cozyclay 2.1.1 → 3.0.0

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 (577) hide show
  1. package/CHANGELOG.md +60 -0
  2. package/README.md +12 -30
  3. package/bin/agent/agent-routes.mjs +40 -113
  4. package/bin/agent/agent-runner.mjs +9 -10
  5. package/bin/agent/cliproxy-provider.mjs +135 -0
  6. package/bin/agent/credential-store.mjs +30 -7
  7. package/bin/agent/pi-tools.mjs +4 -1
  8. package/bin/agent/provider-keys.mjs +32 -0
  9. package/bin/agent/provider-login.mjs +110 -0
  10. package/bin/agent/provider-routes.mjs +99 -0
  11. package/bin/agent/providers.mjs +19 -97
  12. package/bin/agent/script-tool.mjs +17 -4
  13. package/bin/agent/studio-motion-reference.mjs +23 -0
  14. package/bin/agent/studio-prompt.mjs +1 -1
  15. package/bin/agent/studio-rebase-text.mjs +32 -0
  16. package/bin/agent/studio-rebase.mjs +26 -39
  17. package/bin/agent/studio-tools.mjs +9 -28
  18. package/bin/agent/tool-arguments.mjs +49 -0
  19. package/bin/agent/turn-frames.mjs +66 -0
  20. package/bin/codex-auth.mjs +9 -2
  21. package/bin/cozyclay.mjs +10 -116
  22. package/bin/live/cli.mjs +3 -3
  23. package/bin/mcp-runtime.mjs +2 -12
  24. package/bin/package-signature.mjs +0 -4
  25. package/dist/app/index.html +7 -6
  26. package/dist/assets/EXRLoader-CvVIvGVE.js +1 -0
  27. package/dist/assets/analytics-C9sUnndd.js +1 -0
  28. package/dist/assets/app-CCh--1Hc.js +5087 -0
  29. package/dist/assets/app-f-fkV5uP.css +1 -0
  30. package/dist/assets/compile-worker-CkxiD6lH.js +5 -0
  31. package/dist/assets/fflate.module-KbGj5-H6.js +5 -0
  32. package/dist/assets/{first-shot-handoff-msLI71g1.js → first-shot-handoff-CC4xe4HM.js} +1 -1
  33. package/dist/assets/{landing-ChUvB_zL.js → landing-DjHD8u7k.js} +1 -1
  34. package/dist/assets/scene-asset-sync-Hx_FzdOH.js +20 -0
  35. package/dist/assets/scene-asset-sync-_S8NQl5B.css +1 -0
  36. package/dist/assets/workflow-C4yKH1p4.js +179 -0
  37. package/dist/cozyclay-package.json +1 -1
  38. package/dist/index.html +3 -3
  39. package/dist/sw.js +3 -6
  40. package/dist/workflow/index.html +5 -4
  41. package/mcp/LIVE-PROTOCOL.md +7 -47
  42. package/mcp/README.md +16 -26
  43. package/mcp/live-hub.mjs +6 -10
  44. package/mcp/package.json +1 -3
  45. package/mcp/tool-handlers.mjs +4 -168
  46. package/package.json +3 -22
  47. package/src/App.jsx +150 -2624
  48. package/src/agent-progress.js +79 -0
  49. package/src/agent-turn-mark.js +30 -0
  50. package/src/analytics.js +1 -19
  51. package/src/app-context.js +5 -0
  52. package/src/app-stage.jsx +2 -34
  53. package/src/asset-pane.jsx +6 -5
  54. package/src/camera-block.js +21 -0
  55. package/src/camera-direction.js +120 -0
  56. package/src/character-kind.js +3 -9
  57. package/src/command-bus.js +8 -6
  58. package/src/commands/cast.js +5 -34
  59. package/src/commands/elements/character.js +1 -1
  60. package/src/commands/elements/motion.js +1 -6
  61. package/src/commands/elements/object.js +6 -2
  62. package/src/commands/elements/shot.js +4 -1
  63. package/src/commands/elements.js +38 -14
  64. package/src/commands/index.js +3 -1
  65. package/src/commands/kits.js +37 -0
  66. package/src/commands/motion-timing.js +57 -0
  67. package/src/commands/motion.js +9 -152
  68. package/src/commands/motion3-compile.js +65 -0
  69. package/src/commands/motion3.js +207 -0
  70. package/src/commands/objects.js +6 -4
  71. package/src/commands/shot.js +49 -11
  72. package/src/commands/stage.js +14 -1
  73. package/src/commands/view.js +4 -1
  74. package/src/document-mirrors.js +42 -0
  75. package/src/document-store.js +4 -0
  76. package/src/domains/cast.js +19 -194
  77. package/src/domains/motion/motion-range-pin-rules.js +1 -1
  78. package/src/domains/motion/take-source.js +51 -0
  79. package/src/domains/motion.js +60 -1838
  80. package/src/domains/scenes.js +12 -55
  81. package/src/domains/shots.js +2 -2
  82. package/src/domains/stage.js +4 -2
  83. package/src/draft-ghost.js +46 -0
  84. package/src/draft-ghost.jsx +129 -0
  85. package/src/dualview.jsx +4 -3
  86. package/src/effects/EffectsLayer.jsx +112 -0
  87. package/src/effects/effect-meshes.js +232 -0
  88. package/src/effects/effect-record.js +103 -0
  89. package/src/effects/emitter.js +59 -0
  90. package/src/effects/simulate.js +261 -0
  91. package/src/effects/state.js +59 -0
  92. package/src/execution-telemetry.js +2 -3
  93. package/src/first-success-guide.jsx +5 -5
  94. package/src/ghost-set.js +257 -0
  95. package/src/held-object-edit.jsx +113 -0
  96. package/src/held-object-pose.js +175 -0
  97. package/src/hierarchy-model.js +1 -1
  98. package/src/hierarchy-panel.jsx +1 -1
  99. package/src/imported-mesh.jsx +103 -0
  100. package/src/kits/held.js +84 -0
  101. package/src/kits/index.js +70 -0
  102. package/src/kits/smoking.js +57 -0
  103. package/src/light-blockers.js +93 -0
  104. package/src/motion/beat-board-model.js +84 -0
  105. package/src/motion/beat-board.css +124 -0
  106. package/src/motion/beat-board.jsx +59 -0
  107. package/src/motion/center-of-mass.js +66 -0
  108. package/src/motion/fix-collisions.js +850 -0
  109. package/src/motion/physics-review.js +118 -0
  110. package/src/{ardy → motion}/physics-support.js +1 -76
  111. package/src/motion/rig-snapshot.js +22 -0
  112. package/src/motion/take-segments.jsx +140 -0
  113. package/src/{ardy → motion}/timeline-coordinates.js +0 -21
  114. package/src/{ardy → motion}/timeline.css +1 -2
  115. package/src/{ardy → motion}/timeline.jsx +42 -413
  116. package/src/motion/waypoints.js +76 -0
  117. package/src/motion3/beats.js +83 -0
  118. package/src/motion3/body.js +158 -0
  119. package/src/motion3/bones.js +47 -0
  120. package/src/motion3/carried.js +47 -0
  121. package/src/motion3/compile-job.js +75 -0
  122. package/src/motion3/compile-worker.js +10 -0
  123. package/src/motion3/compiler/anchors.js +105 -0
  124. package/src/motion3/compiler/arm-orient.js +128 -0
  125. package/src/motion3/compiler/channels.js +125 -0
  126. package/src/motion3/compiler/compile.js +205 -0
  127. package/src/motion3/compiler/gait-rhythm.js +97 -0
  128. package/src/motion3/compiler/grip.js +171 -0
  129. package/src/motion3/compiler/head-steady.js +48 -0
  130. package/src/motion3/compiler/hold.js +134 -0
  131. package/src/motion3/compiler/idle.js +113 -0
  132. package/src/motion3/compiler/limbs.js +170 -0
  133. package/src/motion3/compiler/math.js +72 -0
  134. package/src/motion3/compiler/pose.js +162 -0
  135. package/src/motion3/compiler/quat.js +49 -0
  136. package/src/motion3/compiler/skeleton.js +74 -0
  137. package/src/motion3/compiler/validate-common.js +32 -0
  138. package/src/motion3/compiler/validate-goals.js +118 -0
  139. package/src/motion3/compiler/validate-objects.js +143 -0
  140. package/src/motion3/compiler/validate-parts.js +116 -0
  141. package/src/motion3/compiler/validate.js +122 -0
  142. package/src/motion3/compiler/vocab.js +73 -0
  143. package/src/motion3/compiler/walk-pelvis.js +275 -0
  144. package/src/motion3/compiler/walk.js +207 -0
  145. package/src/motion3/compiler/wrist-clamp.js +32 -0
