticleEffect {
94
99
  [x: string]: string;
95
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  };
96
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  flipbook?: ArrayLike<number>;
102
+ emitter_layout?: import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout | null;
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+ emitter_fields?: ArrayLike<number>;
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  }): ParticleEffect;
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  /**
99
- * The per-particle attribute schema: which named attributes a particle of this effect has, how
106
+ * The particle field schema: which named particle fields a particle of this effect has, how
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  * wide each is, and what word of the record it sits at.
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  *
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  * `null` until an effect is assigned. An entity whose component has none is linked and idle
@@ -182,7 +189,7 @@ export class ParticleEffect {
182
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  * @type {Float32Array}
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  */
184
191
  flipbook: Float32Array;
185
- /** @type {number} record word offset of world position, or {@link EMITTER_ATTRIBUTE_ABSENT} */
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+ /** @type {number} record word offset of world position, or {@link PARTICLE_FIELD_ABSENT} */
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  render_position: number;
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194
  /** @type {number} record word offset of size */
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  render_size: number;
@@ -194,6 +201,56 @@ export class ParticleEffect {
194
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  render_frame: number;
195
202
  /** @type {number} record word offset of velocity, read by the STRETCHED projection */
196
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  render_velocity: number;
204
+ /**
205
+ * The emitter fields the effect declares — the members every emitter of it carries for itself,
206
+ * laid out from word zero. `null` for an effect that declares none. Part of the effect, as
207
+ * {@link layout} is: the program was compiled against it.
208
+ *
209
+ * @type {import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout|null}
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+ */
211
+ emitter_layout: import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout | null;
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+ /**
213
+ * This entity's values for those fields, as f32 bit patterns laid out by {@link emitter_layout}.
214
+ * The instance's own data: gameplay writes it ({@link set_emitter_field}), the program it runs
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+ * is shared with every other entity of the effect. Words past the end of a shorter array read
216
+ * zero. Static: nothing on the GPU writes them, except a transform {@link bindings binding}.
217
+ *
218
+ * @type {Uint32Array}
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+ */
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+ emitter_fields: Uint32Array;
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+ /**
222
+ * Transform bindings: emitter fields this entity's emitter has written every frame, on the GPU,
223
+ * from another entity's composed transform — a beam's far end, a homing target, a joint.
224
+ * `channel` is a {@link ../../../../shade/renderer/particles/data/PARTICLE_FIELD_BINDING.js PARTICLE_FIELD_BINDING_CHANNEL}
225
+ * and must write exactly as many words as the field has.
226
+ *
227
+ * The system reads this array every frame, so editing it in place is enough. A binding naming
228
+ * an entity with no Transform64, or a field the effect does not have at the channel's width, is
229
+ * refused with a warning and not retried until the entry or the {@link emitter_layout}
230
+ * changes. Where two entries name one field, the first holds. A binding ends when its entry is
231
+ * removed or its entity is.
232
+ *
233
+ * Runtime data, and not saved: a binding names an entity, and nothing in this engine's saves
234
+ * carries an entity reference across a load (no component holding one is serialized). A level
235
+ * binds them again when it is built, as it parents its attachments.
236
+ *
237
+ * @type {Array<{field: string, entity: number, channel: number}>}
238
+ */
239
+ bindings: Array<{
240
+ field: string;
241
+ entity: number;
242
+ channel: number;
243
+ }>;
244
+ /**
245
+ * Set one emitter field, by name, to `values` — as many numbers as the field has components.
246
+ * The system finds the change by comparison, as it finds every other edit to this component.
247
+ *
248
+ * @param {string} name a field of {@link emitter_layout}
249
+ * @param {ArrayLike<number>} values
250
+ * @returns {ParticleEffect} this
251
+ * @throws if {@link emitter_layout} has no such field
252
+ */
253
+ set_emitter_field(name: string, values: ArrayLike<number>): ParticleEffect;
197
254
  /**
198
255
  * The rate the emitter actually runs at: {@link spawn_rate} while {@link emitting}, and zero
199
256
  * otherwise. What the system writes to the GPU record.
@@ -202,11 +259,11 @@ export class ParticleEffect {
202
259
  */
203
260
  get effective_spawn_rate(): number;
204
261
  /**
205
- * Bind render channels to per-particle attributes of this effect, by attribute name.
262
+ * Bind render channels to particle fields of this effect, by particle field name.
