A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
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.
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@@ -0,0 +1,165 @@
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import { edgesInto, findNode, type Graph, type GraphNode } from '../graph/Graph';
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import { nodeDef, type PortDef } from '../graph/NodeRegistry';
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import type { FlatDef } from '../properties/PropertySchema';
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import {
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isParticlePropertyNode,
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isValidParticlePropertyName,
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particleParamDefs,
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propertyNameOf,
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} from '../properties/particles';
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import {
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isParticleNodeDef,
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PARTICLE_OUTPUT,
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PARTICLE_OUTPUTS,
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PARTICLE_TIME,
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type ParticleEnv,
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type ParticleExpr,
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type ParticleOutputKey,
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} from './nodes';
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/** What one particle is drawn with, everything relative to its source. */
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export type ParticleOut = Record<ParticleOutputKey, number>;
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export interface CompiledParticles {
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/** The rows the graph adds to every source placed from this asset, in node order. */
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params: FlatDef<'number'>[];
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/** A Time node reaches the Output: the whole field moves, not just the particles in it. */
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time: boolean;
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/** Fills `out` with the seven values for this particle. */
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evaluate(env: ParticleEnv, out: ParticleOut): void;
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}
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export interface ParticlesBuild {
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/** Null while the graph has a problem – the source then emits nothing. */
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compiled: CompiledParticles | null;
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/** Per node id, what keeps the graph from compiling. */
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problems: Record<string, string>;
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/** One line for the tab: empty once compiled. */
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reason: string;
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}
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/**
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* What the motion depends on and nothing else: node ids, types, params and declared ports, and
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* which port feeds which. Positions and folding are the editor's, so a moved node does not compile
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* again – the same rule the shader fingerprint follows (#65).
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*/
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export function particlesFingerprint(graph: Graph): string {
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return JSON.stringify({
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nodes: graph.nodes.map((n) => [n.id, n.type, n.params, n.ports ?? null]),
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edges: graph.edges.map((e) => [e.from.node, e.from.port, e.to.node, e.to.port]),
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});
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}
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/**
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* A particle graph to one function per output: every node reachable from the Output becomes one
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* local per output, in dependency order, so a node feeding two others is evaluated once per
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* particle. There is no interpreter and no eval – the compiler composes closures.
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*/
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export function compileParticles(graph: Graph): ParticlesBuild {
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const problems: Record<string, string> = {};
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const problem = (node: GraphNode, text: string) => {
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if (!(node.id in problems)) problems[node.id] = text;
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};
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const names = new Set<string>();
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for (const node of graph.nodes) {
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if (!isParticlePropertyNode(node)) continue;
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const name = propertyNameOf(node);
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if (!isValidParticlePropertyName(name))
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problem(node, 'Name must be one word: letters, digits, _ – and not one of the source’s own rows');
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else if (names.has(name)) problem(node, `Another property is named "${name}"`);
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names.add(name);
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}
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const params = particleParamDefs(graph);
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const paramIndex = (name: string) => params.findIndex((row) => row.key === name);
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const ops: ParticleExpr[] = [];
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const emitted = new Map<string, Record<string, ParticleExpr>>();
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const visiting = new Set<string>();
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const emitNode = (node: GraphNode): Record<string, ParticleExpr> | null => {
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const done = emitted.get(node.id);
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if (done) return done;
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if (visiting.has(node.id)) {
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problem(node, 'Feeds itself');
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return null;
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}
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const def = nodeDef(node.type);
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if (!def || !isParticleNodeDef(def)) {
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problem(node, 'Not a particle node');
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return null;
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}
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visiting.add(node.id);
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const inputs: Record<string, ParticleExpr> = {};
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let complete = true;
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for (const port of def.inputs) {
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const expr = input(node, port);
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if (expr) inputs[port.key] = expr;
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else complete = false;
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}
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visiting.delete(node.id);
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if (!complete) return null;
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const outputs: Record<string, ParticleExpr> = {};
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for (const [key, expr] of Object.entries(
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def.emit(inputs, node.params, { nodeId: node.id, paramIndex }),
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)) {
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const slot = ops.length;
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ops.push(expr);
