A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s

The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
This commit is contained in:
root committed 2026-09-14 05:44:25 +02:00
1 parent f83c568999
commit 0f9e1611d1
39 files changed
+2386 -32

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+2
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@@ -41,6 +41,8 @@ export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
return { ...base, type: 'shader', graph: createEmptyGraph() };
case 'font':
return { ...base, type: 'font', file: '' };
case 'particles':
return { ...base, type: 'particles', graph: createEmptyGraph() };
}
}
+5
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@@ -26,6 +26,11 @@ export interface EntityHandle {
z: number;
props: PropertyBag;
parent: EntityHandle | null;
/**
* Counts the Emit pulses a particle source has been given. Kept off `props` for the reason the
* animation clock is: what the world writes back to the model must not grow an override per frame.
*/
emits?: number;
}
/** Position, rotation, scale and mirror of every ancestor applied, nearest last. */
+4 -3
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@@ -19,10 +19,11 @@ export interface PortDef {
}
/**
* `state` and `shader` are the categories no behavior graph offers: their nodes are the states of
* a state machine and the GLSL of a shader asset.
* `state`, `shader` and `particles` are the categories no behavior graph offers: their nodes are the
* states of a state machine, the GLSL of a shader asset and the motion of one particle.
*/
export type NodeCategory = 'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader';
export type NodeCategory =
'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader' | 'particles';
/**
* How a loop node asks for one of its exec outputs to be run repeatedly: `port` carries the body,
+19
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@@ -0,0 +1,19 @@
import type { NodeDef } from '../../NodeRegistry';
import { asEntity } from '../../values';
import { exec, obj } from '../shared';
export const Emit: NodeDef = {
type: 'Emit',
label: 'Emit',
category: 'action',
description:
'Starts a particle source over: a Burst source throws another burst, a Continuous one begins its stream again at the first particle.',
inputs: [exec(), obj('source')],
outputs: [exec()],
params: [],
run: (_ctx, inputs) => {
const target = asEntity(inputs.source);
if (target) target.emits = (target.emits ?? 0) + 1;
return { next: 'exec' };
},
};
+6 -2
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@@ -1,5 +1,6 @@
import { type NodeDef, registerNode } from '../NodeRegistry';
import { Destroy } from './action/Destroy';
import { Emit } from './action/Emit';
import { Log } from './action/Log';
import { Move } from './action/Move';
import { RestartGame } from './action/RestartGame';
@@ -88,6 +89,7 @@ import { RunBehavior } from './flow/RunBehavior';
import { Sequence } from './flow/Sequence';
import { SetState } from './flow/SetState';
import { StateBranch } from './flow/StateBranch';
import { PARTICLE_NODES } from '../../particles/nodes';
import { SHADER_NODES } from '../../shader/nodes';
import { State } from '../stateMachine';
import { Variables } from './variable/Variables';
@@ -182,13 +184,15 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
SetPosition,
Spawn,
Destroy,
Emit,
Log,
StopGame,
RestartGame,
];
for (const def of BUILT_IN_NODES) registerNode(def);
// Registered so a machine's or a shader's graph loads and draws, but not built in: no behavior
// graph offers them.
// Registered so a machine's, a shader's or a particle graph loads and draws, but not built in: no
// behavior graph offers them.
registerNode(State);
for (const def of SHADER_NODES) registerNode(def);
for (const def of PARTICLE_NODES) registerNode(def);
+16 -3
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@@ -110,6 +110,16 @@ export interface FontAsset extends AssetBase {
file: string;
}
/**
* The graph is the motion of one particle: every output of its `Output` node is a function of the
* particle's age and its own random number (see `core/particles/compile.ts`). A placed object is
* the source that emits them; how many and for how long are its properties.
*/
export interface ParticlesAsset extends AssetBase {
type: 'particles';
graph: Graph;
}
export type Asset =
| SpriteAsset
| CameraAsset
@@ -122,13 +132,16 @@ export type Asset =
| AnimationAsset
| StateMachineAsset
| ShaderAsset
| FontAsset;
| FontAsset
| ParticlesAsset;
/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset;
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset | ParticlesAsset;
const GRAPH_TYPES: ReadonlySet<AssetType> = new Set(['behavior', 'statemachine', 'shader', 'particles']);
export function isGraphAsset(asset: Asset): asset is GraphAsset {
return asset.type === 'behavior' || asset.type === 'statemachine' || asset.type === 'shader';
return GRAPH_TYPES.has(asset.type);
}
export function isSceneAsset(asset: Asset): asset is SceneAsset {
+2
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@@ -11,6 +11,7 @@ export const ASSET_TYPES = [
'statemachine',
'shader',
'font',
'particles',
] as const;
export type AssetType = (typeof ASSET_TYPES)[number];
@@ -28,6 +29,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
statemachine: 'State machine',
shader: 'Shader',
font: 'Font',
particles: 'Particles',
};
/**
+165
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@@ -0,0 +1,165 @@
import { edgesInto, findNode, type Graph, type GraphNode } from '../graph/Graph';
import { nodeDef, type PortDef } from '../graph/NodeRegistry';
import type { FlatDef } from '../properties/PropertySchema';
import {
isParticlePropertyNode,
isValidParticlePropertyName,
particleParamDefs,
propertyNameOf,
} from '../properties/particles';
import {
isParticleNodeDef,
PARTICLE_OUTPUT,
PARTICLE_OUTPUTS,
PARTICLE_TIME,
type ParticleEnv,
type ParticleExpr,
type ParticleOutputKey,
} from './nodes';
/** What one particle is drawn with, everything relative to its source. */
export type ParticleOut = Record<ParticleOutputKey, number>;
export interface CompiledParticles {
/** The rows the graph adds to every source placed from this asset, in node order. */
params: FlatDef<'number'>[];
/** A Time node reaches the Output: the whole field moves, not just the particles in it. */
time: boolean;
/** Fills `out` with the seven values for this particle. */
evaluate(env: ParticleEnv, out: ParticleOut): void;
}
export interface ParticlesBuild {
/** Null while the graph has a problem – the source then emits nothing. */
compiled: CompiledParticles | null;
/** Per node id, what keeps the graph from compiling. */
problems: Record<string, string>;
/** One line for the tab: empty once compiled. */
reason: string;
}
/**
* What the motion depends on and nothing else: node ids, types, params and declared ports, and
* which port feeds which. Positions and folding are the editor's, so a moved node does not compile
* again – the same rule the shader fingerprint follows (#65).
*/
export function particlesFingerprint(graph: Graph): string {
return JSON.stringify({
nodes: graph.nodes.map((n) => [n.id, n.type, n.params, n.ports ?? null]),
edges: graph.edges.map((e) => [e.from.node, e.from.port, e.to.node, e.to.port]),
});
}
/**
* A particle graph to one function per output: every node reachable from the Output becomes one
* local per output, in dependency order, so a node feeding two others is evaluated once per
* particle. There is no interpreter and no eval – the compiler composes closures.
*/
export function compileParticles(graph: Graph): ParticlesBuild {
const problems: Record<string, string> = {};
const problem = (node: GraphNode, text: string) => {
if (!(node.id in problems)) problems[node.id] = text;
};
const names = new Set<string>();
for (const node of graph.nodes) {
if (!isParticlePropertyNode(node)) continue;
const name = propertyNameOf(node);
if (!isValidParticlePropertyName(name))
problem(node, 'Name must be one word: letters, digits, _ – and not one of the source’s own rows');
else if (names.has(name)) problem(node, `Another property is named "${name}"`);
names.add(name);
}
const params = particleParamDefs(graph);
const paramIndex = (name: string) => params.findIndex((row) => row.key === name);
const ops: ParticleExpr[] = [];
const emitted = new Map<string, Record<string, ParticleExpr>>();
const visiting = new Set<string>();
const emitNode = (node: GraphNode): Record<string, ParticleExpr> | null => {
const done = emitted.get(node.id);
if (done) return done;
if (visiting.has(node.id)) {
problem(node, 'Feeds itself');
return null;
}
const def = nodeDef(node.type);
if (!def || !isParticleNodeDef(def)) {
problem(node, 'Not a particle node');
return null;
}
visiting.add(node.id);
const inputs: Record<string, ParticleExpr> = {};
let complete = true;
for (const port of def.inputs) {
const expr = input(node, port);
if (expr) inputs[port.key] = expr;
else complete = false;
}
visiting.delete(node.id);
if (!complete) return null;
const outputs: Record<string, ParticleExpr> = {};
for (const [key, expr] of Object.entries(
def.emit(inputs, node.params, { nodeId: node.id, paramIndex }),
)) {
const slot = ops.length;
ops.push(expr);
outputs[key] = (_env, locals) => locals[slot]!;
}
emitted.set(node.id, outputs);
return outputs;
};
/** What feeds an input: the edge's source, the typed-in value, or what the node says (`unfed`). */
const input = (node: GraphNode, port: PortDef): ParticleExpr | null => {
const edge = edgesInto(graph, node.id, port.key)[0];
if (edge) {
const source = findNode(graph, edge.from.node);
const outputs = source && emitNode(source);
return outputs?.[edge.from.port] ?? null;
}
if (port.field) {
const typed = Number(node.params[port.key] ?? port.default ?? 0);
const value = Number.isFinite(typed) ? typed : 0;
return () => value;
}
const def = nodeDef(node.type);
const unfed = def && isParticleNodeDef(def) ? def.unfed?.[port.key] : undefined;
return unfed ?? (() => 0);
};
const output = graph.nodes.find((n) => n.type === PARTICLE_OUTPUT);
if (!output) return { compiled: null, problems, reason: 'No Output node' };
const outputDef = nodeDef(PARTICLE_OUTPUT)!;
const reads: ParticleExpr[] = [];
for (const key of PARTICLE_OUTPUTS) {
const port = outputDef.inputs.find((p) => p.key === key)!;
const expr = input(output, port);
if (!expr) break;
reads.push(expr);
}
const first = graph.nodes.find((n) => n.id in problems);
if (first || reads.length !== PARTICLE_OUTPUTS.length)
return { compiled: null, problems, reason: first ? problems[first.id]! : 'Cannot compile' };
const locals = new Float64Array(ops.length);
const time = graph.nodes.some((n) => n.type === PARTICLE_TIME && emitted.has(n.id));
const compiled: CompiledParticles = {
params,
time,
evaluate(env, out) {
// In dependency order, so every local a later op reads is already filled.
for (let i = 0; i < ops.length; i++) locals[i] = ops[i]!(env, locals);
for (let i = 0; i < PARTICLE_OUTPUTS.length; i++) out[PARTICLE_OUTPUTS[i]!] = reads[i]!(env, locals);
},
};
return { compiled, problems, reason: '' };
}
/** A particle whose graph says nothing: at the source, full size, the source's own colour. */
export function emptyParticleOut(): ParticleOut {
return { x: 0, y: 0, scaleX: 1, scaleY: 1, rotation: 0, color: 0xffffff, alpha: 1 };
}
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@@ -0,0 +1,58 @@
import type { EmitMode } from '../properties/particles';
/** What the source's own rows say about how many particles there are and for how long. */
export interface EmitterSettings {
mode: EmitMode;
/** Continuous: particles per second. */
rate: number;
/** Burst: how many go out at once. */
count: number;
/** Seconds one particle lives. */
lifetime: number;
/** The most that may be alive at once; the oldest are the ones dropped. */
max: number;
}
/** Which particles are alive, as a range of indices – `to < from` is none. Both ends inclusive. */
export interface LiveRange {
from: number;
to: number;
}
export const NO_PARTICLES: LiveRange = { from: 0, to: -1 };
/**
* When particle `index` was born, in seconds since the source started. A continuous source emits on
* a fixed grid – particle n is born at n/rate – which is what makes the whole field a function of
* time rather than of how many frames have gone by. A burst is every particle at once.