206
263
  *
207
264
  * 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 passes that draw substitute a default, and the bounds pass treats the
265
+ * at {@link PARTICLE_FIELD_ABSENT}, which the passes read as "this effect has no such
266
+ * particle field" — the passes that draw substitute a default, and the bounds pass treats the
210
267
  * particle as being at the origin.
211
268
  *
212
269
  * Word offsets are stored rather than names because that is what those passes index a particle
@@ -214,7 +271,7 @@ export class ParticleEffect {
214
271
  * needs {@link layout} to have been set first.
215
272
  *
216
273
  * @param {Object<string,string>} channels channel name (see `EMITTER_RENDER_CHANNELS`) ->
217
- * attribute name in this effect's layout
274
+ * particle field name in this effect's layout
218
275
  * @returns {ParticleEffect} this
219
276
  */
220
277
  bind_render(channels: {
@@ -232,7 +289,7 @@ export class ParticleEffect {
232
289
  */
233
290
  equals(other: ParticleEffect): boolean;
234
291
  /**
235
- * Hash over everything {@link equals} compares, in the same terms.
292
+ * Hash over everything {@link equals} compares but the {@link bindings}, in the same terms.
236
293
  *
237
294
  * @returns {number} int32
238
295
  */
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleEffect.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/particles/ParticleEffect.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8DG;AACH;IAoRI;;;;;;;;;;;;;;;;;;OAkBG;IACH;QAZ2G,MAAM,GAAtG,OAAO,+DAA+D,EAAE,cAAc;QACS,OAAO,GAAtG,OAAO,6DAA6D,EAAE,eAAe;QAChE,OAAO,GAA5B,MAAM,GAAC,IAAI;QACK,IAAI,GAApB,MAAM;QACU,UAAU,GAA1B,MAAM;QACW,QAAQ,GAAzB,OAAO;QACS,OAAO,GAAvB,MAAM;QACU,KAAK,GAArB,MAAM;QACyB,MAAM;gBAA9B,MAAM,GAAC,MAAM;;QACO,QAAQ,GAAnC,UAAU,MAAM,CAAC;QACf,cAAc,CA8C1B;IAjVD;;;;;;;;;OASG;IACH,QAFU,OAAO,+DAA+D,EAAE,cAAc,GAAC,IAAI,CAEvF;IAEd;;;;;OAKG;IACH,SAFU,OAAO,6DAA6D,EAAE,eAAe,GAAC,IAAI,CAErF;IAEf;;;;;;;;;OASG;IACH,SAFU,MAAM,GAAC,IAAI,CAEN;IAEf;;;;;;;;OAQG;IACH,MAFU,MAAM,CAEP;IAET;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;OAUG;IACH,UAFU,OAAO,CAED;IAEhB;;;;;;;;;;;;;OAaG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;OAKG;IACH,UAFU,YAAY,CAEc;IAEpC,+FAA+F;IAC/F,iBADW,MAAM,CAC0B;IAC3C,gDAAgD;IAChD,aADW,MAAM,CACsB;IACvC,uDAAuD;IACvD,cADW,MAAM,CACuB;IACxC,4IAA4I;IAC5I,oBADW,MAAM,CAC6B;IAC9C,gEAAgE;IAChE,cADW,MAAM,CACuB;IACxC,sFAAsF;IACtF,iBADW,MAAM,CAC0B;IAE3C;;;;;OAKG;IACH,mCAEC;IAED;;;;;;;;;;;;;;;OAeG;IACH;YAJkB,MAAM,GAAC,MAAM;QAElB,cAAc,CAuC1B;IAED;;;;;;;;;OASG;IACH,cAHW,cAAc,GACZ,OAAO,CAsBnB;IAED;;;;OAIG;IACH,QAFa,MAAM,CAuBlB;IAED;;;;;;;;;OASG;IACH,YAHW,cAAc,GACZ,cAAc,CAuB1B;IAED;;OAEG;IACH,SAFa,cAAc,CAI1B;IAgFL;;;;;OAKG;IACH,2BAFU,OAAO,CAEwB;CApBxC;;kBAUS,MAAM"}
1