  146. package/src/motion3/delta.js +47 -0
  147. package/src/motion3/describe.js +174 -0
  148. package/src/motion3/docs.js +27 -0
  149. package/src/motion3/edit-carry.js +21 -0
  150. package/src/motion3/fix/ease.js +16 -0
  151. package/src/motion3/fix/ground.js +37 -0
  152. package/src/motion3/fix/index.js +52 -0
  153. package/src/motion3/fix/push.js +71 -0
  154. package/src/motion3/fix/reach.js +46 -0
  155. package/src/motion3/fix/retime.js +79 -0
  156. package/src/motion3/fix/self.js +211 -0
  157. package/src/motion3/fix/slide.js +70 -0
  158. package/src/motion3/fix/turn.js +51 -0
  159. package/src/motion3/follow.js +39 -0
  160. package/src/motion3/free-motion.js +173 -0
  161. package/src/motion3/grip-choice.js +130 -0
  162. package/src/motion3/hold-plan.js +157 -0
  163. package/src/motion3/json-patch.js +77 -0
  164. package/src/motion3/key-aim.js +105 -0
  165. package/src/motion3/key-edit.js +82 -0
  166. package/src/motion3/lenient.js +127 -0
  167. package/src/motion3/object-keys.js +236 -0
  168. package/src/motion3/object-pose.js +182 -0
  169. package/src/motion3/object-tracks.js +12 -0
  170. package/src/motion3/pipeline.js +102 -0
  171. package/src/motion3/playback.js +51 -0
  172. package/src/motion3/probes.js +91 -0
  173. package/src/motion3/qa/body-checks.js +34 -0
  174. package/src/motion3/qa/check-names.js +14 -0
  175. package/src/motion3/qa/checks.js +121 -0
  176. package/src/motion3/qa/contact-checks.js +51 -0
  177. package/src/motion3/qa/explain.js +80 -0
  178. package/src/motion3/qa/fmt.js +5 -0
  179. package/src/motion3/qa/foot-checks.js +72 -0
  180. package/src/motion3/qa/geometry.js +77 -0
  181. package/src/motion3/qa/goals.js +191 -0
  182. package/src/motion3/qa/ground.js +60 -0
  183. package/src/motion3/qa/hints-contact.js +179 -0
  184. package/src/motion3/qa/hints-goal.js +160 -0
  185. package/src/motion3/qa/hints-knee.js +24 -0
  186. package/src/motion3/qa/hints-motion.js +209 -0
  187. package/src/motion3/qa/hints-object.js +91 -0
  188. package/src/motion3/qa/index.js +42 -0
  189. package/src/motion3/qa/key-checks.js +82 -0
  190. package/src/motion3/qa/near.js +96 -0
  191. package/src/motion3/qa/object-checks.js +135 -0
  192. package/src/motion3/qa/patch.js +161 -0
  193. package/src/motion3/qa/severity.js +38 -0
  194. package/src/motion3/qa/spec-checks.js +65 -0
  195. package/src/motion3/qa/style.js +218 -0
  196. package/src/motion3/qa/wrist-checks.js +69 -0
  197. package/src/motion3/qa/wrist-obs.js +60 -0
  198. package/src/motion3/refs.js +120 -0
  199. package/src/motion3/repair-tune.js +121 -0
  200. package/src/motion3/repair.js +83 -0
  201. package/src/motion3/report.js +67 -0
  202. package/src/motion3/rigs/index.js +14 -0
  203. package/src/motion3/rigs/x-bot-tpose-body.json +1 -0
  204. package/src/motion3/rigs/x-bot-tpose.json +1 -0
  205. package/src/motion3/rigs/y-bot-tpose-body.json +1 -0
  206. package/src/motion3/rigs/y-bot-tpose.json +1 -0
  207. package/src/motion3/scene.js +60 -0
  208. package/src/motion3/schema/brief.js +89 -0
  209. package/src/motion3/schema/fields.js +44 -0
  210. package/src/motion3/schema/spec-examples.js +46 -0
  211. package/src/motion3/schema/topics.js +111 -0
  212. package/src/motion3/schema/types.js +147 -0
  213. package/src/motion3/search.js +117 -0
  214. package/src/motion3/second-hand.js +112 -0
  215. package/src/motion3/skills/basic.js +82 -0
  216. package/src/motion3/skills/book.js +76 -0
  217. package/src/motion3/skills/car.js +145 -0
  218. package/src/motion3/skills/frames-auto.js +29 -0
  219. package/src/motion3/skills/index.js +83 -0
  220. package/src/motion3/skills/info.js +65 -0
  221. package/src/motion3/skills/smoke-kit.js +109 -0
  222. package/src/motion3/skills/smoke.js +160 -0
  223. package/src/motion3/spec-store.js +59 -0
  224. package/src/motion3/take-edit.js +155 -0
  225. package/src/motion3/take.js +63 -0
  226. package/src/motion3/timeline.js +127 -0
  227. package/src/motion3/views.js +121 -0
  228. package/src/motion3/walk-plan.js +119 -0
  229. package/src/object-catalog.jsx +7 -1
  230. package/src/object-colors.js +98 -0
  231. package/src/object-gizmo-parts.js +115 -0
  232. package/src/object-gizmo.jsx +37 -122
  233. package/src/object-glow.js +139 -0
  234. package/src/object-hidden.js +33 -0
  235. package/src/object-look.js +196 -0
  236. package/src/object-size.js +10 -0
  237. package/src/object-travel.js +71 -6
  238. package/src/panels/CameraPanel.jsx +7 -7
  239. package/src/panels/HdrEnvironmentControls.jsx +59 -0
  240. package/src/panels/LightPanel.jsx +25 -4
  241. package/src/panels/ObjectLookPanel.jsx +88 -0
  242. package/src/panels/PosePanel.jsx +2 -17
  243. package/src/panels/RigControlPanel.jsx +5 -53
  244. package/src/panels/SubjectBox.jsx +4 -1
  245. package/src/panels/details.css +14 -0
  246. package/src/posestudio.jsx +4 -27
  247. package/src/project-browser.jsx +3 -4
  248. package/src/project-resources.js +18 -31
  249. package/src/project.js +13 -104
  250. package/src/props.jsx +25 -280
  251. package/src/rail-dot-drag.js +23 -0
  252. package/src/render-passes.js +10 -0
  253. package/src/resource-status.jsx +1 -0
  254. package/src/result-modal.jsx +4 -19
  255. package/src/room.jsx +20 -12
  256. package/src/scene-assets.js +8 -6
  257. package/src/scene-light-place.js +72 -0
  258. package/src/scene-lights.jsx +148 -0
  259. package/src/scene-objects.js +31 -139
  260. package/src/scenes.js +15 -105
  261. package/src/semantic-edit.js +2 -5
  262. package/src/set-pieces.jsx +183 -0
  263. package/src/settings-menu.jsx +3 -11
  264. package/src/shell/BottomDock.jsx +9 -51
  265. package/src/shell/DetailsSlot.jsx +16 -200
  266. package/src/shell/GhostsMenuGroup.jsx +74 -0
  267. package/src/shell/LibrarySlot.jsx +1 -3
  268. package/src/shell/MenuBar.jsx +3 -3
  269. package/src/shell/PreferencesDialog.jsx +15 -264
  270. package/src/shell/PreferencesSlot.jsx +2 -8
  271. package/src/shell/TopBar.jsx +5 -84
  272. package/src/shell/ViewportToolbar.jsx +10 -70
  273. package/src/shell/agent-glass.css +19 -6
  274. package/src/shell/details-selection.js +42 -0
  275. package/src/shell/ghosts-menu.css +22 -0
  276. package/src/shell/glass-regions.css +29 -3
  277. package/src/shell/preferences.css +6 -1
  278. package/src/shot-authoring.js +4 -7
  279. package/src/soft-shadows.js +37 -0
  280. package/src/stage-attach-frames.js +12 -12
  281. package/src/stage-canvas-rigs.jsx +3 -3
  282. package/src/stage-capture.jsx +42 -8
  283. package/src/stage-characters.jsx +22 -216
  284. package/src/stage-editor-gizmos.jsx +6 -6
  285. package/src/stage-environment.js +93 -0
  286. package/src/stage-hdr-builtins.js +107 -0
  287. package/src/stage-hdr-image.js +116 -0
  288. package/src/stage-hdr-library.js +70 -0
  289. package/src/stage-hdr-map.js +94 -0
  290. package/src/stage-hdr.js +130 -0
  291. package/src/stage-lighting.js +149 -0
  292. package/src/stage-occlusion.js +210 -0
  293. package/src/stage-sky.jsx +159 -0
  294. package/src/stage-startup-defaults.js +5 -9
  295. package/src/studio-actions.js +12 -14
