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') {