+ {"version":3,"file":"ParticleEffect.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/particles/ParticleEffect.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiEG;AACH;IAkXI;;;;;;;;;;;;;;;;;;;;OAoBG;IACH;QAd2G,MAAM,GAAtG,OAAO,+DAA+D,EAAE,cAAc;QACS,OAAO,GAAtG,OAAO,6DAA6D,EAAE,eAAe;QAChE,OAAO,GAA5B,MAAM,GAAC,IAAI;QACK,IAAI,GAApB,MAAM;QACU,UAAU,GAA1B,MAAM;QACW,QAAQ,GAAzB,OAAO;QACS,OAAO,GAAvB,MAAM;QACU,KAAK,GAArB,MAAM;QACyB,MAAM;gBAA9B,MAAM,GAAC,MAAM;;QACO,QAAQ,GAAnC,UAAU,MAAM,CAAC;QACoF,cAAc,GAAnH,OAAO,+DAA+D,EAAE,cAAc,GAAC,IAAI;QAChE,cAAc,GAAzC,UAAU,MAAM,CAAC;QACf,cAAc,CAsD1B;IAzbD;;;;;;;;;OASG;IACH,QAFU,OAAO,+DAA+D,EAAE,cAAc,GAAC,IAAI,CAEvF;IAEd;;;;;OAKG;IACH,SAFU,OAAO,6DAA6D,EAAE,eAAe,GAAC,IAAI,CAErF;IAEf;;;;;;;;;OASG;IACH,SAFU,MAAM,GAAC,IAAI,CAEN;IAEf;;;;;;;;OAQG;IACH,MAFU,MAAM,CAEP;IAET;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;OAUG;IACH,UAFU,OAAO,CAED;IAEhB;;;;;;;;;;;;;OAaG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;OAKG;IACH,UAFU,YAAY,CAEc;IAEpC,4FAA4F;IAC5F,iBADW,MAAM,CACuB;IACxC,gDAAgD;IAChD,aADW,MAAM,CACmB;IACpC,uDAAuD;IACvD,cADW,MAAM,CACoB;IACrC,4IAA4I;IAC5I,oBADW,MAAM,CAC0B;IAC3C,gEAAgE;IAChE,cADW,MAAM,CACoB;IACrC,sFAAsF;IACtF,iBADW,MAAM,CACuB;IAExC;;;;;;OAMG;IACH,gBAFU,OAAO,+DAA+D,EAAE,cAAc,GAAC,IAAI,CAE/E;IAEtB;;;;;;;OAOG;IACH,gBAFU,WAAW,CAEe;IAEpC;;;;;;;;;;;;;;;;;OAiBG;IACH,UAFU,MAAM;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAC,CAAC,CAEnD;IAEd;;;;;;;;OAQG;IACH,wBALW,MAAM,UACN,UAAU,MAAM,CAAC,GACf,cAAc,CA2B1B;IAED;;;;;OAKG;IACH,mCAEC;IAED;;;;;;;;;;;;;;;OAeG;IACH;YAJkB,MAAM,GAAC,MAAM;QAElB,cAAc,CAuC1B;IAED;;;;;;;;;OASG;IACH,cAHW,cAAc,GACZ,OAAO,CAyBnB;IAED;;;;OAIG;IACH,QAFa,MAAM,CA4BlB;IAED;;;;;;;;;OASG;IACH,YAHW,cAAc,GACZ,cAAc,CAmC1B;IAED;;OAEG;IACH,SAFa,cAAc,CAI1B;IAiHL;;;;;OAKG;IACH,2BAFU,OAAO,CAEwB;CA3CxC;;kBAiCS,MAAM"}
@@ -1,6 +1,7 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { float32_array_hash } from "../../../../core/collection/array/typed/float32_array_hash.js";
3
3
  import { is_typed_array_equals } from "../../../../core/collection/array/typed/is_typed_array_equals.js";
4
+ import { uint32_array_hash } from "../../../../core/collection/array/typed/uint32_array_hash.js";
4
5
  import { hash_mix2 } from "../../../../core/math/hash/hash_mix2.js";
5
6
  import { hash_mix3 } from "../../../../core/math/hash/hash_mix3.js";
6
7
  import { objectsEqual } from "../../../../core/function/objectsEqual.js";
@@ -8,7 +9,7 @@ import { optional_hash } from "../../../../core/model/object/optional_hash.js";
8
9
  import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
9
10
  import { computeStringHash } from "../../../../core/primitives/strings/computeStringHash.js";
10
11
  import {
11
- EMITTER_ATTRIBUTE_ABSENT,
12
+ PARTICLE_FIELD_ABSENT,
12
13
  make_emitter_flags
13
14
  } from "../../../../shade/renderer/particles/data/PARTICLE_EMITTER_STRUCT.js";
14
15
  import { EMITTER_RENDER_CHANNELS } from "../../../../shade/renderer/particles/runtime/ParticleEmitter.js";
@@ -33,11 +34,12 @@ import { EMITTER_RENDER_CHANNELS } from "../../../../shade/renderer/particles/ru
33
34
  *
34
35
  * ## It is a description, and only a description
35
36
  *
36
- * Everything on it means the same thing with no renderer present: the attribute {@link layout} and
37
- * the compiled {@link program} that make up an effect, the {@link texture} to draw with, the rate,
38
- * the pre-warm, the blend / projection / feature {@link flags}, the render-attribute bindings and
39
- * the flipbook grid. That is deliberate, and it is what makes the component the unit an editor
40
- * inspects, a prefab carries and a system diffs.