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outputs[key] = (_env, locals) => locals[slot]!;
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}
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emitted.set(node.id, outputs);
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return outputs;
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};
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/** What feeds an input: the edge's source, the typed-in value, or what the node says (`unfed`). */
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const input = (node: GraphNode, port: PortDef): ParticleExpr | null => {
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const edge = edgesInto(graph, node.id, port.key)[0];
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if (edge) {
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const source = findNode(graph, edge.from.node);
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const outputs = source && emitNode(source);
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return outputs?.[edge.from.port] ?? null;
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}
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if (port.field) {
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const typed = Number(node.params[port.key] ?? port.default ?? 0);
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const value = Number.isFinite(typed) ? typed : 0;
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return () => value;
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}
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const def = nodeDef(node.type);
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const unfed = def && isParticleNodeDef(def) ? def.unfed?.[port.key] : undefined;
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return unfed ?? (() => 0);
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};
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const output = graph.nodes.find((n) => n.type === PARTICLE_OUTPUT);
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if (!output) return { compiled: null, problems, reason: 'No Output node' };
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const outputDef = nodeDef(PARTICLE_OUTPUT)!;
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const reads: ParticleExpr[] = [];
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for (const key of PARTICLE_OUTPUTS) {
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const port = outputDef.inputs.find((p) => p.key === key)!;
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const expr = input(output, port);
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if (!expr) break;
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reads.push(expr);
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}
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const first = graph.nodes.find((n) => n.id in problems);
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if (first || reads.length !== PARTICLE_OUTPUTS.length)
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return { compiled: null, problems, reason: first ? problems[first.id]! : 'Cannot compile' };
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const locals = new Float64Array(ops.length);
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const time = graph.nodes.some((n) => n.type === PARTICLE_TIME && emitted.has(n.id));
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const compiled: CompiledParticles = {
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params,
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time,
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evaluate(env, out) {
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// In dependency order, so every local a later op reads is already filled.
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for (let i = 0; i < ops.length; i++) locals[i] = ops[i]!(env, locals);
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for (let i = 0; i < PARTICLE_OUTPUTS.length; i++) out[PARTICLE_OUTPUTS[i]!] = reads[i]!(env, locals);
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},
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};
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return { compiled, problems, reason: '' };
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}
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/** A particle whose graph says nothing: at the source, full size, the source's own colour. */
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export function emptyParticleOut(): ParticleOut {
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return { x: 0, y: 0, scaleX: 1, scaleY: 1, rotation: 0, color: 0xffffff, alpha: 1 };
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}
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@@ -0,0 +1,58 @@
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import type { EmitMode } from '../properties/particles';
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/** What the source's own rows say about how many particles there are and for how long. */
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export interface EmitterSettings {
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mode: EmitMode;
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/** Continuous: particles per second. */
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rate: number;
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/** Burst: how many go out at once. */
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count: number;
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/** Seconds one particle lives. */
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lifetime: number;
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/** The most that may be alive at once; the oldest are the ones dropped. */
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max: number;
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}
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/** Which particles are alive, as a range of indices – `to < from` is none. Both ends inclusive. */
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export interface LiveRange {
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from: number;
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to: number;
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}
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export const NO_PARTICLES: LiveRange = { from: 0, to: -1 };
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/**
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* When particle `index` was born, in seconds since the source started. A continuous source emits on
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* a fixed grid – particle n is born at n/rate – which is what makes the whole field a function of
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* time rather than of how many frames have gone by. A burst is every particle at once.
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*/
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export function birthTime(settings: EmitterSettings, index: number): number {
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if (settings.mode === 'burst') return 0;
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return settings.rate > 0 ? index / settings.rate : 0;
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}
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/**
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* The particles alive at `time`. `emitUntil` is how far the source was still emitting: switched off,
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* it stops taking in new ones while the ones in flight live out their lives.
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*/
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export function liveRange(settings: EmitterSettings, time: number, emitUntil = time): LiveRange {
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const { lifetime, max } = settings;
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if (lifetime <= 0 || max < 1 || time < 0) return NO_PARTICLES;
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if (settings.mode === 'burst') {
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const count = Math.min(Math.floor(settings.count), Math.floor(max));
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if (count < 1 || time >= lifetime || emitUntil < 0) return NO_PARTICLES;
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return { from: 0, to: count - 1 };
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}
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const rate = settings.rate;
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if (rate <= 0) return NO_PARTICLES;
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const newest = Math.floor(Math.min(time, emitUntil) * rate);
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if (newest < 0) return NO_PARTICLES;
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// Born no earlier than one lifetime ago: `n/rate > time - lifetime`.