  296. package/src/studio-agent-commands.js +19 -16
  297. package/src/studio-agent-motion.js +9 -9
  298. package/src/studio-agent-protocol.js +41 -71
  299. package/src/studio-app-binding.js +25 -45
  300. package/src/studio-asset-list.js +17 -0
  301. package/src/studio-contact-sheet.js +37 -5
  302. package/src/studio-elements.js +27 -7
  303. package/src/studio-entity-bounds.js +18 -0
  304. package/src/studio-error-codes.js +8 -0
  305. package/src/studio-export-framing.js +152 -0
  306. package/src/studio-lighting-check.js +103 -0
  307. package/src/studio-motion-visual.js +150 -0
  308. package/src/studio-schema-errors.js +80 -0
  309. package/src/studio-support-gap.js +74 -0
  310. package/src/styles.css +1 -19
  311. package/src/timeline-defaults.js +5 -0
  312. package/src/timeline-extent.js +8 -20
  313. package/src/tutorial-walk.js +17 -0
  314. package/src/ui-scrub.js +1 -1
  315. package/src/use-shot-camera-tracks.js +12 -0
  316. package/src/view-ghosts.js +97 -0
  317. package/src/view-ghosts.jsx +49 -0
  318. package/src/workflow/AgentPanel.jsx +47 -166
  319. package/src/workflow/AgentProgressCard.jsx +107 -0
  320. package/src/workflow/AgentReplyText.jsx +37 -0
  321. package/src/workflow/AgentTurnSteps.jsx +84 -0
  322. package/src/workflow/LoginPanel.jsx +140 -0
  323. package/src/workflow/WorkflowBuilder.jsx +7 -23
  324. package/src/workflow/agent-client.js +54 -51
  325. package/src/workflow/agent-panel.css +71 -1
  326. package/src/workflow/agent-progress-card.css +167 -0
  327. package/src/workflow/agent-progress-view.js +47 -0
  328. package/src/workflow/agent-turn-steps.css +113 -0
  329. package/src/workflow/agent-turn.js +191 -0
  330. package/src/workflow/login-client.js +34 -0
  331. package/src/workflow/motion-input.js +18 -31
  332. package/src/workflow/node-schema.js +1 -1
  333. package/src/workflow/reply-markdown.js +69 -0
  334. package/src/workflow/scene-asset-sync.js +8 -8
  335. package/tools/agent-session-stats.mjs +61 -0
  336. package/tools/dev-full.mjs +5 -56
  337. package/tools/eslint-baseline.json +12 -13
  338. package/tools/knip-baseline.json +0 -179
  339. package/tools/loc-baseline.json +31 -81
  340. package/tools/motion3/extract-body.mjs +103 -0
  341. package/tools/motion3/extract-rig.mjs +85 -0
  342. package/tools/process-supervisor.mjs +0 -88
  343. package/tools/run-tests.mjs +8 -124
  344. package/bin/agent/motion-runtime.mjs +0 -76
  345. package/dist/ardy/cskel27-rest.json +0 -557
  346. package/dist/assets/analytics-C9pMpW7s.js +0 -1
  347. package/dist/assets/app-B_2XB9rw.css +0 -1
  348. package/dist/assets/app-DAuvKPP8.js +0 -4920
  349. package/dist/assets/config-Bx7pYsD9.js +0 -1
  350. package/dist/assets/config-DeoFTYzb.css +0 -1
  351. package/dist/assets/demo-CvKuBgy5.js +0 -1
  352. package/dist/assets/scene-asset-sync-DKkpjKBV.js +0 -19
  353. package/dist/assets/scene-asset-sync-DjJ_cJ2R.css +0 -1
  354. package/dist/assets/ticket-BPk2Ni95.js +0 -1
  355. package/dist/assets/workflow-jJRBR94Z.js +0 -179
  356. package/dist/demo/walk-then-stop.npz +0 -0
  357. package/mcp/ardy-prompts.mjs +0 -218
  358. package/src/ardy/auto-fix-panel.css +0 -108
  359. package/src/ardy/auto-physics.js +0 -1194
  360. package/src/ardy/client.js +0 -153
  361. package/src/ardy/convert.js +0 -313
  362. package/src/ardy/cskel27-neutral.js +0 -39
  363. package/src/ardy/cskel27.js +0 -77
  364. package/src/ardy/export.js +0 -165
  365. package/src/ardy/fix-collisions.js +0 -2257
  366. package/src/ardy/foot-lock.js +0 -230
  367. package/src/ardy/motion-calibration.js +0 -118
  368. package/src/ardy/motion-edit.js +0 -213
  369. package/src/ardy/motion-url.js +0 -55
  370. package/src/ardy/mp4-duration.js +0 -102
  371. package/src/ardy/npz.js +0 -595
  372. package/src/ardy/physics-panel.css +0 -21
  373. package/src/ardy/physics-panel.jsx +0 -89
  374. package/src/ardy/physics-refine.js +0 -111
  375. package/src/ardy/physics-review.js +0 -567
  376. package/src/ardy/physics-temporal.js +0 -54
  377. package/src/ardy/platform-fit-panel.css +0 -64
  378. package/src/ardy/platform-fit-panel.jsx +0 -41
  379. package/src/ardy/platform-fit.js +0 -326
  380. package/src/ardy/playback.js +0 -711
  381. package/src/ardy/pose-pin.js +0 -97
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@@ -0,0 +1,232 @@
1
+ /**
2
+ * GPU side of the effects: one instanced quad mesh for every particle in the
3
+ * scene and one for every trail-ribbon quad, written from evaluateEffects.
4
+ *
5
+ * Quads face whichever camera draws them (the editor, the shot camera, a
6
+ * contact-sheet view), so the CPU only redoes work when the frame changes.
7
+ * Blending is premultiplied: a particle writes (rgb x a, a) to blend normally
8
+ * or (rgb x a, cover x a) to mostly add, so smoke and fire share one draw. Smoke-like
9
+ * particles are lit by the stage's lights (wrapped, from the camera side);
10
+ * additive ones are emissive. Both take the stage fog, write no depth and
11
+ * cast no shadow. Their instance matrices are all zero, so a pass that
12
+ * swaps in its own material (depth, normal) collapses them to nothing.
13
+ */
14
+ import * as THREE from "three";
15
+ import { EFFECT_PARTICLE_CAP, EFFECT_SEGMENT_CAP, evaluateEffects } from "./simulate.js";
16
+
17
+ /** How much of what is behind an emissive (fire, sparks) particle it hides:
18
+ * 0 would be purely additive, which vanishes over a light stage; at 0.85 a
19
+ * flame stays orange on the daylight grey and still glows on a night sky. */
20
+ const EMISSIVE_COVER = 0.85;
21
+ const SHADE = /* glsl */ `
22
+ vec3 effectLight(vec3 base, vec3 viewPos) {
23
+ vec3 n = vec3(0.0, 0.0, 1.0);
24
+ vec3 irradiance = getAmbientLightIrradiance(ambientLightColor);
25
+ #if NUM_HEMI_LIGHTS > 0
26
+ for (int i = 0; i < NUM_HEMI_LIGHTS; i++) irradiance += getHemisphereLightIrradiance(hemisphereLights[i], n);
27
+ #endif
28
+ #if NUM_DIR_LIGHTS > 0
29
+ for (int i = 0; i < NUM_DIR_LIGHTS; i++) irradiance += directionalLights[i].color * (0.55 + 0.45 * dot(n, directionalLights[i].direction));
30
+ #endif
31
+ #if NUM_POINT_LIGHTS > 0
32
+ for (int i = 0; i < NUM_POINT_LIGHTS; i++) {
33
+ vec3 toLight = pointLights[i].position - viewPos; float d = length(toLight);
34
+ irradiance += pointLights[i].color * getDistanceAttenuation(d, pointLights[i].distance, pointLights[i].decay) * (0.55 + 0.45 * dot(n, toLight / max(d, 1e-4)));
35
+ }
36
+ #endif
37
+ #if NUM_SPOT_LIGHTS > 0
38
+ for (int i = 0; i < NUM_SPOT_LIGHTS; i++) {
39
+ vec3 toLight = spotLights[i].position - viewPos; float d = length(toLight); vec3 l = toLight / max(d, 1e-4);
40
+ float cone = getSpotAttenuation(spotLights[i].coneCos, spotLights[i].penumbraCos, dot(l, spotLights[i].direction));
41
+ irradiance += spotLights[i].color * cone * getDistanceAttenuation(d, spotLights[i].distance, spotLights[i].decay) * (0.55 + 0.45 * dot(n, l));
42
+ }
43
+ #endif
44
+ return base * irradiance * RECIPROCAL_PI;
45
+ }
46
+ // Tone map and encode like every stage material, then fog (additive light
47
+ // fades into it instead), then premultiply.