*/
export function birthTime(settings: EmitterSettings, index: number): number {
if (settings.mode === 'burst') return 0;
return settings.rate > 0 ? index / settings.rate : 0;
}
/**
* The particles alive at `time`. `emitUntil` is how far the source was still emitting: switched off,
* it stops taking in new ones while the ones in flight live out their lives.
*/
export function liveRange(settings: EmitterSettings, time: number, emitUntil = time): LiveRange {
const { lifetime, max } = settings;
if (lifetime <= 0 || max < 1 || time < 0) return NO_PARTICLES;
if (settings.mode === 'burst') {
const count = Math.min(Math.floor(settings.count), Math.floor(max));
if (count < 1 || time >= lifetime || emitUntil < 0) return NO_PARTICLES;
return { from: 0, to: count - 1 };
}
const rate = settings.rate;
if (rate <= 0) return NO_PARTICLES;
const newest = Math.floor(Math.min(time, emitUntil) * rate);
if (newest < 0) return NO_PARTICLES;
// Born no earlier than one lifetime ago: `n/rate > time - lifetime`.
const oldest = Math.max(0, Math.floor((time - lifetime) * rate) + 1);
if (oldest > newest) return NO_PARTICLES;
return { from: Math.max(oldest, newest - Math.floor(max) + 1), to: newest };
}
export function liveCount(range: LiveRange): number {
return Math.max(0, range.to - range.from + 1);
}
+523
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@@ -0,0 +1,523 @@
import type { NodeDef, PortDef } from '../graph/NodeRegistry';
import { type PropertyBag, textOf } from '../model/Properties';
import { flatDef } from '../properties/PropertySchema';
import {
PARTICLE_PROPERTY,
PROPERTY_DEFAULT_PARAM,
PROPERTY_MAX_PARAM,
PROPERTY_MIN_PARAM,
PROPERTY_NAME_PARAM,
propertyNameOf,
} from '../properties/particles';
/** What one particle is, at one moment: everything a graph may read about it. */
export interface ParticleEnv {
/** 0 at birth, 1 at the end of its lifetime. */
age: number;
/** The same, in seconds – what the formulas of a fall are written in. */
ageSeconds: number;
/** Seconds since the source started emitting; the same for every particle alive. */
time: number;
/** Which particle this is, counting up from the first the source ever emitted. */
index: number;
/** Fixed for the particle's whole life: what makes two of them differ. */
seed: number;
/** The source's own Color row, which is what an unconnected colour output reads. */
color: number;
/** The values of the graph's Property nodes, in the order the compiler declared them. */
params: readonly number[];
}
/**
* One output of one node, as a function of the particle. `locals` holds the outputs already
* computed this evaluation, so a node feeding two others is evaluated once (see `compile.ts`).
*/
export type ParticleExpr = (env: ParticleEnv, locals: Float64Array) => number;
/** What a node may need beyond its inputs: which node it is, and where its parameter's value lands. */
export interface ParticleEmitContext {
nodeId: string;
/** The slot in `env.params` this graph's parameter of that name was given. */
paramIndex(name: string): number;
}
/**
* A node of a particle graph. It never runs as a behavior does: `emit` builds the function each of
* its outputs is. Every value is a number – a colour is a packed 0xRRGGBB one, as everywhere else
* in the project.
*/
export interface ParticleNodeDef extends NodeDef {
category: 'particles';
emit(
inputs: Record<string, ParticleExpr>,
params: PropertyBag,
ctx: ParticleEmitContext,
): Record<string, ParticleExpr>;
/** What an input with nothing to type on reads while unconnected; without it, zero. */
unfed?: Record<string, ParticleExpr>;
}
export function isParticleNodeDef(def: NodeDef): def is ParticleNodeDef {
return def.category === 'particles' && 'emit' in def;
}
export const PARTICLE_OUTPUT = 'ParticleOutput';
export const PARTICLE_RANDOM = 'ParticleRandom';
export const PARTICLE_TIME = 'ParticleTime';
/** The seven things a particle is drawn with – every output of the Output node. */
export const PARTICLE_OUTPUTS = ['x', 'y', 'scaleX', 'scaleY', 'rotation', 'color', 'alpha'] as const;
export type ParticleOutputKey = (typeof PARTICLE_OUTPUTS)[number];
const DEG = Math.PI / 180;
const NUMBER_STEP = 0.1;
/**
* A particle's own random number, 0..1: fixed for its whole life, and different per node, so the
* direction and the speed of one particle are not the same draw. Mixing `salt` in is what separates
* the nodes; the node's id is hashed into it, so an edit elsewhere in the graph does not reshuffle it.
*/
export function random01(seed: number, salt: number): number {
let h = (seed ^ salt) >>> 0;
h = Math.imul(h ^ (h >>> 16), 0x45d9f3b) >>> 0;
h = Math.imul(h ^ (h >>> 16), 0x45d9f3b) >>> 0;
h = (h ^ (h >>> 16)) >>> 0;
return h / 0x100000000;
}
export function hashId(id: string): number {
let h = 0x811c9dc5;
for (let i = 0; i < id.length; i++) h = Math.imul(h ^ id.charCodeAt(i), 0x01000193) >>> 0;
return h >>> 0;
}
const numberOut = (key: string): PortDef => ({ key, label: key, type: 'number' });
/** A number input with an inline value, so a constant needs no node of its own. */
const numberIn = (key: string, value: number, step = NUMBER_STEP): PortDef => ({
key,
label: key,
type: 'number',
default: value,
field: { key, label: key, kind: 'number', default: value, step },
});
/** A number input carrying a colour: the field is a swatch, the value a packed 0xRRGGBB. */
const colorIn = (key: string, value = 0xffffff): PortDef => ({
key,
label: key,
type: 'number',
default: value,
field: flatDef(key, 'color', { label: key, value }),
});
const constant =
(value: number): ParticleExpr =>
() =>
value;
function source(type: string, label: string, key: string, description: string, read: ParticleExpr) {
const def: ParticleNodeDef = {
type,
label,
category: 'particles',
description,
inputs: [],
outputs: [numberOut(key)],
params: [],
emit: () => ({ [key]: read }),
};
return def;
}
export const ParticleAge = source(
'ParticleAge',
'Age',
'age',
'How far through its life this particle is: 0 when it is born, 1 when it dies.',
(env) => env.age,
);
export const ParticleAgeSeconds = source(
'ParticleAgeSeconds',
'Age in seconds',
'seconds',
'How long this particle has been alive, in seconds – the t of a formula of motion.',
(env) => env.ageSeconds,
);
export const ParticleTimeNode = source(
PARTICLE_TIME,
'Time',
'seconds',
'Seconds since the source started emitting. The same for every particle alive, so it drifts them together.',
(env) => env.time,
);
export const ParticleIndex = source(
'ParticleIndex',
'Index',
'index',
'Which particle this is, counting up from the first one the source emitted: a fan or a ring instead of a scatter.',
(env) => env.index,
);
/** Two Randoms give one particle two different draws – that is what the node id in the salt is for. */
export const ParticleRandom: ParticleNodeDef = {
type: PARTICLE_RANDOM,
label: 'Random',
category: 'particles',
description:
'A number drawn once per particle and kept for its whole life. Two Random nodes draw differently, so direction and speed can scatter apart.',
inputs: [numberIn('min', 0), numberIn('max', 1)],
outputs: [numberOut('value')],
params: [],
emit: ({ min, max }, _params, ctx) => {
const salt = hashId(ctx.nodeId);
return {
value: (env, locals) => {
const lo = min!(env, locals);
return lo + random01(env.seed, salt) * (max!(env, locals) - lo);
},
};
},
};
/**
* The offset gravity has added by now: ½·g·t². Written as a node because a formula, unlike a
* simulation, has to say the whole fall rather than the force behind it.