37
+ * Everything on it means the same thing with no renderer present: the particle field {@link layout}
38
+ * and the compiled {@link program} that make up an effect, the {@link texture} to draw with, the
39
+ * rate, the pre-warm, the blend / projection / feature {@link flags}, the render-channel
40
+ * bindings, the flipbook grid, the emitter fields and the transform {@link bindings}. That is
41
+ * deliberate, and it is what makes the component the unit an editor inspects, a prefab carries and
42
+ * a system diffs.
41
43
  *
42
44
  * What is **not** here: the emitter the system built, the emitter's row in the GPU emitter table,
43
45
  * the generation of that row, where the program was placed in the program heap, and where the
@@ -62,24 +64,26 @@ import { EMITTER_RENDER_CHANNELS } from "../../../../shade/renderer/particles/ru
62
64
  * Assign to the fields. The system compares what it holds against what it last wrote to the scene
63
65
  * node, once per frame per entity, so there is no flag to set and no signal to fire — a component
64
66
  * whose fields have not moved costs a run of comparisons and no upload. That is a deliberate trade
65
- * against the observable-per-field shape the older components use: an effect has fifteen fields,
67
+ * against the observable-per-field shape the older components use: an effect has eighteen fields,
66
68
  * gameplay writes them in bursts, and a row is restaged whole either way.
67
69
  *
68
70
  * ## Saving one
69
71
  *
70
- * {@link ./ParticleEffectSerializationAdapter.js} writes all of it, the compiled program included.
72
+ * {@link ./ParticleEffectSerializationAdapter.js} writes all of it but the {@link bindings}, the
73
+ * compiled program included.
71
74
  * The VM's instruction set is a durable format by design — fixed-width opcodes and a constant pool —
72
75
  * so a level carries the bytecode the way it carries a mesh's indices, and a shipped build needs
73
76
  * neither the graph the effect was compiled from nor a compiler at runtime. Authoring belongs to an
74
77
  * editor.
75
78
  *
76
- * Two things are consequently wire format: the opcode numbers, and the **order** of the attributes
77
- * in {@link layout}, because the offsets in the render bindings are assigned from that order.
79
+ * Two things are consequently wire format: the opcode numbers, and the **order** of the fields in
80
+ * {@link layout} and {@link emitter_layout}, because the offsets the render bindings and the
81
+ * emitter field values are stored at are assigned from that order.
78
82
  */
79
83
  export class ParticleEffect {
80
84
 
81
85
  /**
82
- * The per-particle attribute schema: which named attributes a particle of this effect has, how
86
+ * The particle field schema: which named particle fields a particle of this effect has, how
83
87
  * wide each is, and what word of the record it sits at.