48
+ vec4 effectOut(vec3 color, float alpha, float additive) {
49
+ gl_FragColor = vec4(color, 1.0);
50
+ #include <tonemapping_fragment>
51
+ #include <colorspace_fragment>
52
+ #ifdef USE_FOG
53
+ #ifdef FOG_EXP2
54
+ float fogF = 1.0 - exp(-fogDensity * fogDensity * vFogDepth * vFogDepth);
55
+ #else
56
+ float fogF = smoothstep(fogNear, fogFar, vFogDepth);
57
+ #endif
58
+ gl_FragColor.rgb = additive > 0.5 ? gl_FragColor.rgb * (1.0 - fogF) : mix(gl_FragColor.rgb, fogColor, fogF);
59
+ #endif
60
+ return vec4(gl_FragColor.rgb * alpha, additive > 0.5 ? alpha * ${EMISSIVE_COVER.toFixed(2)} : alpha);
61
+ }
62
+ `;
63
+ const FRAGMENT_HEAD = /* glsl */ `
64
+ #include <common>
65
+ #include <lights_pars_begin>
66
+ #include <fog_pars_fragment>
67
+ uniform float globalOpacity;
68
+ ${SHADE}`;
69
+
70
+ const PARTICLE_VERTEX = /* glsl */ `
71
+ attribute vec3 iPos; attribute vec4 iParams; attribute vec4 iColor; attribute vec4 iStreak;
72
+ varying vec2 vUv; varying vec4 vColor; varying float vLit; varying float vAdd; varying vec3 vViewPos;
73
+ #include <fog_pars_vertex>
74
+ void main() {
75
+ vec4 center = viewMatrix * vec4(iPos, 1.0);
76
+ vec3 streak = (viewMatrix * vec4(iStreak.xyz, 0.0)).xyz;
77
+ float size = iParams.x, len = length(streak.xy);
78
+ vec2 offset;
79
+ if (len > size * 0.25) {
80
+ vec2 along = streak.xy / len;
81
+ offset = along * position.y * (size + len) + vec2(-along.y, along.x) * position.x * size;
82
+ } else {
83
+ float c = cos(iParams.y), s = sin(iParams.y);
84
+ offset = size * vec2(c * position.x - s * position.y, s * position.x + c * position.y);
85
+ }
86
+ vec4 mvPosition = center + vec4(offset, 0.0, 0.0);
87
+ gl_Position = projectionMatrix * mvPosition;
88
+ vUv = (uv + vec2(mod(iParams.z, 2.0), floor(iParams.z / 2.0))) * 0.5;
89
+ vColor = iColor; vLit = iParams.w; vAdd = iStreak.w; vViewPos = mvPosition.xyz;
90
+ #include <fog_vertex>
91
+ }`;
92
+ const PARTICLE_FRAGMENT = /* glsl */ `
93
+ uniform sampler2D map;
94
+ varying vec2 vUv; varying vec4 vColor; varying float vLit; varying float vAdd; varying vec3 vViewPos;
95
+ ${FRAGMENT_HEAD}
96
+ void main() {
97
+ float alpha = vColor.a * texture2D(map, vUv).r * globalOpacity;
98
+ if (alpha < 0.002) discard;
99
+ gl_FragColor = effectOut(vLit > 0.5 ? effectLight(vColor.rgb, vViewPos) : vColor.rgb, alpha, vAdd);
100
+ }`;
101
+
102
+ const RIBBON_VERTEX = /* glsl */ `
103
+ attribute vec3 rA0; attribute vec3 rB0; attribute vec3 rA1; attribute vec3 rB1; attribute vec2 rAlpha; attribute vec4 rColor;
104
+ varying float vAlpha; varying float vAcross; varying vec3 vColor; varying float vAdd; varying vec3 vViewPos;
105
+ #include <fog_pars_vertex>
106
+ void main() {
107
+ float along = position.x + 0.5, across = position.y + 0.5;
108
+ vec3 world = mix(mix(rA0, rB0, across), mix(rA1, rB1, across), along);
109
+ vec4 mvPosition = viewMatrix * vec4(world, 1.0);
110
+ gl_Position = projectionMatrix * mvPosition;
111
+ vAlpha = mix(rAlpha.x, rAlpha.y, along); vAcross = across; vColor = rColor.rgb; vAdd = rColor.a; vViewPos = mvPosition.xyz;
112
+ #include <fog_vertex>
113
+ }`;
114
+ const RIBBON_FRAGMENT = /* glsl */ `
115
+ varying float vAlpha; varying float vAcross; varying vec3 vColor; varying float vAdd; varying vec3 vViewPos;
116
+ ${FRAGMENT_HEAD}
117
+ void main() {
118
+ float alpha = vAlpha * pow(sin(PI * vAcross), 0.6) * globalOpacity;
119
+ if (alpha < 0.002) discard;
120
+ gl_FragColor = effectOut(vAdd > 0.5 ? vColor : effectLight(vColor, vViewPos), alpha, vAdd);
121
+ }`;
122
+
123
+ /** A 2x2 atlas of soft puffs: cell 0 a clean round falloff, cells 1-3 seeded wisps. */
124
+ function puffAtlas() {
125
+ const size = 128, cell = 64, data = new Uint8Array(size * size * 4);
126
+ const hash = (x, y, v) => { const h = Math.sin(x * 127.1 + y * 311.7 + v * 74.7) * 43758.5453; return h - Math.floor(h); };
127
+ const noise = (x, y, v) => {
128
+ const ix = Math.floor(x), iy = Math.floor(y), fx = x - ix, fy = y - iy, sx = fx * fx * (3 - 2 * fx), sy = fy * fy * (3 - 2 * fy);
129
+ const top = hash(ix, iy, v) + (hash(ix + 1, iy, v) - hash(ix, iy, v)) * sx, bottom = hash(ix, iy + 1, v) + (hash(ix + 1, iy + 1, v) - hash(ix, iy + 1, v)) * sx;
130
+ return top + (bottom - top) * sy;
131
+ };
132
+ for (let v = 0; v < 4; v += 1) {
133
+ for (let y = 0; y < cell; y += 1) {
134
+ for (let x = 0; x < cell; x += 1) {
135
+ const nx = (x + 0.5) / cell * 2 - 1, ny = (y + 0.5) / cell * 2 - 1, r = Math.hypot(nx, ny);
136
+ let a = Math.exp(-r * r * 4.2) * (1 - Math.min(1, Math.max(0, (r - 0.82) / 0.18)));
137
+ if (v > 0) {
138
+ const fbm = 0.55 * noise(nx * 3 + 5, ny * 3, v) + 0.3 * noise(nx * 6, ny * 6 + 3, v) + 0.15 * noise(nx * 12 + 1, ny * 12, v);
139
+ a *= Math.min(1, Math.max(0, 1.6 * fbm - 0.25));
140
+ }
141
+ const i = (((v >> 1) * cell + y) * size + (v & 1) * cell + x) * 4;
142
+ data[i] = data[i + 1] = data[i + 2] = data[i + 3] = Math.round(255 * Math.min(1, a));
143
+ }
144
+ }
145
+ }
146
+ const texture = new THREE.DataTexture(data, size, size, THREE.RGBAFormat);
147
+ texture.minFilter = THREE.LinearMipmapLinearFilter;
148
+ texture.magFilter = THREE.LinearFilter;
149
+ texture.generateMipmaps = true;
150
+ texture.needsUpdate = true;
151
+ return texture;
152
+ }
153
+
154
+ function effectMaterial(vertexShader, fragmentShader, extra = {}) {
155
+ return new THREE.ShaderMaterial({
156
+ uniforms: { ...THREE.UniformsUtils.merge([THREE.UniformsLib.lights, THREE.UniformsLib.fog]), globalOpacity: { value: 1 }, ...extra },
157
+ vertexShader, fragmentShader, lights: true, fog: true, transparent: true, depthWrite: false, side: THREE.DoubleSide,
158
+ blending: THREE.CustomBlending, blendEquation: THREE.AddEquation, blendSrc: THREE.OneFactor, blendDst: THREE.OneMinusSrcAlphaFactor,
159
+ blendSrcAlpha: THREE.OneFactor, blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
160
+ });
161
+ }
162
+
163
+ function instancedQuads(material, capacity, layout) {
164
+ const geometry = new THREE.PlaneGeometry(1, 1);
165
+ const attributes = {};
166
+ for (const [name, width] of Object.entries(layout)) {
167
+ attributes[name] = new THREE.InstancedBufferAttribute(new Float32Array(capacity * width), width).setUsage(THREE.DynamicDrawUsage);
168
+ geometry.setAttribute(name, attributes[name]);
169
+ }
170
+ const mesh = new THREE.InstancedMesh(geometry, material, capacity);
171
+ mesh.instanceMatrix.array.fill(0);
172
+ mesh.count = 0;
173
+ mesh.frustumCulled = false;
174
+ mesh.renderOrder = 5;
175
+ mesh.raycast = () => {};
176
+ // The editor's ink prepass outlines geometry; a puff of smoke is none.