*/
export const ParticleGravity: ParticleNodeDef = {
type: 'ParticleGravity',
label: 'Gravity',
category: 'particles',
description:
'How far a steady pull has moved the particle by now, down being positive: ½ × strength × age². Add it to the offset.',
inputs: [numberIn('strength', 800, 10)],
outputs: [numberOut('x'), numberOut('y')],
params: [],
emit: ({ strength }) => ({
x: constant(0),
y: (env, locals) => 0.5 * strength!(env, locals) * env.ageSeconds * env.ageSeconds,
}),
};
/** The offset a constant speed has added by now: v₀·t, aimed by an angle in degrees. */
export const ParticleStartVelocity: ParticleNodeDef = {
type: 'ParticleStartVelocity',
label: 'Start velocity',
category: 'particles',
description:
'How far the particle has flown at a steady speed: angle in degrees (0 is right, 90 is down), speed in pixels per second.',
inputs: [numberIn('angle', 0, 1), numberIn('speed', 200, 10)],
outputs: [numberOut('x'), numberOut('y')],
params: [],
emit: ({ angle, speed }) => ({
x: (env, locals) => Math.cos(angle!(env, locals) * DEG) * speed!(env, locals) * env.ageSeconds,
y: (env, locals) => Math.sin(angle!(env, locals) * DEG) * speed!(env, locals) * env.ageSeconds,
}),
};
export const ParticleNumber: ParticleNodeDef = {
type: 'ParticleNumber',
label: 'Number',
category: 'particles',
description: 'A constant number.',
inputs: [],
outputs: [numberOut('value')],
params: [{ key: 'value', label: 'Value', kind: 'number', default: 0, step: NUMBER_STEP }],
emit: (_inputs, params) => ({ value: constant(Number(params.value ?? 0) || 0) }),
};
export const ParticleColor: ParticleNodeDef = {
type: 'ParticleColor',
label: 'Color',
category: 'particles',
description: 'A constant colour.',
inputs: [],
outputs: [numberOut('color')],
params: [flatDef('value', 'color', { label: 'Value', value: 0xffffff })],
emit: (_inputs, params) => ({ color: constant(Number(params.value ?? 0xffffff) || 0) }),
};
/** `name` is a row on every source placed from this asset, and a value here. */
export const ParticleProperty: ParticleNodeDef = {
type: PARTICLE_PROPERTY,
label: 'Property',
category: 'particles',
description: 'A number the source sets: a property row on the placed source, and a value here.',
inputs: [],
outputs: [numberOut('value')],
params: [
flatDef(PROPERTY_NAME_PARAM, 'text', { label: 'Name', value: 'value' }),
{ key: PROPERTY_DEFAULT_PARAM, label: 'Default', kind: 'number', default: 0, step: NUMBER_STEP },
{ key: PROPERTY_MIN_PARAM, label: 'Min', kind: 'number', default: 0, step: NUMBER_STEP },
{ key: PROPERTY_MAX_PARAM, label: 'Max', kind: 'number', default: 1, step: NUMBER_STEP },
],
derivePorts: ({ node }) => ({ label: propertyNameOf(node) || ParticleProperty.label }),
emit: (_inputs, params, ctx) => {
// The slot is bound once, here: reading it per particle would cost a lookup by name each time.
const slot = ctx.paramIndex(paramNameOf(params));
return { value: slot < 0 ? constant(0) : (env) => env.params[slot] ?? 0 };
},
};
/**
* Where the particle is, how big, how turned and what colour – all of it relative to the source.
* An unconnected input leaves that part of the particle as it would be without a graph.
*/
export const ParticleOutput: ParticleNodeDef = {
type: PARTICLE_OUTPUT,
label: 'Output',
category: 'particles',
description:
'What the particle looks like: x and y offset it from the source, the scales multiply its size, rotation turns it, colour tints it and alpha fades it.',
inputs: [
{ key: 'x', label: 'x', type: 'number', inline: false },
{ key: 'y', label: 'y', type: 'number', inline: false },
{ key: 'scaleX', label: 'scaleX', type: 'number', inline: false },
{ key: 'scaleY', label: 'scaleY', type: 'number', inline: false },
{ key: 'rotation', label: 'rotation', type: 'number', inline: false },
{ key: 'color', label: 'color', type: 'number', inline: false },
{ key: 'alpha', label: 'alpha', type: 'number', inline: false },
],
outputs: [],
params: [],
unfed: {
x: constant(0),
y: constant(0),
scaleX: constant(1),
scaleY: constant(1),
rotation: constant(0),
color: (env) => env.color,
alpha: constant(1),
},
emit: () => ({}),
};
function arithmetic(
type: string,
label: string,
description: string,
bDefault: number,
op: (a: number, b: number) => number,
): ParticleNodeDef {
return {
type,
label,
category: 'particles',
description,
inputs: [numberIn('a', bDefault === 1 ? 1 : 0), numberIn('b', bDefault)],
outputs: [numberOut('result')],
params: [],
emit: ({ a, b }) => ({ result: (env, locals) => op(a!(env, locals), b!(env, locals)) }),
};
}
export const ParticleAdd = arithmetic('ParticleAdd', 'Add', 'a + b.', 0, (a, b) => a + b);
export const ParticleSubtract = arithmetic('ParticleSubtract', 'Subtract', 'a − b.', 0, (a, b) => a - b);
export const ParticleMultiply = arithmetic('ParticleMultiply', 'Multiply', 'a × b.', 1, (a, b) => a * b);
/** Division by zero would give Infinity, which draws as nothing at all; it reads as 0 instead. */
export const ParticleDivide = arithmetic('ParticleDivide', 'Divide', 'a ÷ b; ÷ 0 is 0.', 1, (a, b) =>
b === 0 ? 0 : a / b,
);
function unary(type: string, label: string, description: string, fn: (v: number) => number) {
const def: ParticleNodeDef = {
type,
label,
category: 'particles',
description,
inputs: [numberIn('value', 0)],
outputs: [numberOut('result')],
params: [],
emit: ({ value }) => ({ result: (env, locals) => fn(value!(env, locals)) }),
};
return def;
}
export const ParticleSin = unary(
'ParticleSin',
'Sin',
'The sine of an angle in degrees: a wave between −1 and 1, one full turn every 360.',
(v) => Math.sin(v * DEG),
);
export const ParticleCos = unary(
'ParticleCos',
'Cos',
'The cosine of an angle in degrees: the same wave as Sin, a quarter turn ahead.',
(v) => Math.cos(v * DEG),
);
export const ParticleSqrt = unary(
'ParticleSqrt',
'Sqrt',
'The square root: rises fast at first and then slows down, which is how smoke drifts up. Below 0 it is 0.',
(v) => (v > 0 ? Math.sqrt(v) : 0),
);
export const ParticleAbs = unary(
'ParticleAbs',
'Abs',
'The distance from 0, sign dropped: −0.3 becomes 0.3.',
Math.abs,
);
export const ParticleFloor = unary(
'ParticleFloor',
'Floor',
'Rounds down to a whole number: 2.75 becomes 2.',
Math.floor,
);
export const ParticleFract = unary(
'ParticleFract',
'Fract',
'The part after the decimal point: a rising value becomes a sawtooth from 0 to 1.',
(v) => v - Math.floor(v),
);
export const ParticleMin: ParticleNodeDef = {
type: 'ParticleMin',
label: 'Min',
category: 'particles',
description: 'The smaller of two numbers.',
inputs: [numberIn('a', 0), numberIn('b', 0)],
outputs: [numberOut('result')],
params: [],
emit: ({ a, b }) => ({ result: (env, locals) => Math.min(a!(env, locals), b!(env, locals)) }),
};
export const ParticleMax: ParticleNodeDef = {
type: 'ParticleMax',
label: 'Max',
category: 'particles',
description: 'The larger of two numbers.',
inputs: [numberIn('a', 0), numberIn('b', 0)],
outputs: [numberOut('result')],
params: [],
emit: ({ a, b }) => ({ result: (env, locals) => Math.max(a!(env, locals), b!(env, locals)) }),
};
export const ParticleClamp: ParticleNodeDef = {
type: 'ParticleClamp',
label: 'Clamp',
category: 'particles',
description: 'Holds a value between min and max: below min it is min, above max it is max.',
inputs: [numberIn('value', 0), numberIn('min', 0), numberIn('max', 1)],
outputs: [numberOut('result')],
params: [],
emit: ({ value, min, max }) => ({
result: (env, locals) => Math.min(Math.max(value!(env, locals), min!(env, locals)), max!(env, locals)),
}),
};
export const ParticleMix: ParticleNodeDef = {
type: 'ParticleMix',
label: 'Mix',
category: 'particles',
description: 'Blends from a to b: t = 0 is a, t = 1 is b, beyond that it carries on.',
inputs: [numberIn('a', 0), numberIn('b', 1), numberIn('t', 0.5)],
outputs: [numberOut('result')],
params: [],
emit: ({ a, b, t }) => ({
result: (env, locals) => {
const from = a!(env, locals);
return from + (b!(env, locals) - from) * t!(env, locals);
},
}),
};
/**
* Colours are packed numbers, so blending them is a channel-by-channel job a plain Mix cannot do –
* mixing 0xff0000 and 0x0000ff as numbers would run through green.