84
88
  *
85
89
  * `null` until an effect is assigned. An entity whose component has none is linked and idle
@@ -174,18 +178,92 @@ export class ParticleEffect {
174
178
  */
175
179
  flipbook = new Float32Array([1, 1]);
176
180
 
177
- /** @type {number} record word offset of world position, or {@link EMITTER_ATTRIBUTE_ABSENT} */
178
- render_position = EMITTER_ATTRIBUTE_ABSENT;
181
+ /** @type {number} record word offset of world position, or {@link PARTICLE_FIELD_ABSENT} */
182
+ render_position = PARTICLE_FIELD_ABSENT;
179
183
  /** @type {number} record word offset of size */
180
- render_size = EMITTER_ATTRIBUTE_ABSENT;
184
+ render_size = PARTICLE_FIELD_ABSENT;
181
185
  /** @type {number} record word offset of rgba colour */
182
- render_color = EMITTER_ATTRIBUTE_ABSENT;
186
+ render_color = PARTICLE_FIELD_ABSENT;
183
187
  /** @type {number} record word offset of the orientation, a quaternion (x, y, z, w) turning the sprite inside its projection mode's frame */
184
- render_orientation = EMITTER_ATTRIBUTE_ABSENT;
188
+ render_orientation = PARTICLE_FIELD_ABSENT;
185
189
  /** @type {number} record word offset of flipbook frame index */
186
- render_frame = EMITTER_ATTRIBUTE_ABSENT;
190
+ render_frame = PARTICLE_FIELD_ABSENT;
187
191
  /** @type {number} record word offset of velocity, read by the STRETCHED projection */
188
- render_velocity = EMITTER_ATTRIBUTE_ABSENT;
192
+ render_velocity = PARTICLE_FIELD_ABSENT;
193
+
194
+ /**
195
+ * The emitter fields the effect declares — the members every emitter of it carries for itself,
196
+ * laid out from word zero. `null` for an effect that declares none. Part of the effect, as
197
+ * {@link layout} is: the program was compiled against it.
198
+ *
199
+ * @type {import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout|null}
200
+ */
201
+ emitter_layout = null;
202
+
203
+ /**
204
+ * This entity's values for those fields, as f32 bit patterns laid out by {@link emitter_layout}.
205
+ * The instance's own data: gameplay writes it ({@link set_emitter_field}), the program it runs
206
+ * is shared with every other entity of the effect. Words past the end of a shorter array read
207
+ * zero. Static: nothing on the GPU writes them, except a transform {@link bindings binding}.
208
+ *
209
+ * @type {Uint32Array}
210
+ */
211
+ emitter_fields = new Uint32Array(0);
212
+
213
+ /**
214
+ * Transform bindings: emitter fields this entity's emitter has written every frame, on the GPU,
215
+ * from another entity's composed transform — a beam's far end, a homing target, a joint.
216
+ * `channel` is a {@link ../../../../shade/renderer/particles/data/PARTICLE_FIELD_BINDING.js PARTICLE_FIELD_BINDING_CHANNEL}
217
+ * and must write exactly as many words as the field has.
218
+ *
219
+ * The system reads this array every frame, so editing it in place is enough. A binding naming
220
+ * an entity with no Transform64, or a field the effect does not have at the channel's width, is
221
+ * refused with a warning and not retried until the entry or the {@link emitter_layout}
222
+ * changes. Where two entries name one field, the first holds. A binding ends when its entry is
223
+ * removed or its entity is.
224
+ *
225
+ * Runtime data, and not saved: a binding names an entity, and nothing in this engine's saves
226
+ * carries an entity reference across a load (no component holding one is serialized). A level
227
+ * binds them again when it is built, as it parents its attachments.
228
+ *
229
+ * @type {Array<{field: string, entity: number, channel: number}>}
230
+ */
231
+ bindings = [];
232
+
233
+ /**
234
+ * Set one emitter field, by name, to `values` — as many numbers as the field has components.
235
+ * The system finds the change by comparison, as it finds every other edit to this component.
236
+ *
237
+ * @param {string} name a field of {@link emitter_layout}
238
+ * @param {ArrayLike<number>} values
239
+ * @returns {ParticleEffect} this
240
+ * @throws if {@link emitter_layout} has no such field
241
+ */
242
+ set_emitter_field(name, values) {
243
+ assert.notEqual(this.emitter_layout, null, 'emitter_layout must be set before an emitter field is');
244
+
245
+ const field = this.emitter_layout.get(name);
246
+
247
+ assert.equal(values.length, field.components, 'values.length');
248
+
249
+ const word_count = this.emitter_layout.word_count;
250
+
251
+ if (this.emitter_fields.length < word_count) {
252
+ const grown = new Uint32Array(word_count);
253
+
254
+ grown.set(this.emitter_fields);
255
+ this.emitter_fields = grown;
256
+ }
257
+
258
+ const words = this.emitter_fields;
259
+
260
+ for (let i = 0; i < field.components; i++) {
261
+ FIELD_WORD_F32[0] = values[i];
262
+ words[field.offset + i] = FIELD_WORD[0];
263
+ }
264
+
265
+ return this;
266
+ }
189
267
 
190
268
  /**
191
269
  * The rate the emitter actually runs at: {@link spawn_rate} while {@link emitting}, and zero
@@ -198,11 +276,11 @@ export class ParticleEffect {
198
276
  }
199
277
 
200
278
  /**
201
- * Bind render channels to per-particle attributes of this effect, by attribute name.