177
+ mesh.userData.noInk = true;
178
+ return { mesh, attributes };
179
+ }
180
+
181
+ const flush = (attributes, count) => {
182
+ for (const attribute of Object.values(attributes)) {
183
+ attribute.clearUpdateRanges();
184
+ attribute.addUpdateRange(0, count * attribute.itemSize);
185
+ attribute.needsUpdate = true;
186
+ }
187
+ };
188
+
189
+ /** The two meshes and `update(scene, frame, opacity)`, which redraws every effect at `frame`. */
190
+ export function createEffectMeshes() {
191
+ const map = puffAtlas();
192
+ const particles = instancedQuads(effectMaterial(PARTICLE_VERTEX, PARTICLE_FRAGMENT, { map: { value: map } }), EFFECT_PARTICLE_CAP, { iPos: 3, iParams: 4, iColor: 4, iStreak: 4 });
193
+ const ribbons = instancedQuads(effectMaterial(RIBBON_VERTEX, RIBBON_FRAGMENT), EFFECT_SEGMENT_CAP, { rA0: 3, rB0: 3, rA1: 3, rB1: 3, rAlpha: 2, rColor: 4 });
194
+ const p = particles.attributes, r = ribbons.attributes;
195
+ return {
196
+ particles: particles.mesh,
197
+ ribbons: ribbons.mesh,
198
+ update(scene, frame, opacity = 1) {
199
+ let n = 0, m = 0;
200
+ evaluateEffects(scene.records, scene, frame, {
201
+ particle(q) {
202
+ if (n >= EFFECT_PARTICLE_CAP) return;
203
+ p.iPos.array.set([q.x, q.y, q.z], n * 3);
204
+ p.iParams.array.set([q.size, q.angle, q.variant, q.additive ? 0 : 1], n * 4);
205
+ p.iColor.array.set([q.r, q.g, q.b, q.alpha], n * 4);
206
+ p.iStreak.array.set([q.sx, q.sy, q.sz, q.additive ? 1 : 0], n * 4);
207
+ n += 1;
208
+ },
209
+ segment(sg, em) {
210
+ if (m >= EFFECT_SEGMENT_CAP) return;
211
+ r.rA0.array.set(sg.a0, m * 3); r.rB0.array.set(sg.b0, m * 3); r.rA1.array.set(sg.a1, m * 3); r.rB1.array.set(sg.b1, m * 3);
212
+ r.rAlpha.array.set([sg.alpha0, sg.alpha1], m * 2);
213
+ r.rColor.array.set([...em.rgb, em.effect.additive ? 1 : 0], m * 4);
214
+ m += 1;
215
+ },
216
+ });
217
+ particles.mesh.count = n;
218
+ ribbons.mesh.count = m;
219
+ flush(p, n);
220
+ flush(r, m);
221
+ for (const mesh of [particles.mesh, ribbons.mesh]) mesh.material.uniforms.globalOpacity.value = opacity;
222
+ },
223
+ dispose() {
224
+ map.dispose();
225
+ for (const mesh of [particles.mesh, ribbons.mesh]) {
226
+ mesh.geometry.dispose();
227
+ mesh.material.dispose();
228
+ mesh.dispose?.();
229
+ }
230
+ },
231
+ };
232
+ }
@@ -0,0 +1,103 @@
1
+ /**
2
+ * The `object.effect` record: an emitter of smoke, fire, rain or a motion
3
+ * trail. Pure data and clamps, shared by the object store, the agent schema
4
+ * and the simulation (src/effects/simulate.js).
5
+ *
6
+ * A preset fills every field, and explicit fields override it. The record
7
+ * stores the MERGED numbers, so a readback shows exactly what is drawn.
8
+ * Units: metres, seconds, m/s, m/s² (+ gravity falls).
9
+ */
10
+ import { normalizeObjectColor } from "../object-colors.js";
11
+
12
+ export const EFFECT_KIND = "effect";
13
+
14
+ /** Zero size on purpose, like an Empty: an effect is never a blocker, a
15
+ * support or a collision box; only its particles are seen. */
16
+ export const EFFECT_ENTRY = { kind: EFFECT_KIND, label: "Effect", group: "Effects", footprint: { width: 0, depth: 0 }, height: 0, color: "#7fd4f0" };
17
+
18
+ const vec = (x, y, z) => ({ x, y, z });
19
+ const ZERO = vec(0, 0, 0);
20
+
21
+ /**
22
+ * Each preset at its natural scale. Smoke is a cigarette's: a 12 mm wisp that
23
+ * rises ~0.45 m over ~2.8 s while it widens 7x. Fire is a small campfire
24
+ * (~0.4 m of flame); scale size/area/life down for a lighter.
25
+ */
26
+ export const EFFECT_PRESETS = Object.freeze({
27
+ smoke: { rate: 60, life: 2.8, size: 0.012, grow: 6, speed: 0.05, spread: 0.1, gravity: -0.3, wind: vec(0.02, 0, 0), color: "#7d8a99", opacity: 0.42, additive: false, area: ZERO, width: 0 },
28
+ exhale: { rate: 120, life: 2.4, size: 0.035, grow: 8, speed: 0.9, spread: 0.35, gravity: -0.35, wind: vec(0.02, 0, 0), color: "#a3abb4", opacity: 0.3, additive: false, area: vec(0.01, 0, 0.01), width: 0 },
29
+ steam: { rate: 26, life: 2, size: 0.03, grow: 4, speed: 0.1, spread: 0.2, gravity: -0.45, wind: vec(0.02, 0, 0), color: "#bcc5ce", opacity: 0.2, additive: false, area: vec(0.07, 0, 0.07), width: 0 },
30
+ fire: { rate: 140, life: 0.75, size: 0.12, grow: 0.3, speed: 0.4, spread: 0.15, gravity: -2.2, wind: ZERO, color: "#ff7a1f", opacity: 1, additive: true, area: vec(0.22, 0, 0.22), width: 0 },
31
+ sparks: { rate: 40, life: 1, size: 0.012, grow: 0.6, speed: 2.6, spread: 0.55, gravity: 6, wind: ZERO, color: "#ff9d33", opacity: 1, additive: true, area: vec(0.05, 0, 0.05), width: 0 },
32
+ dust: { rate: 30, life: 7, size: 0.014, grow: 1.2, speed: 0, spread: 1, gravity: 0.01, wind: vec(0.04, 0, 0.01), color: "#a89a82", opacity: 0.55, additive: false, area: vec(3, 2.2, 3), width: 0 },
33
+ rain: { rate: 1600, life: 1.2, size: 0.01, grow: 1, speed: 0, spread: 0, gravity: 9.8, wind: ZERO, color: "#9aabbd", opacity: 0.4, additive: false, area: vec(8, 5, 8), width: 0 },
34
+ snow: { rate: 220, life: 8, size: 0.025, grow: 1, speed: 0, spread: 0, gravity: 9.8, wind: vec(0.1, 0, 0), color: "#ffffff", opacity: 0.85, additive: false, area: vec(8, 4, 8), width: 0 },
35
+ trail: { rate: 0, life: 0.3, size: 0, grow: 1, speed: 0, spread: 0, gravity: 0, wind: ZERO, color: "#a7b8ca", opacity: 0.75, additive: false, area: ZERO, width: 0.5 },
36
+ });
37
+ const EFFECT_PRESET_NAMES = Object.freeze(Object.keys(EFFECT_PRESETS));
38
+
39
+ const LIMITS = { rate: [0, 2000], life: [0.05, 12], size: [0.001, 5], grow: [0.05, 20], speed: [0, 60], spread: [0, 1], gravity: [-30, 30], opacity: [0, 1], width: [0, 10] };
40
+ const VEC_LIMITS = { wind: [-20, 20], area: [0, 100] };
41
+ const SEED_MAX = 2147483647;
42
+
43
+ const clampTo = ([min, max], value, fallback) => {
44
+ const n = Number(value);
45
+ return Number.isFinite(n) ? Math.min(max, Math.max(min, n)) : fallback;
46
+ };
47
+
48
+ /** The stored effect: `value`'s preset filled in, its explicit fields clamped over it. */
49
+ export function normalizeEffect(value) {
50
+ const given = value && typeof value === "object" && !Array.isArray(value) ? value : {};
51
+ const preset = EFFECT_PRESET_NAMES.includes(given.preset) ? given.preset : "smoke";
52
+ const base = EFFECT_PRESETS[preset];
53
+ const out = { preset };
54
+ for (const [key, range] of Object.entries(LIMITS)) out[key] = clampTo(range, given[key], base[key]);
55
+ for (const [key, range] of Object.entries(VEC_LIMITS)) {
56
+ const v = given[key] && typeof given[key] === "object" ? given[key] : {};
57
+ out[key] = vec(...["x", "y", "z"].map((axis) => clampTo(range, v[axis], base[key][axis])));
58
+ }
59
+ out.color = normalizeObjectColor(given.color) ?? base.color;
60
+ out.additive = typeof given.additive === "boolean" ? given.additive : base.additive;
61
+ const seed = Number(given.seed);
62
+ out.seed = Number.isFinite(seed) ? Math.min(SEED_MAX, Math.max(0, Math.round(seed))) : 1;
63
+ return out;
64
+ }
65
+
66
+ /** The record fields an effect carries (none for any other renderer): one
67
+ * spread in normalizeSceneObject and createSceneObject. */
68
+ export function effectFields(record) {
69
+ return record?.renderer === EFFECT_KIND ? { effect: normalizeEffect(record.effect) } : {};
70
+ }
71
+
72
+ /**
73
+ * An `object.set` op with a NEW preset gets that preset's defaults written
74
+ * out, so the set merges onto the preset rather than onto the old preset's
75
+ * numbers: { preset: "fire" } on a smoke emitter becomes fire, and
76
+ * { preset: "fire", rate: 40 } is fire at 40/s. Any other op is returned as is.