*/
export const ParticleMixColor: ParticleNodeDef = {
type: 'ParticleMixColor',
label: 'Mix color',
category: 'particles',
description: 'Blends two colours channel by channel: t = 0 is a, t = 1 is b. A flame fading to smoke.',
inputs: [colorIn('a', 0xffffff), colorIn('b', 0x000000), numberIn('t', 0.5)],
outputs: [numberOut('color')],
params: [],
emit: ({ a, b, t }) => ({
color: (env, locals) => mixColor(a!(env, locals), b!(env, locals), t!(env, locals)),
}),
};
export function mixColor(a: number, b: number, t: number): number {
const k = t < 0 ? 0 : t > 1 ? 1 : t;
const channel = (shift: number) => {
const from = (a >> shift) & 0xff;
const value = Math.round(from + (((b >> shift) & 0xff) - from) * k);
return (value < 0 ? 0 : value > 255 ? 255 : value) << shift;
};
return channel(16) | channel(8) | channel(0);
}
export const ParticleStep: ParticleNodeDef = {
type: 'ParticleStep',
label: 'Step',
category: 'particles',
description: '0 while value is below edge, 1 from edge on: a hard cut.',
inputs: [numberIn('edge', 0.5), numberIn('value', 0)],
outputs: [numberOut('result')],
params: [],
emit: ({ edge, value }) => ({
result: (env, locals) => (value!(env, locals) < edge!(env, locals) ? 0 : 1),
}),
};
/** Negative bases have no real power, so the value is held at 0 there, as the shader's Pow does. */
export const ParticlePow: ParticleNodeDef = {
type: 'ParticlePow',
label: 'Pow',
category: 'particles',
description:
'value to the power of exponent: 2 squares it, 0.5 is the square root. Below 0 the value counts as 0.',
inputs: [numberIn('value', 0), numberIn('exponent', 2)],
outputs: [numberOut('result')],
params: [],
emit: ({ value, exponent }) => ({
result: (env, locals) => Math.pow(Math.max(value!(env, locals), 0), exponent!(env, locals)),
}),
};
/** Every node a particle graph offers. Registered by `graph/nodes`, offered by no behavior palette. */
export const PARTICLE_NODES: readonly ParticleNodeDef[] = [
ParticleAge,
ParticleAgeSeconds,
ParticleTimeNode,
ParticleIndex,
ParticleRandom,
ParticleGravity,
ParticleStartVelocity,
ParticleOutput,
ParticleProperty,
ParticleNumber,
ParticleColor,
ParticleAdd,
ParticleSubtract,
ParticleMultiply,
ParticleDivide,
ParticleMin,
ParticleMax,
ParticleClamp,
ParticleMix,
ParticleMixColor,
ParticleSin,
ParticleCos,
ParticleSqrt,
ParticleAbs,
ParticleFloor,
ParticleFract,
ParticleStep,
ParticlePow,
];
/** The name a Property node placed from the palette gets: `value`, then `value2`, `value3` … */
export function nextParticlePropertyName(taken: ReadonlySet<string>): string {
if (!taken.has('value')) return 'value';
for (let n = 2; ; n++) if (!taken.has(`value${n}`)) return `value${n}`;
}
export function paramNameOf(params: PropertyBag): string {
return textOf(params[PROPERTY_NAME_PARAM] ?? '');
}
+45 -1
View File
@@ -23,6 +23,20 @@ import { findAssetOf, type Project } from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { flatListOf, listItemOf } from './listItems';
import { FONT_KEY } from './fonts';
import {
BURST_COUNT_KEY,
EMITTING_KEY,
LIFETIME_KEY,
MAX_PARTICLES_KEY,
MODE_KEY,
MODE_OPTIONS,
MOVE_WITH_SOURCE_KEY,
PARTICLE_COLOR_KEY,
PARTICLE_SIZE_KEY,
PARTICLE_TEXTURE_KEY,
particleParamDefs,
RATE_KEY,
} from './particles';
import { SHADER_KEY, shaderOf, shaderParamDefs } from './shaders';
/**
@@ -109,7 +123,13 @@ export const TRANSFORM_PROPS: PropertySchema = [
];
/** Cameras and behaviors are placed by the chain but have no look of their own to turn or size. */
const TRANSFORM_TYPES: ReadonlySet<AssetType> = new Set(['sprite', 'text', 'collider', 'container']);
const TRANSFORM_TYPES: ReadonlySet<AssetType> = new Set([
'sprite',
'text',
'collider',
'container',
'particles',
]);
export function hasTransformProps(type: AssetType): boolean {
return TRANSFORM_TYPES.has(type);
@@ -192,6 +212,28 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
shader: [],
// The typeface itself is intrinsic data on the asset (see FontAsset), not a property.
font: [],
// How many particles and for how long; what one of them does is the asset's graph, whose Property
// nodes add their rows after these – see `schemaForBag`.
particles: [
{ key: EMITTING_KEY, label: 'Emitting', kind: 'boolean', default: true },
{ key: MODE_KEY, label: 'Mode', kind: 'enum', default: 'continuous', options: MODE_OPTIONS },
{ key: RATE_KEY, label: 'Rate', kind: 'number', default: 20, min: 0, step: 1 },
{ key: BURST_COUNT_KEY, label: 'Burst count', kind: 'number', default: 20, min: 0, step: 1, decimals: 0 },
{ key: LIFETIME_KEY, label: 'Lifetime', kind: 'number', default: 1, min: 0.01, step: 0.1 },
{
key: MAX_PARTICLES_KEY,
label: 'Max particles',
kind: 'number',
default: 500,
min: 1,
step: 50,
decimals: 0,
},
{ key: PARTICLE_SIZE_KEY, label: 'Size', kind: 'number', default: 16, min: 0.1, step: 1 },
{ key: PARTICLE_TEXTURE_KEY, label: 'Texture', kind: 'texture', default: '' },
{ key: PARTICLE_COLOR_KEY, label: 'Color', kind: 'color', default: 0xffffff },
{ key: MOVE_WITH_SOURCE_KEY, label: 'Move with source', kind: 'boolean', default: false },
],
collider: [
{
key: 'shape',
@@ -260,6 +302,8 @@ export function schemaForObject(project: Project, asset: Asset, object: SceneObj
function schemaForBag(project: Project, asset: Asset, bag: PropertyBag): PropertySchema {
if (asset.type === 'behavior') return [...FULL_SCHEMAS.behavior, ...asset.variables];
if (asset.type === 'sprite') return [...FULL_SCHEMAS.sprite, ...shaderParamRows(project, shaderOf(bag))];
// Unlike a sprite's shader, a source's graph is its own asset's, so no id has to be looked up.
if (asset.type === 'particles') return [...FULL_SCHEMAS.particles, ...particleParamDefs(asset.graph)];
return FULL_SCHEMAS[asset.type];
}
+5
View File
@@ -24,6 +24,7 @@ const TEXT_DEFAULTS = defaultsFor('text');
/** Symbol sizes in world units. */
export const BEHAVIOR_SYMBOL = 28;
export const CONTAINER_SYMBOL = 24;
export const PARTICLES_SYMBOL = 24;
/** Rough width of one character relative to the font size, for a plain sans. */
const CHAR_WIDTH = 0.55;
@@ -59,6 +60,10 @@ export function footprintOf(type: AssetType, props: PropertyBag): { w: number; h
return { w: BEHAVIOR_SYMBOL, h: BEHAVIOR_SYMBOL };
case 'container':
return { w: CONTAINER_SYMBOL, h: CONTAINER_SYMBOL };
// The particles themselves are drawn wherever the graph puts them; what can be grabbed and
// framed is the source, which is a point with a handle around it.
case 'particles':
return { w: PARTICLES_SYMBOL, h: PARTICLES_SYMBOL };
default:
return cameraFrame(props);
}
+103
View File
@@ -0,0 +1,103 @@
import type { Graph, GraphNode } from '../graph/Graph';
import { type PropertyBag, textOf } from '../model/Properties';
import { type FlatDef, isValidFieldName } from './PropertySchema';
/** The node of a particle graph that declares a parameter: a row on every source placed from the asset. */
export const PARTICLE_PROPERTY = 'ParticleProperty';
export const PROPERTY_NAME_PARAM = 'name';
export const PROPERTY_DEFAULT_PARAM = 'default';
export const PROPERTY_MIN_PARAM = 'min';
export const PROPERTY_MAX_PARAM = 'max';
/** The rows a particle source has of its own, before the ones its graph declares. */
export const EMITTING_KEY = 'emitting';
export const MODE_KEY = 'mode';
export const RATE_KEY = 'rate';
export const BURST_COUNT_KEY = 'count';
export const LIFETIME_KEY = 'lifetime';
export const MAX_PARTICLES_KEY = 'maxParticles';
export const PARTICLE_SIZE_KEY = 'size';
export const PARTICLE_TEXTURE_KEY = 'texture';
export const PARTICLE_COLOR_KEY = 'color';
export const MOVE_WITH_SOURCE_KEY = 'moveWithSource';
export type EmitMode = 'continuous' | 'burst';
export const MODE_OPTIONS: { value: EmitMode; label: string }[] = [
{ value: 'continuous', label: 'Continuous' },
{ value: 'burst', label: 'Burst' },
];
export function emitModeOf(props: PropertyBag): EmitMode {
return textOf(props[MODE_KEY] ?? '') === 'burst' ? 'burst' : 'continuous';
}
export function isParticlePropertyNode(node: GraphNode): boolean {
return node.type === PARTICLE_PROPERTY;
}
export function propertyNameOf(node: GraphNode): string {
return textOf(node.params[PROPERTY_NAME_PARAM] ?? '');
}
/**
* A parameter's name is a property key on the source, so it has to be an identifier – and not one of
* the source's own rows, which would put two rows of that name in one inspector.
*/
export function isValidParticlePropertyName(name: string): boolean {
return isValidFieldName(name) && !RESERVED_KEYS.has(name);
}
const RESERVED_KEYS: ReadonlySet<string> = new Set([
EMITTING_KEY,
MODE_KEY,
RATE_KEY,
BURST_COUNT_KEY,
LIFETIME_KEY,
MAX_PARTICLES_KEY,
PARTICLE_SIZE_KEY,
PARTICLE_TEXTURE_KEY,
PARTICLE_COLOR_KEY,
MOVE_WITH_SOURCE_KEY,
]);
/**
* The parameters a particle graph declares, in node order: one number row per `Property` node with
* a usable name. A second node of the same name declares nothing new – both read the one value.
*/
export function particleParamDefs(graph: Graph): FlatDef<'number'>[] {
const rows: FlatDef<'number'>[] = [];
const seen = new Set<string>();
for (const node of graph.nodes) {
if (!isParticlePropertyNode(node)) continue;
const name = propertyNameOf(node);
if (!isValidParticlePropertyName(name) || seen.has(name)) continue;
seen.add(name);
rows.push(propertyRow(name, node.params));
}
return rows;
}
function propertyRow(name: string, params: PropertyBag): FlatDef<'number'> {
const min = numberParam(params, PROPERTY_MIN_PARAM, 0);
const max = numberParam(params, PROPERTY_MAX_PARAM, 1);
const row: FlatDef<'number'> = {
key: name,
label: name,
kind: 'number',
default: numberParam(params, PROPERTY_DEFAULT_PARAM, 0),
min,
step: niceStep(max > min ? max - min : 1),
};
// A max at or below the min would pin the value; treated as "no max" instead.
return max > min ? { ...row, max } : row;
}
function numberParam(params: PropertyBag, key: string, fallback: number): number {
const n = Number(params[key]);
return Number.isFinite(n) ? n : fallback;
}
function niceStep(range: number): number {
return 10 ** Math.floor(Math.log10(range)) / 20;
}
+11
View File
@@ -12,6 +12,7 @@ import {
nodeDef,
STATE,
} from '../graph';
import { isParticleNodeDef } from '../particles/nodes';
import { isShaderNodeDef } from '../shader/nodes';
import type { Asset, TextureFrame } from '../model/Asset';
import { isAssetType } from '../model/AssetTypes';
@@ -48,6 +49,7 @@ import {
type StructFieldDef,
variableDef,
} from '../properties/PropertySchema';
import { particleParamDefs } from '../properties/particles';
import { SHADER_KEY, shaderParamDefs } from '../properties/shaders';
/**
@@ -64,6 +66,7 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
const rawProps = new Map<string, Record<string, unknown>>();
const shaderGraphs = new Map<string, Graph>();
const shaderRows = new Map<string, PropertyDef[]>();
const particleGraphs = new Map<string, Graph>();
for (const a of rawAssets) {
if (typeof a.id !== 'string' || !a.id || !isAssetType(a.type)) continue;
rawProps.set(a.id, asRecord(a.props));
@@ -71,6 +74,12 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
const vars = normalizeVariables(a.variables);
variables.set(a.id, vars);
schemas.set(a.id, [...COMMON_PROPS, ...vars]);
} else if (a.type === 'particles') {
// A source's rows end with its own graph's parameters, so the graph is needed before the
// overrides of the objects placed from it can be coerced.