279
+ * Bind render channels to particle fields of this effect, by particle field name.
202
280
  *
203
281
  * Channels left out of `channels` keep whatever they had; a channel that was never bound stays
204
- * at {@link EMITTER_ATTRIBUTE_ABSENT}, which the passes read as "this effect has no such
205
- * attribute" — the passes that draw substitute a default, and the bounds pass treats the
282
+ * at {@link PARTICLE_FIELD_ABSENT}, which the passes read as "this effect has no such
283
+ * particle field" — the passes that draw substitute a default, and the bounds pass treats the
206
284
  * particle as being at the origin.
207
285
  *
208
286
  * Word offsets are stored rather than names because that is what those passes index a particle
@@ -210,7 +288,7 @@ export class ParticleEffect {
210
288
  * needs {@link layout} to have been set first.
211
289
  *
212
290
  * @param {Object<string,string>} channels channel name (see `EMITTER_RENDER_CHANNELS`) ->
213
- * attribute name in this effect's layout
291
+ * particle field name in this effect's layout
214
292
  * @returns {ParticleEffect} this
215
293
  */
216
294
  bind_render(channels) {
@@ -280,12 +358,15 @@ export class ParticleEffect {
280
358
  && this.render_frame === other.render_frame
281
359
  && this.render_velocity === other.render_velocity
282
360
  && is_typed_array_equals(this.flipbook, other.flipbook)
361
+ && is_typed_array_equals(this.emitter_fields, other.emitter_fields)
362
+ && bindings_equal(this.bindings, other.bindings)
363
+ && objectsEqual(this.emitter_layout, other.emitter_layout)
283
364
  && objectsEqual(this.layout, other.layout)
284
365
  && objectsEqual(this.program, other.program);
285
366
  }
286
367
 
287
368
  /**
288
- * Hash over everything {@link equals} compares, in the same terms.
369
+ * Hash over everything {@link equals} compares but the {@link bindings}, in the same terms.
289
370
  *
290
371
  * @returns {number} int32
291
372
  */
@@ -302,8 +383,13 @@ export class ParticleEffect {
302
383
  this.emitting ? 1 : 0
303
384
  );
304
385
 
386
+ const fields = hash_mix2(
387
+ optional_hash(this.emitter_layout),
388
+ uint32_array_hash(this.emitter_fields, 0, this.emitter_fields.length)
389
+ );
390
+
305
391
  return hash_mix3(
306
- hash_mix2(bindings, float32_array_hash(this.flipbook, 0, this.flipbook.length)),
392
+ hash_mix3(bindings, float32_array_hash(this.flipbook, 0, this.flipbook.length), fields),
307
393
  appearance,
308
394
  hash_mix2(
309
395
  optional_hash(this.layout),
@@ -342,6 +428,18 @@ export class ParticleEffect {
342
428
  this.render_frame = other.render_frame;
343
429
  this.render_velocity = other.render_velocity;
344
430
 
431
+ // shared, as the layout and the program are: immutable once compiled
432
+ this.emitter_layout = other.emitter_layout;
433
+
434
+ // the values are not — they are the instance's, and gameplay writes them in place
435
+ if (this.emitter_fields.length !== other.emitter_fields.length) {
436
+ this.emitter_fields = new Uint32Array(other.emitter_fields.length);
437
+ }
438
+
439
+ this.emitter_fields.set(other.emitter_fields);
440
+
441
+ this.bindings = other.bindings.map(binding => ({ ...binding }));
442
+
345
443
  return this;
346
444
  }
347
445
 
@@ -367,8 +465,10 @@ export class ParticleEffect {
367
465
  * @param {boolean} [config.emitting]
368
466
  * @param {number} [config.prewarm] seconds of emission to run forward before the first frame
369
467
  * @param {object} [config.flags] passed to `make_emitter_flags`
370
- * @param {Object<string,string>} [config.render] render channel -> attribute name
468
+ * @param {Object<string,string>} [config.render] render channel -> particle field name
371
469
  * @param {ArrayLike<number>} [config.flipbook] `[columns, rows]`
470
+ * @param {import("../../../../shade/renderer/particles/layout/ParticleLayout.js").ParticleLayout|null} [config.emitter_layout]