77
+ */
78
+ export function effectPresetSet(op, objects) {
79
+ const preset = op?.set?.effect?.preset;
80
+ if (!EFFECT_PRESET_NAMES.includes(preset)) return op;
81
+ const current = objects?.find?.((object) => object.id === op.id)?.effect;
82
+ if (current?.preset === preset) return op;
83
+ const defaults = structuredClone(EFFECT_PRESETS[preset]);
84
+ return { ...op, set: { ...op.set, effect: { ...defaults, seed: current?.seed ?? 1, ...op.set.effect } } };
85
+ }
86
+
87
+ const num = (minimum, maximum) => ({ type: "number", minimum, maximum });
88
+ const vecSchema = ([min, max]) => ({ type: "object", properties: { x: num(min, max), y: num(min, max), z: num(min, max) }, required: [], additionalProperties: false });
89
+
90
+ /** The wire shape of `object.effect` for object.set / patch_elements (every member optional). */
91
+ export const EFFECT_VALUE_SCHEMA = Object.freeze({
92
+ type: "object",
93
+ properties: {
94
+ preset: { type: "string", enum: [...EFFECT_PRESET_NAMES] },
95
+ ...Object.fromEntries(Object.entries(LIMITS).map(([key, [min, max]]) => [key, num(min, max)])),
96
+ ...Object.fromEntries(Object.entries(VEC_LIMITS).map(([key, range]) => [key, vecSchema(range)])),
97
+ color: { type: "string", minLength: 1, maxLength: 32, pattern: "^#[0-9a-fA-F]{6}$" },
98
+ additive: { type: "boolean" },
99
+ seed: { type: "integer", minimum: 0, maximum: SEED_MAX },
100
+ },
101
+ required: [],
102
+ additionalProperties: false,
103
+ });
@@ -0,0 +1,59 @@
1
+ /**
2
+ * Where an effect emitter is, whether it is shown and how strongly it emits,
3
+ * at any frame: the one place the simulation reads the scene from.
4
+ *
5
+ * Everything here is a pure function of (records, take, frame), so a frame
6
+ * evaluates the same whether it is scrubbed to, played into or exported.
7
+ */
8
+ import { Euler, Matrix4, Quaternion, Vector3 } from "three";
9
+ import { sceneObjectTravelMatrixAt, trackShown } from "../object-travel.js";
10
+
11
+ const DEG = Math.PI / 180;
12
+ const scratchMatrix = new Matrix4();
13
+ const scratchPos = new Vector3();
14
+ const scratchQuat = new Quaternion();
15
+ const scratchScale = new Vector3();
16
+ const scratchEuler = new Euler();
17
+
18
+ /** False while the take hides the record or any record it is grouped under
19
+ * (a smoke emitter on a cigarette still in the pocket), and for a
20
+ * showOnlyInTake emitter no take drives (a kit's tip smoke in a static scene). */
21
+ export function emitterShown(lookup, record, frame, take) {
22
+ return trackShown(record.id, frame, take, lookup);
23
+ }
24
+
25
+ function authoredPose(record) {
26
+ scratchPos.set(record.x ?? 0, record.y ?? 0, record.z ?? 0);
27
+ scratchQuat.setFromEuler(scratchEuler.set((record.rotX ?? 0) * DEG, (record.rot ?? 0) * DEG, (record.rotZ ?? 0) * DEG, "XYZ"));
28
+ }
29
+
30
+ /**
31
+ * The emitter's world position and orientation at `frame`, scale left out:
32
+ * effect sizes are metres whatever the record's scale.
33
+ *
34
+ * Routed, hinged, take-carried and parented records come from
35
+ * sceneObjectTravelMatrixAt. A record pinned to a character bone (`attach`)
36
+ * has no pose at other frames outside the live rig, so `live(id, out)` gives
37
+ * its current world matrix for every frame (null falls back to the numbers).
38
+ *
39
+ * @returns {{ p: number[], q: number[] }}
40
+ */
41
+ export function emitterPoseAt(lookup, record, frame, take, live = null) {
42
+ const world = record.attach ? live?.(record.id, scratchMatrix) ?? null : sceneObjectTravelMatrixAt(lookup, record.id, frame, take ?? {}, scratchMatrix);
43
+ if (world) world.decompose(scratchPos, scratchQuat, scratchScale);
44
+ else authoredPose(record);
45
+ return { p: [scratchPos.x, scratchPos.y, scratchPos.z], q: [scratchQuat.x, scratchQuat.y, scratchQuat.z, scratchQuat.w] };
46
+ }
47
+
48
+ /** `v` (3 numbers) turned by unit quaternion `q`, into `out`. */
49
+ export function rotate(q, x, y, z, out) {
50
+ const [qx, qy, qz, qw] = q;
51
+ const ix = qw * x + qy * z - qz * y;
52
+ const iy = qw * y + qz * x - qx * z;
53
+ const iz = qw * z + qx * y - qy * x;
54
+ const iw = -qx * x - qy * y - qz * z;
55
+ out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
56
+ out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
57
+ out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
58
+ return out;
59
+ }
@@ -0,0 +1,261 @@
1
+ /**
2
+ * Effect particles at a frame, computed from nothing but the frame.
3
+ *
4
+ * Particle k of an emitter belongs to integer frame s when the seeded count
5
+ * for s (rate x take level / fps, stochastically rounded) exceeds k, and only
6
+ * while the emitter is shown at s. It is born a seeded u in [0, 1) frames
7
+ * before s, where the emitter was then: its pose at s, moved back along the
8
+ * step from s - 1 by u (exactly the pose at s for u = 0). Its state at frame
9
+ * f is analytic in its age (f - s + u) / fps: drag toward wind plus
10
+ * gravity, a seeded sway/curl drift, size growth and an opacity fade. No
11
+ * state is carried between frames, so scrubbing, playback, capture and
12
+ * export all draw the same particles. A trail is a ribbon through the
13
+ * emitter's own pose over the last `life` seconds instead.
14
+ */
15
+ import { emitterPoseAt, emitterShown, rotate } from "./emitter.js";
16
+ import { trackLevel } from "../object-travel.js";
17
+ import { EFFECT_KIND, normalizeEffect } from "./effect-record.js";
18
+
19
+ /** Live particles drawn per scene; beyond it every emitter is thinned evenly. */
20
+ export const EFFECT_PARTICLE_CAP = 2000;
21
+ /** Trail ribbon quads per scene, shared evenly by the trail emitters. */
22
+ export const EFFECT_SEGMENT_CAP = 512;
23
+ const TRAIL_SUBSTEPS = 4;
24
+ /** Edge travel per frame (m) under which a trail stretch counts as still. */
25
+ const TRAIL_STILL_M = 0.002;
26
+ /** Edge speed (m/s) at which a swoosh is fully opaque; slower motion fades it. */
27
+ const TRAIL_FULL_SPEED = 2;
28
+
29
+ // The shape of each preset that is not authored: drag (1/s), sway/curl/jitter
30
+ // drift (m), fades, spread of life/size, spin (rad/s), streak (s of velocity),
31
+ // flicker, a lift of the birth point (x start size, so a flame on the deck
32
+ // starts above it), a droop of the throw (a share of the speed turned down),
33
+ // and whether births fill a volume (rain/snow/dust).