const graph = normalizeGraph(a.graph, isParticleNodeDef);
particleGraphs.set(a.id, graph);
schemas.set(a.id, [...schemaFor('particles'), ...particleParamDefs(graph)]);
} else {
if (a.type === 'shader') {
const graph = normalizeGraph(a.graph, isShaderNodeDef);
@@ -115,6 +124,8 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
assets.push({ id, type, name, props, graph: normalizeGraph(a.graph, (def) => def.type === STATE) });
} else if (type === 'shader') {
assets.push({ id, type, name, props, graph: shaderGraphs.get(id) ?? createEmptyGraph() });
} else if (type === 'particles') {
assets.push({ id, type, name, props, graph: particleGraphs.get(id) ?? createEmptyGraph() });
} else if (type === 'texture') {
assets.push({ id, type, name, props, ...normalizeTexture(a, takenIds) });
} else if (type === 'font') {
+21 -2
View File
@@ -21,6 +21,7 @@ import { HierarchyPanel } from './panels/HierarchyPanel';
import { Toolbar } from './panels/Toolbar';
import { type PlayHost, PlaySession, type WorldSnapshot } from './PlaySession';
import { ProjectSession } from './ProjectSession';
import { ParticlesEditor } from './particles/ParticlesEditor';
import { ShaderEditor } from './shader/ShaderEditor';
import { StateMachineEditor } from './statemachine/StateMachineEditor';
import { installShortcuts } from './shortcuts';
@@ -29,7 +30,16 @@ import { TextureEditor } from './texture/TextureEditor';
import { installFileImport } from './fileImport';
export type CentreTab =
'scene' | 'graph' | 'statemachine' | 'shader' | 'game' | 'texture' | 'animation' | 'container' | 'list';
| 'scene'
| 'graph'
| 'statemachine'
| 'shader'
| 'particles'
| 'game'
| 'texture'
| 'animation'
| 'container'
| 'list';
const TAB_ORDER = [
'scene',
@@ -37,6 +47,7 @@ const TAB_ORDER = [
'graph',
'statemachine',
'shader',
'particles',
'texture',
'animation',
'container',
@@ -49,6 +60,7 @@ const TAB_LABELS: Record<CentreTab, string> = {
graph: 'Behavior',
statemachine: 'State machine',
shader: 'Shader',
particles: 'Particles',
texture: 'Texture',
animation: 'Animation',
container: 'Container',
@@ -61,6 +73,7 @@ const TAB_OF_ASSET: Partial<Record<AssetType, CentreTab>> = {
behavior: 'graph',
statemachine: 'statemachine',
shader: 'shader',
particles: 'particles',
texture: 'texture',
animation: 'animation',
container: 'container',
@@ -87,6 +100,7 @@ export class Editor implements PlayHost {
readonly graphEditor: GraphEditor;
readonly stateMachineEditor: StateMachineEditor;
readonly shaderEditor: ShaderEditor;
readonly particlesEditor: ParticlesEditor;
readonly textureEditor: TextureEditor;
readonly animationEditor: AnimationEditor;
readonly containerEditor: ContainerEditor;
@@ -129,6 +143,7 @@ export class Editor implements PlayHost {
this.graphEditor = new GraphEditor(state);
this.stateMachineEditor = new StateMachineEditor(state);
this.shaderEditor = new ShaderEditor(state);
this.particlesEditor = new ParticlesEditor(state);
this.textureEditor = new TextureEditor(state);
this.animationEditor = new AnimationEditor(state);
this.containerEditor = new ContainerEditor(state);
@@ -175,6 +190,7 @@ export class Editor implements PlayHost {
graph: this.graphEditor,
statemachine: this.stateMachineEditor,
shader: this.shaderEditor,
particles: this.particlesEditor,
texture: this.textureEditor,
animation: this.animationEditor,
container: this.containerEditor,
@@ -233,7 +249,9 @@ export class Editor implements PlayHost {
? 'statemachine'
: state.selectedShaderId
? 'shader'
: 'graph';
: state.selectedParticlesId
? 'particles'
: 'graph';
if (this.tab !== tab) this.showTab(tab);
}
if (s?.kind === 'frame' && this.tab !== 'texture') this.showTab('texture');
@@ -305,6 +323,7 @@ export class Editor implements PlayHost {
this.gameView.animate();
this.console.refresh();
if (this.tab === 'animation') this.animationEditor.tick(dt);
if (this.tab === 'particles') this.particlesEditor.tick();
}
private measureFps(dt: number): void {
+32
View File
@@ -3,6 +3,7 @@ import { resolveObjects } from '../core/model/instance';
import { findObjectHolder } from '../core/model/Project';
import type { FrameRect } from '../core/model/texture';
import { activeDrag, Button, ui, Widget } from '../ui';
import { particleLibrary } from '../viewport/ParticleLibrary';
import { shaderLibrary } from '../viewport/ShaderLibrary';
import { textureLibrary } from '../viewport/TextureLibrary';
import type { CentreTab, Editor } from './Editor';
@@ -280,6 +281,26 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
center: () => centreOf(editor.stateMachineEditor.canvas),
snapping: () => editor.stateMachineEditor.canvas.snapEnabled,
},
particles: {
current: () => editor.particlesEditor.currentAssetId,
pickerAt: () => centreOf(editor.particlesEditor.picker),
info: () => editor.particlesEditor.shownInfo,
nodeAt: (nodeId: string) => editor.particlesEditor.canvas.nodeGlobal(nodeId),
nodeLabel: (nodeId: string) => editor.particlesEditor.canvas.nodeLabel(nodeId),
nodeRect: (nodeId: string) => editor.particlesEditor.canvas.nodeRect(nodeId),
nodeProblem: (nodeId: string) => editor.particlesEditor.canvas.nodeProblem(nodeId),
canvasRect: () => editor.particlesEditor.canvas.canvasRect(),
emptySpot: () => editor.particlesEditor.canvas.emptySpotGlobal(),
center: () => centreOf(editor.particlesEditor.canvas),
/** The strip below the graph: how many particles it draws and which second it stands at. */
preview: () => ({
count: editor.particlesEditor.preview.count,
time: Math.round(editor.particlesEditor.preview.time * 100) / 100,
holding: editor.particlesEditor.preview.holding,
}),
/** Jumps the preview to a second – exact, because a particle is a function of its age. */
hold: (at: number | null) => editor.particlesEditor.preview.hold(at),
},
shader: {
current: () => editor.shaderEditor.currentAssetId,
pickerAt: () => centreOf(editor.shaderEditor.picker),
@@ -425,6 +446,17 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
},
/** Holds the shader clock at `at` seconds, so a Time shader's pixels can be measured; null releases it. */
shaderTime: (at: number | null) => shaderLibrary.freezeTime(at),
/** The same for particle time, kept apart so one can be held without the other. */
particleTime: (at: number | null) => particleLibrary.freezeTime(at),
particleCompiles: () => particleLibrary.compiles,
/** Every source's clock back to zero on the current (usually frozen) second. */
particlesRestart: () => {
viewport.restartParticles(particleLibrary.now());
gameView.restartParticles(particleLibrary.now());
},
/** What a source is drawing in the scene tab, or in the game view while playing. */
particlesOf: (objectId: string, where: 'scene' | 'game' = 'scene', limit = 8) =>
(where === 'game' ? gameView : viewport).particleInfo(objectId, limit),
/** Graphs compiled so far; a moved node must not add one (#65). */
shaderCompiles: () => shaderLibrary.compiles,
/** Which views redraw every tick because a Time shader is on screen. */
+10 -4
View File
@@ -28,6 +28,7 @@ import {
} from '../../core/graph';
import type { GraphAsset } from '../../core/model/Asset';
import { graphLookup } from '../../core/model/graphLookup';
import { particleLibrary } from '../../viewport/ParticleLibrary';
import { shaderLibrary } from '../../viewport/ShaderLibrary';
import { findAsset, findGraphAsset } from '../../core/model/Project';
import { type Trace, TRACE_FADE } from '../../runtime/systems/BehaviorSystem';
@@ -219,8 +220,13 @@ export class GraphCanvas extends Widget {
}
const seen = new Set<string>();
const lookup = graphLookup(this.state.project);
// A shader node's problem is the compiler's, not a call's.
const shaderProblems = asset.type === 'shader' ? shaderLibrary.buildFor(asset).problems : null;
// In a compiled graph a node's problem is the compiler's, not a call's.