471
+ * @param {ArrayLike<number>} [config.emitter_fields] f32 bit patterns laid out by `emitter_layout`
372
472
  * @returns {ParticleEffect}
373
473
  */
374
474
  static from(config = {}) {
@@ -414,10 +514,41 @@ export class ParticleEffect {
414
514
  effect.bind_render(config.render);
415
515
  }
416
516
 
517
+ if (config.emitter_layout !== undefined) {
518
+ effect.emitter_layout = config.emitter_layout;
519
+ }
520
+
521
+ if (config.emitter_fields !== undefined) {
522
+ effect.emitter_fields = Uint32Array.from(config.emitter_fields);
523
+ }
524
+
417
525
  return effect;
418
526
  }
419
527
  }
420
528
 
529
+ /**
530
+ * @param {Array<{field: string, entity: number, channel: number}>} a
531
+ * @param {Array<{field: string, entity: number, channel: number}>} b
532
+ * @returns {boolean}
533
+ */
534
+ function bindings_equal(a, b) {
535
+ if (a.length !== b.length) {
536
+ return false;
537
+ }
538
+
539
+ for (let i = 0; i < a.length; i++) {
540
+ if (a[i].field !== b[i].field || a[i].entity !== b[i].entity || a[i].channel !== b[i].channel) {
541
+ return false;
542
+ }
543
+ }
544
+
545
+ return true;
546
+ }
547
+
548
+ // One word reinterpreted: an emitter field is stored as f32 bit patterns.
549
+ const FIELD_WORD = new Uint32Array(1);
550
+ const FIELD_WORD_F32 = new Float32Array(FIELD_WORD.buffer);
551
+
421
552
  /**
422
553
  * The name this component is written under, and looked up by when a save is read. A serialization
423
554
  * registry infers nothing from a class — see
@@ -11,9 +11,9 @@
11
11
  * and cannot be renumbered without a version bump and an upgrader:
12
12
  *
13
13
  * - **opcodes**, whose numbers are `../../../../shade/renderer/particles/isa/ParticleVMISA.js`, and
14
- * - **attribute order in the layout**, because a layout assigns word offsets sequentially from the
15
- * order it is built in, and the render bindings below are those offsets. Offsets are therefore not
16
- * written: they are recomputed on load from the same order, and a change to how
14
+ * - **particle field order in the layout**, because a layout assigns word offsets sequentially from
15
+ * the order it is built in, and the render bindings below are those offsets. Offsets are
16
+ * therefore not written: they are recomputed on load from the same order, and a change to how
17
17
  * {@link ParticleLayout} packs would silently repoint every binding in every save.
18
18
  *
19
19
  * ## The constant pool is written as bits
@@ -38,6 +38,16 @@
38
38
  * saved bytecode writes an angle, and nothing short of recompiling its graph turns that into a
39
39
  * program that writes a quaternion. A v1 effect that spun loads without its spin.
40
40
  *
41
+ * ## Version 3
42
+ *
43
+ * After the program come the global fields it imports, by name and width in import order — what
44
+ * its global reads index until it is placed and linked — and after that the emitter field layout,
45
+ * written like the particle field layout and with the same obligation on its order, and this
46
+ * entity's emitter field values as bits. A v2 save is read through
47
+ * {@link ./ParticleEffectSerializationUpgrader_2_3.js} as importing and declaring none.
48
+ *
49
+ * {@link ParticleEffect#bindings} are not written: they name entities.
50
+ *
41
51
  * ## Nothing device-shaped is written
42
52
  *
43
53
  * There is nothing here that a device assigned: no table row, no generation, no program-heap
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleEffectSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgDG;AACH;;IAEI,6BAAuB;IAGvB;;;OAGG;IACH,uCAFW,cAAc,QAmCxB;IAED;;;OAGG;IACH,yCAFW,cAAc,QA8BxB;CACJ;gDAjI+C,gEAAgE;+BACjF,qBAAqB"}
1
+ {"version":3,"file":"ParticleEffectSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0DG;AACH;;IAEI,6BAAuB;IAGvB;;;OAGG;IACH,uCAFW,cAAc,QA4CxB;IAED;;;OAGG;IACH,yCAFW,cAAc,QAmCxB;CACJ;gDAzJ+C,gEAAgE;+BACjF,qBAAqB"}