34
+ const LOOK = { drag: 1.5, sway: 0, curl: 0, curlRate: 2, jitter: 0, fadeIn: 0.05, fadeOut: 1, lifeVar: 0.2, sizeVar: 0.3, growPow: 1, spin: 0, streak: 0, flicker: 0, twinkle: 0, lift: 0, droop: 0, tint: null, clean: false, volume: false, top: false };
35
+ const LOOKS = {
36
+ smoke: { ...LOOK, drag: 1.7, sway: 0.012, curl: 0.01, curlRate: 2.2, jitter: 0.005, fadeIn: 0.04, fadeOut: 1, lifeVar: 0.25, sizeVar: 0.25, growPow: 0.8, spin: 0.6 },
37
+ // a breath leaves the lips forward and a little down (droop: a downward share of the speed), then rises and spreads
38
+ exhale: { ...LOOK, drag: 3.2, sway: 0.02, curl: 0.03, curlRate: 1.6, jitter: 0.03, fadeIn: 0.03, fadeOut: 1.5, lifeVar: 0.3, sizeVar: 0.35, growPow: 0.6, spin: 0.8, droop: 0.25 },
39
+ steam: { ...LOOK, drag: 1.8, sway: 0.03, curl: 0.025, curlRate: 2.5, jitter: 0.015, fadeIn: 0.12, fadeOut: 1.8, lifeVar: 0.3, sizeVar: 0.35, growPow: 0.8, spin: 0.5 },
40
+ fire: { ...LOOK, drag: 3, sway: 0.01, curl: 0.03, curlRate: 5, jitter: 0.03, fadeIn: 0.06, fadeOut: 2.2, lifeVar: 0.35, spin: 1.5, streak: 0.15, flicker: 0.35, lift: 0.5, tint: "fire", clean: true },
41
+ sparks: { ...LOOK, drag: 0.8, jitter: 0.05, fadeIn: 0, fadeOut: 0.7, lifeVar: 0.5, sizeVar: 0.4, streak: 0.035, flicker: 0.5, tint: "spark", clean: true },
42
+ dust: { ...LOOK, drag: 0.8, curl: 0.04, curlRate: 0.7, jitter: 0.04, fadeIn: 0.2, fadeOut: 0.25, lifeVar: 0.3, sizeVar: 0.4, twinkle: 0.4, clean: true, volume: true },
43
+ rain: { ...LOOK, drag: 1.4, fadeIn: 0.04, fadeOut: 0, lifeVar: 0, sizeVar: 0.2, streak: 0.035, clean: true, volume: true, top: true },
44
+ snow: { ...LOOK, drag: 12, curl: 0.08, curlRate: 1.3, jitter: 0.05, fadeIn: 0.04, fadeOut: 0.1, lifeVar: 0, sizeVar: 0.35, spin: 1, clean: true, volume: true, top: true },
45
+ trail: LOOK,
46
+ };
47
+
48
+ const mix32 = (h) => {
49
+ h = Math.imul(h ^ (h >>> 16), 0x7feb352d);
50
+ h = Math.imul(h ^ (h >>> 15), 0x846ca68b);
51
+ return (h ^ (h >>> 16)) >>> 0;
52
+ };
53
+ /** Uniform [0, 1) for (seed, birth frame, particle, channel); pure. */
54
+ const rnd = (seed, s, k, c) => mix32(mix32(mix32(seed + Math.imul(s, 0x27d4eb2f)) ^ Math.imul(k + 7, 0x165667b1)) + c) / 4294967296;
55
+ const hashText = (text) => {
56
+ let h = 0x811c9dc5;
57
+ for (let i = 0; i < text.length; i += 1) h = Math.imul(h ^ text.charCodeAt(i), 0x01000193);
58
+ return h >>> 0;
59
+ };
60
+ const toLinear = (c) => (c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4);
61
+ const linearRgb = (hex) => [1, 3, 5].map((i) => toLinear(parseInt(hex.slice(i, i + 2), 16) / 255));
62
+ const smooth = (x) => (x >= 1 ? 1 : x <= 0 ? 0 : x * x * (3 - 2 * x));
63
+
64
+ function emitterOf(record, scene) {
65
+ const effect = record.effect?.preset ? record.effect : normalizeEffect(record.effect);
66
+ const seed = mix32(effect.seed ^ hashText(record.id));
67
+ const poses = new Map();
68
+ const hidden = scene.hidden?.has?.(record.id) === true;
69
+ const at = (s) => Math.max(0, s);
70
+ const look = LOOKS[effect.preset] ?? LOOK, fall = effect.gravity / look.drag - effect.wind.y;
71
+ return {
72
+ id: record.id, effect, seed, look, trail: effect.preset === "trail", rgb: linearRgb(effect.color),
73
+ // Rain and snow fall from the box's top at terminal speed: they are gone once they reach its floor.
74
+ fallLife: look.top && fall > 0 ? effect.area.y / fall : Infinity,
75
+ phase: [0, 1, 2, 3].map((c) => 2 * Math.PI * rnd(seed, 0, -1, 90 + c)),
76
+ pose(s) {
77
+ let pose = poses.get(at(s));
78
+ if (!pose) poses.set(at(s), (pose = emitterPoseAt(scene.lookup, record, at(s), scene.take, scene.live)));
79
+ return pose;
80
+ },
81
+ /** Emission strength at frame s: 0 hidden, else the take level (1 without a track). */
82
+ level: (s) => (hidden || !emitterShown(scene.lookup, record, at(s), scene.take) ? 0 : trackLevel(record.id, at(s), scene.take)),
83
+ };
84
+ }
85
+
86
+ /** How many times the births at s are split so a fast emitter still lays a
87
+ * continuous stream (one particle per half a start size of travel, at most 8);
88
+ * the smoke emitted is the same, each part carries a share of the opacity. */
89
+ function splitAt(em, s, perFrame) {
90
+ if (em.look.volume || !(em.effect.size > 0)) return 1;
91
+ const [a, b] = [em.pose(s).p, em.pose(s - 1).p];
92
+ const need = Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]) / (0.5 * em.effect.size);
93
+ return Math.min(8, Math.max(1, need / perFrame));
94
+ }
95
+
96
+ /** Every particle alive at `frame`, oldest birth first: visit(s, k, u, age, life, split). */
97
+ function forEachLive(em, frame, fps, visit) {
98
+ const { effect, look, seed } = em;
99
+ const last = Math.floor(frame);
100
+ for (let s = Math.floor(frame - effect.life * (1 + look.lifeVar) * fps) - 1; s <= last; s += 1) {
101
+ const perFrame = (effect.rate * em.level(s)) / fps;
102
+ if (!(perFrame > 0)) continue;
103
+ const split = splitAt(em, s, perFrame);
104
+ const count = Math.floor(perFrame * split + rnd(seed, s, -1, 0));
105
+ for (let k = 0; k < count; k += 1) {
106
+ const life = Math.min(em.fallLife, effect.life * (1 + look.lifeVar * (2 * rnd(seed, s, k, 1) - 1)));
107
+ const u = rnd(seed, s, k, 2);
108
+ const age = (frame - s + u) / fps;
109
+ if (age >= 0 && age <= life) visit(s, k, u, age, life, split);
110
+ }
111
+ }
112
+ }
113
+
114
+ const turn = [0, 0, 0];
115
+
116
+ /** Particle (s, k) at `frame` into `out`; false when it is gone (under a volume's floor). */
117
+ function particleAt(em, s, k, u, age, life, split, frame, fps, out) {
118
+ const { effect, look, seed } = em;
119
+ const r = (c) => rnd(seed, s, k, c);
120
+ const pose = em.pose(s);
121
+ const a = age / life;
122
+ let ox = (r(3) - 0.5) * effect.area.x, oy = (look.top ? effect.area.y : r(4) * effect.area.y) + look.lift * effect.size, oz = (r(5) - 0.5) * effect.area.z;
123
+ if (!look.volume) [ox, oy, oz] = rotate(pose.q, ox, oy, oz, turn);
124
+ // Born u frames before frame s (age counts from there), so on the line the
125
+ // emitter swept from s - 1 to s: a fast hand leaves a stream, not beads.
126
+ const before = em.pose(s - 1).p;
127
+ out.s = s; out.k = k; out.u = u;
128
+ out.bx = pose.p[0] + (before[0] - pose.p[0]) * u + ox; out.by = pose.p[1] + (before[1] - pose.p[1]) * u + oy; out.bz = pose.p[2] + (before[2] - pose.p[2]) * u + oz;
129
+ // A cone of half-angle spread x 90 deg about the emitter's local +Y.
130
+ const cosT = 1 - r(6) * (1 - Math.cos((effect.spread * Math.PI) / 2)), sinT = Math.sqrt(Math.max(0, 1 - cosT * cosT)), phi = 2 * Math.PI * r(7);
131
+ let [dx, dy, dz] = [sinT * Math.cos(phi), cosT, sinT * Math.sin(phi)];
132
+ if (!look.volume) [dx, dy, dz] = rotate(pose.q, dx, dy, dz, turn);
133
+ const speed = effect.speed * (0.75 + 0.5 * r(8)), drag = look.drag;
134
+ // Velocity relaxes to the terminal one: the wind plus gravity / drag.
135
+ const tx = effect.wind.x, ty = effect.wind.y - effect.gravity / drag, tz = effect.wind.z;
136
+ const v0x = dx * speed + (look.volume ? tx : 0), v0y = (dy - look.droop) * speed + (look.volume ? ty : 0), v0z = dz * speed + (look.volume ? tz : 0);
137
+ const e = Math.exp(-drag * age), f1 = (1 - e) / drag;
138
+ let x = out.bx + tx * age + (v0x - tx) * f1, y = out.by + ty * age + (v0y - ty) * f1, z = out.bz + tz * age + (v0z - tz) * f1;
139
+ // Drift: a sway frozen at birth (so the column snakes as it rises), a slow
140
+ // lean of the whole plume, a per-particle curl and a little jitter.
141
+ const tau = (s + u) / fps, time = frame / fps, rise = age * Math.sqrt(age);
142
+ x += look.sway * (rise * Math.sin(1.7 * tau + em.phase[0]) + 0.6 * age * Math.sin(0.45 * time + em.phase[2]));
143
+ z += look.sway * (rise * Math.sin(1.3 * tau + em.phase[1]) + 0.6 * age * Math.cos(0.37 * time + em.phase[3]));
144
+ const curl = look.curlRate * age + 2 * Math.PI * r(9);
145
+ x += look.curl * age * Math.cos(curl) + look.jitter * age * (2 * r(10) - 1);
146
+ y += look.jitter * 0.5 * age * (2 * r(11) - 1);
147
+ z += look.curl * age * Math.sin(curl) + look.jitter * age * (2 * r(12) - 1);
148
+ // Nothing falls through the deck, and a volume's drops end at its floor.