const compilerProblems =
asset.type === 'shader'
? shaderLibrary.buildFor(asset).problems
: asset.type === 'particles'
? particleLibrary.buildFor(asset).problems
: null;
for (const node of asset.graph.nodes) {
const def = resolveDef(node, asset.graph, lookup);
if (!def) continue;
@@ -233,8 +239,8 @@ export class GraphCanvas extends Widget {
this.views.set(node.id, view);
this.nodeLayer.addChild(view);
}
const problem = shaderProblems
? (shaderProblems[node.id] ?? null)
const problem = compilerProblems
? (compilerProblems[node.id] ?? null)
: callProblem(node, lookup, asset.id);
view.sync(node, asset.graph, this.state.project, def, problem);
}
+2
View File
@@ -53,6 +53,8 @@ export function categoryColor(category: NodeCategory): number {
return c.categoryState;
case 'shader':
return c.categoryShader;
case 'particles':
return c.categoryParticles;
}
}
+18 -1
View File
@@ -15,7 +15,14 @@ import type { GraphAsset } from '../../core/model/Asset';
import { graphLookup } from '../../core/model/graphLookup';
import type { PropertyBag } from '../../core/model/Properties';
import type { Project } from '../../core/model/Project';
import {
isParticlePropertyNode,
PARTICLE_PROPERTY,
PROPERTY_NAME_PARAM as PARTICLE_NAME_PARAM,
propertyNameOf,
} from '../../core/properties/particles';
import { nextPropertyName, PROPERTY_NAME_PARAM, SHADER_PROPERTY } from '../../core/properties/shaders';
import { nextParticlePropertyName, PARTICLE_NODES, PARTICLE_OUTPUT } from '../../core/particles/nodes';
import { SHADER_NODES, SHADER_OUTPUT } from '../../core/shader/nodes';
/**
@@ -48,9 +55,19 @@ export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntr
return { id: def.type, hint: def.category, def, params };
});
}
if (asset.type === 'particles') {
const hasOutput = asset.graph.nodes.some((n) => n.type === PARTICLE_OUTPUT);
const taken = new Set(asset.graph.nodes.filter(isParticlePropertyNode).map(propertyNameOf));
return PARTICLE_NODES.filter((def) => def.type !== PARTICLE_OUTPUT || !hasOutput).map((def) => {
const params: PropertyBag =
def.type === PARTICLE_PROPERTY ? { [PARTICLE_NAME_PARAM]: nextParticlePropertyName(taken) } : {};
return { id: def.type, hint: def.category, def, params };
});
}
const entries: PaletteEntry[] = [];
for (const def of allNodeDefs()) {
if (def.type === RUN_BEHAVIOR || def.category === 'state' || def.category === 'shader') continue;
if (def.type === RUN_BEHAVIOR || def.category === 'state') continue;
if (def.category === 'shader' || def.category === 'particles') continue;
if (isTerminalType(def.type) && terminalNode(asset.graph, def.type)) continue;
entries.push({ id: def.type, hint: def.category, def, params: {} });
}
+104
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@@ -0,0 +1,104 @@
import { Container, Graphics, Texture } from 'pixi.js';
import type { ParticlesAsset } from '../../core/model/Asset';
import { translation } from '../../core/model/matrix';
import type { PropertyBag } from '../../core/model/Properties';
import { defaultsFor } from '../../core/properties/PropertySchema';
import { type Size, Theme, Widget } from '../../ui';
import { ParticleField } from '../../viewport/particles';
import { particleLibrary } from '../../viewport/ParticleLibrary';
const MIN_HEIGHT = 40;
/**
* The asset's own particles, emitted from the middle of the strip by a source with the type's
* default rows. It is the one place a formula graph can be judged: the numbers say nothing. The
* picture is deliberately a plain square – which texture a source throws belongs to the placed
* object, not to the asset the tab is showing.
*/
export class ParticlePreview extends Widget {
private readonly bg = new Graphics();
private readonly content = new Container();
private readonly clip = new Graphics();
private readonly field = new ParticleField();
private asset: ParticlesAsset | null = null;
/** Null: the preview runs on the library clock. A number: it stands at that second. */
private held: number | null = null;
constructor() {
super();
this.minHeight = MIN_HEIGHT;
this.content.addChild(this.field.container);
this.content.mask = this.clip;
this.addChild(this.bg, this.content, this.clip);
}
override measure(): Size {
return { w: Math.max(this.minWidth, 100), h: Math.max(this.minHeight, MIN_HEIGHT) };
}
show(asset: ParticlesAsset | null): void {
this.asset = asset;
this.invalidate();
}
/** Seconds the shown source has been emitting, whether held or running. */
get time(): number {
return this.held ?? Math.max(0, this.field.elapsed(particleLibrary.now()));
}
get holding(): boolean {
return this.held !== null;
}
hold(at: number | null): void {
this.held = at;
this.invalidate();
}
restart(): void {
this.field.restart(particleLibrary.now());
this.invalidate();
}
/** How many particles the preview is drawing – what the checks read. */
get count(): number {
return this.field.count;
}
override redraw(): void {
const c = Theme.colors;
// A ground of its own and a rule along the top: on the graph's own background the strip was
// invisible as a thing, and a particle standing still read as a node that had lost its box.
this.bg.clear().rect(0, 0, this.w, this.h).fill(c.panel);
this.bg.rect(0, 0, this.w, 1).fill(c.border);
this.clip.clear().rect(0, 0, this.w, this.h).fill(0xffffff);
this.field.container.visible = this.asset !== null;
if (!this.asset) return;
const build = particleLibrary.buildFor(this.asset);
const rows = build.compiled?.params ?? [];
const props = previewProps(rows);
const params = rows.map((row) => Number(props[row.key] ?? row.default));
// The source sits in the middle of the strip; a fountain then has room above and below it.
const m = translation(this.w / 2, this.h / 2);
this.field.sync(build.compiled, props, params, m, Texture.WHITE, this.clock());
}
/** Holding at second t means handing the field a clock that reads exactly t since it started. */
private clock(): number {
const now = particleLibrary.now();
if (this.held === null) return now;
return now - this.field.elapsed(now) + this.held;
}
override destroy(): void {
this.field.destroy();
super.destroy();
}
}
/** A source as the asset alone describes it: the type's defaults, the graph's parameters at theirs. */
function previewProps(params: readonly { key: string; default: number }[]): PropertyBag {
const props = defaultsFor('particles');
for (const row of params) props[row.key] = row.default;
return props;
}
+107
View File
@@ -0,0 +1,107 @@
import type { Asset, ParticlesAsset } from '../../core/model/Asset';
import { LIFETIME_KEY } from '../../core/properties/particles';
import { defaultsFor } from '../../core/properties/PropertySchema';
import { particleLibrary } from '../../viewport/ParticleLibrary';
import { Button, clamp, HStack, Label, Slider, Spacer, Splitter, Theme } from '../../ui';
import { AssetTabEditor } from '../AssetTabEditor';
import { GraphCanvas } from '../graph/GraphCanvas';
import { SnapToggle } from '../graph/SnapToggle';
import type { EditorState } from '../state';
import { ParticlePreview } from './ParticlePreview';
/** Room kept for "N parameters", or for the reason the graph does not compile. */
const INFO_WIDTH = 220;
/** How far the time slider reaches: three lifetimes, so a particle's whole arc fits with room after. */
const SPAN_LIFETIMES = 3;
const MIN_SPAN = 2;
/** The strip can be dragged shut to its bar and open to half a tall window. */
const MIN_PREVIEW = 60;
const MAX_PREVIEW = 500;
/**
* The nodes of one particle asset, above a strip that actually emits them. A formula graph cannot be
* read as a picture, so the tab shows one – and because every particle is a function of its age, the
* slider can jump to any second exactly, without simulating the way there.
*/
export class ParticlesEditor extends AssetTabEditor<ParticlesAsset, GraphCanvas> {
readonly preview = new ParticlePreview();
private readonly snap = new SnapToggle(() => this.canvas);
private readonly slider = new Slider(0, 0, MIN_SPAN, 140);
private readonly holdButton = new Button('Hold', { onClick: () => this.toggleHold() });
private readonly timeLabel = new Label('0.00 s', { style: 'small' });
readonly splitter = new Splitter('y');
private span = MIN_SPAN;
private previewHeight = 180;
constructor(state: EditorState) {
super(state, { noun: 'Particles', infoWidth: INFO_WIDTH });
this.slider.onChange = (value) => {
this.preview.hold(value);
this.syncTime();
};
this.mount(new GraphCanvas(state, 'particles'), this.snap.widgets);
// The clock belongs to the strip, not to the asset, so its controls sit above the strip: the
// header is already carrying the picker, Snap, Fit and the readout.
const bar = new HStack({ gap: Theme.gap, padding: Theme.padding, align: 'center' });
bar.minHeight = Theme.controlHeight + Theme.padding * 2;
bar.add(new Label('Preview', { style: 'muted' }));
bar.add(this.holdButton);
bar.add(this.slider);
bar.add(this.timeLabel);
bar.add(new Button('Restart', { onClick: () => this.preview.restart() }));
bar.add(new Spacer(), 1);
// Draggable like the console: how much of the tab is graph and how much is picture is a matter
// of what is being worked on, and on a short window a fixed strip eats the canvas.
this.splitter.onDrag = (delta) => {
this.previewHeight = clamp(this.previewHeight - delta, MIN_PREVIEW, MAX_PREVIEW);
this.preview.minHeight = this.previewHeight;
this.relayout();
};
this.add(this.splitter);
this.add(bar);
this.preview.minHeight = this.previewHeight;
this.add(this.preview);
state.on('mode', () => this.refresh());
}
/** Called every frame while the tab is showing: the strip is a moving picture. */
tick(): void {
this.preview.invalidate();
if (!this.preview.holding) this.syncTime();
}
private toggleHold(): void {
this.preview.hold(this.preview.holding ? null : this.preview.time);
this.holdButton.setText(this.preview.holding ? 'Run' : 'Hold');
this.syncTime();
}
private syncTime(): void {
const time = this.preview.time;
this.timeLabel.setText(`${time.toFixed(2)} s`);
if (!this.preview.holding) this.slider.setValue(time % this.span);
}
protected override selectedId(): string {
return this.state.selectedParticlesId ?? '';
}
protected override isMine(asset: Asset): asset is ParticlesAsset {
return asset.type === 'particles';
}
protected override infoText(asset: ParticlesAsset): string {
const build = particleLibrary.buildFor(asset);
if (!build.compiled) return build.reason;
const count = build.compiled.params.length;
return `${count} ${count === 1 ? 'parameter' : 'parameters'}`;
}
protected override syncExtras(asset: ParticlesAsset | null): void {
this.snap.setEnabled(Boolean(asset));
this.preview.show(asset);
const lifetime = Number(defaultsFor('particles')[LIFETIME_KEY] ?? 1);
this.span = Math.max(MIN_SPAN, lifetime * SPAN_LIFETIMES);
this.slider.setRange(0, this.span);
}
}
+6 -1
View File
@@ -376,7 +376,12 @@ export class EditorState {
return this.selectedGraphId('shader');
}
private selectedGraphId(type: 'behavior' | 'statemachine' | 'shader'): string | null {
/** The particle asset the selection refers to: the asset, a placed source, or one of its nodes. */
get selectedParticlesId(): string | null {
return this.selectedGraphId('particles');
}
private selectedGraphId(type: 'behavior' | 'statemachine' | 'shader' | 'particles'): string | null {
const s = this.selection;
if (!s) return null;
if (s.kind === 'frame') return null;
+92 -3
View File
@@ -1,4 +1,12 @@
import { Container, type FederatedPointerEvent, Graphics, type Mesh, Text, TextStyle } from 'pixi.js';
import {
Container,
type FederatedPointerEvent,
Graphics,
type Mesh,
Text,
Texture,
TextStyle,
} from 'pixi.js';
import { isSymbolType } from '../../core/model/AssetTypes';
import { type Extent, scaleOf } from '../../core/model/matrix';
import { sortByZ, type Vec2, textOf } from '../../core/model/Properties';
@@ -8,6 +16,10 @@ import type { EditorState } from '../state';
import { type Size, Theme, Widget } from '../../ui';
import { fontLibrary } from '../../viewport/FontLibrary';
import type { DrawItem } from '../../viewport/items';
import { hashId } from '../../core/particles/nodes';
import { ParticleField } from '../../viewport/particles';
import { particleLibrary } from '../../viewport/ParticleLibrary';
import { SHEET_EDGE } from '../../core/shader/nodes';
import { shaderLibrary } from '../../viewport/ShaderLibrary';
import { type ShaderSource, wornShader } from '../../viewport/shaders';
import {
@@ -39,6 +51,8 @@ export abstract class WorldViewport extends Widget {
private readonly texts = new Map<string, Text>();
/** Pictures of sprite items: siblings as well, each right under its node. */
private readonly sprites = new Map<string, Mesh>();
/** The drawn particles of each source, one container – and one draw call – per source. */
private readonly fields = new Map<string, ParticleField>();
private visibleCount = 0;
private animated = false;
protected lastItems: DrawItem[] = [];
@@ -99,6 +113,40 @@ export abstract class WorldViewport extends Widget {
return { rendering: this.currentView() !== null, visibleItems: this.visibleCount };
}
/**
* The particles of one source as drawn, in world units, oldest first – what a check reads instead
* of guessing from pixels. `limit` keeps a stream of 500 from becoming 500 lines of JSON.