149
+ if (y < 0 || (look.volume && y < pose.p[1])) return false;
150
+ let size = effect.size * (1 + look.sizeVar * (2 * r(13) - 1)) * (1 + (effect.grow - 1) * a ** look.growPow);
151
+ let alpha = (effect.opacity / split) * (look.fadeIn > 0 ? smooth(a / look.fadeIn) : 1) * Math.max(0, 1 - a) ** look.fadeOut;
152
+ if (look.twinkle) alpha *= 1 - look.twinkle * (0.5 + 0.5 * Math.sin(3 * age + 2 * Math.PI * r(17)));
153
+ // Fire: a yellow core that reddens and dims as it rises; sparks cool too.
154
+ let bright = 1, g = 1, b = 1, hot = 0;
155
+ if (look.tint === "fire") [bright, g, b, hot] = [1.2 * (1 - 0.35 * a), 1 - 0.3 * a, 1 - 0.85 * a, (1 - a) ** 3];
156
+ if (look.tint === "spark") [bright, g, b, hot] = [1.6 * (1 - 0.4 * a), 1 - 0.3 * a, 1 - 0.6 * a, 0.5 * (1 - a) ** 2];
157
+ if (look.flicker) {
158
+ const flick = rnd(seed, s, k, 1000 + Math.floor(frame));
159
+ bright *= 1 + look.flicker * (2 * flick - 1);
160
+ size *= 1 + 0.3 * look.flicker * (flick - 0.5);
161
+ }
162
+ const vx = tx + (v0x - tx) * e, vy = ty + (v0y - ty) * e, vz = tz + (v0z - tz) * e;
163
+ Object.assign(out, { x, y, z, size, alpha, angle: 2 * Math.PI * r(14) + look.spin * (2 * r(15) - 1) * age, variant: look.clean ? 0 : 1 + Math.floor(r(16) * 3),
164
+ r: em.rgb[0] * bright, g: (em.rgb[1] * g + 0.45 * hot) * bright, b: (em.rgb[2] * b + 0.12 * hot) * bright, additive: effect.additive, sx: vx * look.streak, sy: vy * look.streak, sz: vz * look.streak });
165
+ return true;
166
+ }
167
+
168
+ const catmull = (p0, p1, p2, p3, t, out) => {
169
+ for (let i = 0; i < 3; i += 1) out[i] = 0.5 * (2 * p1[i] + (p2[i] - p0[i]) * t + (2 * p0[i] - 5 * p1[i] + 4 * p2[i] - p3[i]) * t * t + (3 * p1[i] - p0[i] - 3 * p2[i] + p3[i]) * t * t * t);
170
+ return out;
171
+ };
172
+ const dist = (a, b) => Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
173
+
174
+ /** The trail ribbon at `frame` as quads: visit({ a0, b0, a1, b1, alpha0, alpha1 }) older end first. */
175
+ function forEachSegment(em, frame, fps, cap, visit) {
176
+ const { effect } = em;
177
+ const half = effect.width / 2, span = effect.life * fps, last = Math.floor(frame), first = Math.floor(frame - span);
178
+ const edges = new Map();
179
+ const edge = (s) => {
180
+ const at = Math.min(last, s);
181
+ if (!edges.has(at)) {
182
+ const { p, q } = em.pose(at), off = rotate(q, 0, half, 0, [0, 0, 0]);
183
+ edges.set(at, { a: [p[0] - off[0], p[1] - off[1], p[2] - off[2]], b: [p[0] + off[0], p[1] + off[1], p[2] + off[2]] });
184
+ }
185
+ return edges.get(at);
186
+ };
187
+ const alphaAt = (s, t, level) => effect.opacity * level * Math.max(0, 1 - (frame - s - t) / span) ** 1.5;
188
+ let drawn = 0, clamped = 0;
189
+ for (let s = first; s < last; s += 1) {
190
+ const level = Math.min(em.level(s), em.level(s + 1));
191
+ const e0 = edge(s), e1 = edge(s + 1);
192
+ const move = Math.max(dist(e0.a, e1.a), dist(e0.b, e1.b));
193
+ if (!(level > 0) || move < TRAIL_STILL_M) continue;
194
+ const fast = Math.min(1, (move * fps) / TRAIL_FULL_SPEED), before = edge(s - 1), after = edge(s + 2);
195
+ for (let j = 0; j < TRAIL_SUBSTEPS; j += 1) {
196
+ const t0 = j / TRAIL_SUBSTEPS, t1 = (j + 1) / TRAIL_SUBSTEPS;
197
+ const alpha0 = alphaAt(s, t0, level) * fast, alpha1 = alphaAt(s, t1, level) * fast;
198
+ if (alpha0 <= 0 && alpha1 <= 0) continue;
199
+ if (drawn >= cap) { clamped += 1; continue; }
200
+ drawn += 1;
201
+ visit({ a0: catmull(before.a, e0.a, e1.a, after.a, t0, [0, 0, 0]), b0: catmull(before.b, e0.b, e1.b, after.b, t0, [0, 0, 0]),
202
+ a1: catmull(before.a, e0.a, e1.a, after.a, t1, [0, 0, 0]), b1: catmull(before.b, e0.b, e1.b, after.b, t1, [0, 0, 0]), alpha0, alpha1 });
203
+ }
204
+ }
205
+ return clamped;
206
+ }
207
+
208
+ /**
209
+ * Every effect record's particles and ribbons at `frame`.
210
+ *
211
+ * `scene`: { lookup: Map of AUTHORED records by id, take: { fps, objectTracks },
212
+ * live?: (id, out) => world matrix of an attached record, hidden?: Set of ids
213
+ * that emit nothing }. `particle(p, em)` / `segment(sg, em)` receive what is
214
+ * drawn (p is reused between calls); `only` limits the work to one emitter
215
+ * while keeping the scene-wide cap the renderer applies.
216
+ *
217
+ * @returns {Map<string, { alive: number, clamped: number, emitter: number[], min: number[], max: number[] }>}
218
+ */
219
+ export function evaluateEffects(records, scene, frame, { only = null, particle = null, segment = null } = {}) {
220
+ const fps = scene.take?.fps > 0 ? scene.take.fps : 24;
221
+ const emitters = records.filter((record) => record?.renderer === EFFECT_KIND).map((record) => emitterOf(record, scene));
222
+ const counts = emitters.map((em) => {
223
+ let count = 0;
224
+ if (!em.trail) forEachLive(em, frame, fps, () => { count += 1; });
225
+ return count;
226
+ });
227
+ const total = counts.reduce((sum, count) => sum + count, 0);
228
+ const trailCap = Math.floor(EFFECT_SEGMENT_CAP / Math.max(1, emitters.filter((em) => em.trail).length));
229
+ const stats = new Map();
230
+ const scratch = {};
231
+ emitters.forEach((em, index) => {
232
+ const st = { alive: 0, clamped: 0, emitter: em.pose(Math.floor(frame)).p, min: [Infinity, Infinity, Infinity], max: [-Infinity, -Infinity, -Infinity] };
233
+ stats.set(em.id, st);
234
+ if (only && em.id !== only) return;
235
+ const grow = (x, y, z, pad) => {
236
+ const { min, max } = st;
237
+ min[0] = Math.min(min[0], x - pad); min[1] = Math.min(min[1], y - pad); min[2] = Math.min(min[2], z - pad);
238
+ max[0] = Math.max(max[0], x + pad); max[1] = Math.max(max[1], y + pad); max[2] = Math.max(max[2], z + pad);
239
+ };
240
+ if (em.trail) {
241
+ st.clamped = forEachSegment(em, frame, fps, trailCap, (sg) => {
242
+ st.alive += 1;
243
+ for (const point of [sg.a0, sg.b0, sg.a1, sg.b1]) grow(point[0], point[1], point[2], 0);
244
+ segment?.(sg, em);
245
+ });
246
+ return;
247
+ }
248
+ const n = counts[index], keep = total > EFFECT_PARTICLE_CAP ? Math.floor((n * EFFECT_PARTICLE_CAP) / total) : n;
249
+ st.clamped = n - keep;
250
+ let order = 0;
251
+ forEachLive(em, frame, fps, (s, k, u, age, life, split) => {
252
+ const i = order++;
253
+ if (keep < n && Math.floor(((i + 1) * keep) / n) === Math.floor((i * keep) / n)) return;
254
+ if (!particleAt(em, s, k, u, age, life, split, frame, fps, scratch) || scratch.alpha < 5e-4) return;
255
+ st.alive += 1;
256
+ grow(scratch.x, scratch.y, scratch.z, scratch.size / 2);
257
+ particle?.(scratch, em);
258
+ });
259
+ });
260
+ return stats;
261
+ }