*/
particleInfo(
objectId: string,
limit = 8,
): {
count: number;
drawn: { x: number; y: number; scaleX: number; alpha: number; tint: number }[];
} | null {
const field = this.fields.get(objectId);
if (!field || !field.container.visible) return null;
return {
count: field.count,
drawn: field.container.particleChildren.slice(0, limit).map((p) => ({
x: Math.round(p.x * 100) / 100,
y: Math.round(p.y * 100) / 100,
scaleX: Math.round(p.scaleX * 1000) / 1000,
alpha: Math.round(p.alpha * 1000) / 1000,
tint: p.tint,
})),
};
}
/**
* Starts every source's clock over at `now`. With particle time frozen this is what makes a
* measurement exact: freeze, restart, move the clock to the second wanted, read.
*/
restartParticles(now: number): void {
for (const field of this.fields.values()) field.restart(now);
this.redraw();
}
/** True after a redraw that drew a sprite wearing a Time shader: the picture moves by itself. */
get animates(): boolean {
return this.animated;
@@ -179,8 +227,9 @@ export abstract class WorldViewport extends Widget {
const size = footprintOf(item.type, item.props);
const extent = footprintExtent(item.type, item.props, item.m);
// A switched-off object is not drawn at all, in the scene view as in the game; it is
// selected and switched back on from the hierarchy panel.
const onScreen = item.enabled && rectsIntersect(extent, bounds);
// selected and switched back on from the hierarchy panel. A source is never culled by its
// own little square: its particles may be anywhere on screen while it is not.
const onScreen = item.enabled && (item.type === 'particles' || rectsIntersect(extent, bounds));
let node = this.nodes.get(item.id);
if (!node) {
node = new Graphics();
@@ -195,6 +244,7 @@ export abstract class WorldViewport extends Widget {
this.syncDecorations(item, onScreen, view.scale, extent);
this.syncText(item, onScreen, view.scale);
this.syncSprite(item, onScreen, size, shaders);
this.syncParticles(item, onScreen);
if (!onScreen) continue;
this.visibleCount++;
drawItem(node, item, size, view.scale * scaleOf(placementOf(item.type, item.m)));
@@ -207,6 +257,8 @@ export abstract class WorldViewport extends Widget {
const sprite = this.sprites.get(id);
if (sprite) disposeSpriteMesh(sprite);
this.sprites.delete(id);
this.fields.get(id)?.destroy();
this.fields.delete(id);
node.destroy();
this.nodes.delete(id);
this.disposeDecorations(id);
@@ -230,9 +282,46 @@ export abstract class WorldViewport extends Widget {
if (node) this.objects.addChild(node);
const text = this.texts.get(item.id);
if (text) this.objects.addChild(text);
const field = this.fields.get(item.id);
if (field) this.objects.addChild(field.container);
}
}
/**
* The particles of one source. Their positions are world units, like everything else under
* `objects`, so the container itself carries no transform: the source's own goes into each
* particle, which is what lets one stay where it was born while its source flies on.
*/
private syncParticles(item: DrawItem, onScreen: boolean): void {
let field = this.fields.get(item.id);
if (item.type !== 'particles' || !item.particles || !onScreen) {
if (field) field.container.visible = false;
return;
}
if (!field) {
field = new ParticleField();
this.fields.set(item.id, field);
this.objects.addChild(field.container);
}
field.container.visible = true;
// A source is a moving picture by definition, so the view keeps redrawing while one is on screen.
this.animated = true;
const build = particleLibrary.buildFor(item.particles);
const compiled = build.compiled;
const params = compiled ? compiled.params.map((row) => Number(item.props[row.key] ?? row.default)) : [];
const texture = item.texture ? textureLibrary.get(item.texture, SHEET_EDGE) : null;
field.sync(
compiled,
item.props,
params,
item.m,
texture ?? Texture.WHITE,
particleLibrary.now(),
item.emits,
hashId(item.id),
);
}
private syncSprite(item: DrawItem, onScreen: boolean, size: Size, shaders: ShaderSource): void {
let sprite = this.sprites.get(item.id);
if (item.type !== 'sprite' || !onScreen) {
+2
View File
@@ -23,6 +23,8 @@ export interface Entity {
parent: Entity | null;
/** The animation a sprite wears and how far it is; kept out of `props`, which the world writes back. */
animation?: AnimationClock;
/** How often an `Emit` node has restarted this particle source; out of `props` for the same reason. */
emits?: number;
}
export interface AnimationClock {
+1
View File
@@ -56,6 +56,7 @@ export const Theme = {
categoryAction: 0x2f6fd6,
categoryState: 0x8e5ad6,
categoryShader: 0x1f8f8f,
categoryParticles: 0xc26a1f,
portExec: 0xffffff,
portNumber: 0x6fcf97,
portBoolean: 0xe57373,
+1
View File
@@ -10,6 +10,7 @@ export { Button, type ButtonOptions } from './widgets/Button';
export { Dropdown } from './widgets/Dropdown';
export { Checkbox } from './widgets/Checkbox';
export { Panel } from './widgets/Panel';
export { Slider } from './widgets/Slider';
export { Splitter } from './widgets/Splitter';
export { ScrollContainer } from './widgets/ScrollContainer';
export { type DropSpot, ListView, type ListItem, type PickModifiers } from './widgets/ListView';
+84
View File
@@ -0,0 +1,84 @@
import { type FederatedPointerEvent, Graphics } from 'pixi.js';
import { clamp, centreY } from '../math';
import { Theme } from '../Theme';
import { Widget } from '../Widget';
const TRACK_HEIGHT = 4;
const KNOB_RADIUS = 6;
/** A value picked by dragging along a track. Reports every step of the drag, not just the end. */
export class Slider extends Widget {
private readonly bar = new Graphics();
private dragging = false;
onChange?: (value: number) => void;
constructor(
private value = 0,
private min = 0,
private max = 1,
width = 160,
) {
super();
this.focusable = true;
this.cursor = Theme.hoverCursor;
this.minWidth = width;
this.minHeight = Theme.controlHeight;
this.addChild(this.bar);
this.trackHover();
this.on('pointerdown', (e: FederatedPointerEvent) => {
this.dragging = true;
this.pick(e);
e.stopPropagation();
});
this.on('globalpointermove', (e: FederatedPointerEvent) => {
if (this.dragging) this.pick(e);
});
this.onPointerRelease(() => {
this.dragging = false;
this.invalidate();
});
}
/** Does not fire `onChange`, unlike a drag. */
setValue(value: number): void {
const next = clamp(value, this.min, this.max);
if (next === this.value) return;
this.value = next;
this.invalidate();
}
setRange(min: number, max: number): void {
this.min = min;
this.max = max > min ? max : min + 1;
this.setValue(this.value);
this.invalidate();
}
get currentValue(): number {
return this.value;
}
private pick(e: FederatedPointerEvent): void {
const span = Math.max(1, this.w - KNOB_RADIUS * 2);
const at = clamp((e.global.x - this.getGlobalPosition().x - KNOB_RADIUS) / span, 0, 1);
const next = this.min + at * (this.max - this.min);
if (next === this.value) return;
this.value = next;
this.invalidate();
this.onChange?.(next);
}
override redraw(): void {
const c = Theme.colors;
const y = centreY(this.h, TRACK_HEIGHT);
const span = Math.max(1, this.w - KNOB_RADIUS * 2);
const at = KNOB_RADIUS + ((this.value - this.min) / (this.max - this.min)) * span;
this.bar.clear();
this.bar.rect(KNOB_RADIUS, y, span, TRACK_HEIGHT).fill(c.control);
this.bar.rect(KNOB_RADIUS, y, at - KNOB_RADIUS, TRACK_HEIGHT).fill(c.accent);
this.bar
.circle(at, this.h / 2, KNOB_RADIUS)
.fill(this.hovered || this.dragging ? c.controlHover : c.control)
.stroke({ width: 1, color: this.focused ? c.accent : c.border });
}
}
+40
View File
@@ -0,0 +1,40 @@
import type { ParticlesAsset } from '../core/model/Asset';
import { compileParticles, type ParticlesBuild, particlesFingerprint } from '../core/particles/compile';
/**
* Compiled particle graphs, one per asset, recompiled when the graph's content changes – the same
* contract the `ShaderLibrary` keeps, with a clock of its own so a test can hold particle time
* still without freezing the shaders too.
*/
export class ParticleLibrary {
private readonly builds = new Map<string, { fingerprint: string; build: ParticlesBuild }>();
/** How often a graph went through the compiler – what the checks read to prove a move did not. */
compiles = 0;
private readonly started = performance.now();
private frozenAt: number | null = null;
/** Seconds since the library came up – the clock every source's age is measured on. */
now(): number {
return this.frozenAt ?? (performance.now() - this.started) / 1000;
}
freezeTime(at: number | null): void {
this.frozenAt = at;
}
get frozen(): number | null {
return this.frozenAt;
}
buildFor(asset: ParticlesAsset): ParticlesBuild {
const fingerprint = particlesFingerprint(asset.graph);
const cached = this.builds.get(asset.id);
if (cached && cached.fingerprint === fingerprint) return cached.build;
this.compiles += 1;
const build = compileParticles(asset.graph);
this.builds.set(asset.id, { fingerprint, build });
return build;
}
}
export const particleLibrary = new ParticleLibrary();
+18 -3
View File
@@ -4,7 +4,8 @@ import { treeOrder } from '../core/model/hierarchy';
import { resolvedHolder } from '../core/model/instance';
import type { Mat } from '../core/model/matrix';
import type { PropertyBag } from '../core/model/Properties';
import { findAsset, type ObjectHolder, type Project } from '../core/model/Project';
import type { ParticlesAsset } from '../core/model/Asset';
import { findAsset, findAssetOf, type ObjectHolder, type Project } from '../core/model/Project';
import { fontFileOf } from '../core/model/font';
import { resolveTexture, type TextureRef } from '../core/model/texture';
import { enabledAlongChain } from '../core/properties/enabled';
@@ -34,6 +35,10 @@ export interface DrawItem {
texture: TextureRef | null;
/** The typeface file a text wears, resolved here for the same reason; `''` is the default one. */
font: string;
/** The asset a particle source emits from, for the same reason again: it carries the graph. */
particles: ParticlesAsset | null;
/** How often an `Emit` node has restarted this source; a change is what makes it start over. */
emits: number;
}
interface DrawList {
@@ -41,6 +46,12 @@ interface DrawList {
background: number;
}
/** Both kinds of object that name a picture in `texture`: the sprite that wears it and the source
* that throws it. */
function wearsPicture(type: AssetType): boolean {
return type === 'sprite' || type === 'particles';
}
/**
* A scene or a container template, in tree order – the tie-break for equal `z` – at the editor
* positions, with the content of placed containers resolved in. A container has no background of
@@ -70,8 +81,10 @@ export function collectHolderItems(
props,
parentId: object.parentId,
enabled: true,
texture: asset.type === 'sprite' ? resolveTexture(project, props) : null,
texture: wearsPicture(asset.type) ? resolveTexture(project, props) : null,
font: asset.type === 'text' ? fontFileOf(project, fontOf(props)) : '',
particles: asset.type === 'particles' ? asset : null,
emits: 0,
});
}
const byId = new Map(items.map((i) => [i.id, i]));
@@ -104,8 +117,10 @@ export function collectWorldItems(world: World): DrawList {
parentId: e.parent?.objectId ?? '',
enabled: true,
// Resolved per frame on purpose: a `Properties` node may swap `texture`, an animation runs.
texture: e.type === 'sprite' ? resolveTexture(world.project, e.props, animationTime(e)) : null,
texture: wearsPicture(e.type) ? resolveTexture(world.project, e.props, animationTime(e)) : null,
font: e.type === 'text' ? fontFileOf(world.project, fontOf(e.props)) : '',
particles: e.type === 'particles' ? (findAssetOf(world.project, e.assetId, 'particles') ?? null) : null,
emits: e.emits ?? 0,
}));
return { items, background: world.backgroundColor };
}
+179
View File
@@ -0,0 +1,179 @@
import { Particle, ParticleContainer, type Texture } from 'pixi.js';
import { type CompiledParticles, emptyParticleOut, type ParticleOut } from '../core/particles/compile';
import { birthTime, type EmitterSettings, liveRange } from '../core/particles/emission';
import type { ParticleEnv } from '../core/particles/nodes';
import { type Mat, scaleOf } from '../core/model/matrix';
import { booleanOf, type PropertyBag } from '../core/model/Properties';
import {
BURST_COUNT_KEY,
emitModeOf,
EMITTING_KEY,
LIFETIME_KEY,
MAX_PARTICLES_KEY,
MOVE_WITH_SOURCE_KEY,
PARTICLE_COLOR_KEY,
PARTICLE_SIZE_KEY,
RATE_KEY,
} from '../core/properties/particles';
const DEG = Math.PI / 180;
export function emitterSettings(props: PropertyBag): EmitterSettings {
return {
mode: emitModeOf(props),
rate: numberOf(props[RATE_KEY], 20),
count: numberOf(props[BURST_COUNT_KEY], 20),
lifetime: numberOf(props[LIFETIME_KEY], 1),
max: Math.max(1, numberOf(props[MAX_PARTICLES_KEY], 500)),
};
}
function numberOf(value: unknown, fallback: number): number {
const n = Number(value);
return Number.isFinite(n) ? n : fallback;
}
/**
* One particle source as it is drawn: a Pixi `ParticleContainer`, which puts all of them in a single
* draw call, plus the little state a formula cannot hold – when emission started and, for particles
* left behind in the world, where their source stood when they were born.
*/
export class ParticleField {
readonly container = new ParticleContainer<Particle>({
dynamicProperties: { position: true, vertex: true, rotation: true, color: true, uvs: false },
});
private readonly out: ParticleOut = emptyParticleOut();
private readonly pool: Particle[] = [];
/** Seconds, on the library's clock, at which this source last started emitting. */
private startedAt: number | null = null;
/** How far it was still taking in new particles: frozen while `emitting` is off. */
private emittedUntil = 0;
/** The source's transform when each particle was born, kept per index modulo the capacity. */
private born: Mat[] = [];
private capacity = 0;
private highest = -1;
/** The Emit count last seen; a change is a request to start over. */
private emits = -1;
constructor() {
this.container.eventMode = 'none';
}
/** Seconds the source has been emitting; -1 before it ever started. */
elapsed(now: number): number {
return this.startedAt === null ? -1 : now - this.startedAt;
}
/** Starts the clock over: a burst goes out again, a continuous stream begins at particle 0. */
restart(now: number): void {
this.startedAt = now;
this.emittedUntil = 0;
this.reset();
}
private reset(): void {
this.highest = -1;
this.born = [];
this.capacity = 0;
}
/**
* Brings the drawn particles up to `now`. Everything about one particle comes out of `compiled`;
* the only thing read from a frame is how far the clock has moved.
*/
sync(
compiled: CompiledParticles | null,
props: PropertyBag,
params: readonly number[],
m: Mat,
texture: Texture,
now: number,
emits = 0,
/** Mixed into every particle's seed, so two sources of one asset do not scatter identically. */
salt = 0,
): void {
const emitting = booleanOf(props[EMITTING_KEY] ?? true);
if (this.emits !== emits) {
// Not on the first sight of a source: that would throw its first burst away again.
if (this.emits >= 0) this.restart(now);
this.emits = emits;
}
if (this.startedAt === null) this.startedAt = now;
const time = now - this.startedAt;
if (emitting) this.emittedUntil = time;
const settings = emitterSettings(props);
const range = compiled ? liveRange(settings, time, this.emittedUntil) : { from: 0, to: -1 };
const capacity = Math.max(1, Math.floor(settings.max));
if (capacity !== this.capacity) {
this.capacity = capacity;
this.born = [];
this.highest = -1;
}
// Stepping back in time (the tab's slider) leaves birth places that no longer belong to anyone.
if (range.to < this.highest) this.highest = range.from - 1;
for (let i = Math.max(this.highest + 1, range.from); i <= range.to; i++) this.born[i % capacity] = m;
this.highest = Math.max(this.highest, range.to);
const moves = booleanOf(props[MOVE_WITH_SOURCE_KEY] ?? false);
const size = Math.max(0.01, numberOf(props[PARTICLE_SIZE_KEY], 16));
const sourceColor = numberOf(props[PARTICLE_COLOR_KEY], 0xffffff);
const baseW = texture.width || 1;
const baseH = texture.height || 1;
const env: ParticleEnv = {
age: 0,
ageSeconds: 0,
time,
index: 0,
seed: 0,
color: sourceColor,
params,
};
// The shader samples the container's own texture, not each particle's, so it has to be set here.
this.container.texture = texture;
const particles = this.container.particleChildren;
particles.length = 0;
if (compiled)
for (let index = range.from; index <= range.to; index++) {
const ageSeconds = time - birthTime(settings, index);
env.index = index;
env.seed = index ^ salt;
env.ageSeconds = ageSeconds;
env.age = settings.lifetime > 0 ? ageSeconds / settings.lifetime : 0;
compiled.evaluate(env, this.out);
const place = moves ? m : (this.born[index % capacity] ?? m);
const p = this.take(particles.length, texture);
p.texture = texture;
p.x = place.a * this.out.x + place.c * this.out.y + place.tx;
p.y = place.b * this.out.x + place.d * this.out.y + place.ty;
const scale = scaleOf(place);
p.scaleX = (size * this.out.scaleX * scale) / baseW;
p.scaleY = (size * this.out.scaleY * scale) / baseH;
p.rotation = this.out.rotation * DEG + Math.atan2(place.b, place.a);
p.tint = this.out.color;
p.alpha = this.out.alpha;
particles.push(p);
}
this.container.update();
}
/** Particles are reused rather than rebuilt: a stream of 500 would otherwise allocate 500 a frame. */
private take(slot: number, texture: Texture): Particle {
let p = this.pool[slot];
if (!p) {
p = new Particle({ texture, anchorX: 0.5, anchorY: 0.5 });
this.pool[slot] = p;
}
return p;
}
/** How many are drawn right now – what the checks read. */
get count(): number {
return this.container.particleChildren.length;
}
destroy(): void {
this.container.destroy();
}
}
+3
View File
@@ -84,6 +84,9 @@ export function drawItem(
node.clear();
node.hitArea = null;
switch (item.type) {
// A source draws nothing of its own – what is seen of it are its particles. It still owns the
// square around its position, so it can be clicked and dragged like anything else.
case 'particles':
case 'sprite':
node.hitArea = new Rectangle(-size.w / 2, -size.h / 2, size.w, size.h);
return;