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const oldest = Math.max(0, Math.floor((time - lifetime) * rate) + 1);
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if (oldest > newest) return NO_PARTICLES;
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return { from: Math.max(oldest, newest - Math.floor(max) + 1), to: newest };
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}
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export function liveCount(range: LiveRange): number {
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return Math.max(0, range.to - range.from + 1);
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}
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@@ -0,0 +1,523 @@
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import type { NodeDef, PortDef } from '../graph/NodeRegistry';
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import { type PropertyBag, textOf } from '../model/Properties';
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import { flatDef } from '../properties/PropertySchema';
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import {
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PARTICLE_PROPERTY,
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PROPERTY_DEFAULT_PARAM,
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PROPERTY_MAX_PARAM,
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PROPERTY_MIN_PARAM,
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PROPERTY_NAME_PARAM,
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propertyNameOf,
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} from '../properties/particles';
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/** What one particle is, at one moment: everything a graph may read about it. */
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export interface ParticleEnv {
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/** 0 at birth, 1 at the end of its lifetime. */
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age: number;
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/** The same, in seconds – what the formulas of a fall are written in. */
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ageSeconds: number;
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/** Seconds since the source started emitting; the same for every particle alive. */
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time: number;
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/** Which particle this is, counting up from the first the source ever emitted. */
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index: number;
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/** Fixed for the particle's whole life: what makes two of them differ. */
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seed: number;
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/** The source's own Color row, which is what an unconnected colour output reads. */
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color: number;
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/** The values of the graph's Property nodes, in the order the compiler declared them. */
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params: readonly number[];
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}
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/**
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* One output of one node, as a function of the particle. `locals` holds the outputs already
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* computed this evaluation, so a node feeding two others is evaluated once (see `compile.ts`).
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*/
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export type ParticleExpr = (env: ParticleEnv, locals: Float64Array) => number;
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/** What a node may need beyond its inputs: which node it is, and where its parameter's value lands. */
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export interface ParticleEmitContext {
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nodeId: string;
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/** The slot in `env.params` this graph's parameter of that name was given. */
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paramIndex(name: string): number;
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}
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/**
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* A node of a particle graph. It never runs as a behavior does: `emit` builds the function each of
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* its outputs is. Every value is a number – a colour is a packed 0xRRGGBB one, as everywhere else
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* in the project.
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*/
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export interface ParticleNodeDef extends NodeDef {
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category: 'particles';
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emit(
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inputs: Record<string, ParticleExpr>,
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params: PropertyBag,
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ctx: ParticleEmitContext,
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): Record<string, ParticleExpr>;
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/** What an input with nothing to type on reads while unconnected; without it, zero. */
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unfed?: Record<string, ParticleExpr>;
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}
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export function isParticleNodeDef(def: NodeDef): def is ParticleNodeDef {
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return def.category === 'particles' && 'emit' in def;
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}
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export const PARTICLE_OUTPUT = 'ParticleOutput';
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export const PARTICLE_RANDOM = 'ParticleRandom';
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export const PARTICLE_TIME = 'ParticleTime';
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/** The seven things a particle is drawn with – every output of the Output node. */
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export const PARTICLE_OUTPUTS = ['x', 'y', 'scaleX', 'scaleY', 'rotation', 'color', 'alpha'] as const;
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export type ParticleOutputKey = (typeof PARTICLE_OUTPUTS)[number];
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const DEG = Math.PI / 180;
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const NUMBER_STEP = 0.1;
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/**
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* A particle's own random number, 0..1: fixed for its whole life, and different per node, so the
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* direction and the speed of one particle are not the same draw. Mixing `salt` in is what separates
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* the nodes; the node's id is hashed into it, so an edit elsewhere in the graph does not reshuffle it.
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*/
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export function random01(seed: number, salt: number): number {
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let h = (seed ^ salt) >>> 0;
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h = Math.imul(h ^ (h >>> 16), 0x45d9f3b) >>> 0;
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h = Math.imul(h ^ (h >>> 16), 0x45d9f3b) >>> 0;
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h = (h ^ (h >>> 16)) >>> 0;
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return h / 0x100000000;
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}
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|
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export function hashId(id: string): number {
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let h = 0x811c9dc5;
|
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for (let i = 0; i < id.length; i++) h = Math.imul(h ^ id.charCodeAt(i), 0x01000193) >>> 0;
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return h >>> 0;
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}
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|
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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. */
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const numberIn = (key: string, value: number, step = NUMBER_STEP): PortDef => ({
|
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key,
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label: key,
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type: 'number',
|
||||
default: value,
|
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field: { key, label: key, kind: 'number', default: value, step },
|
||||
});
|
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|
||||
/** A number input carrying a colour: the field is a swatch, the value a packed 0xRRGGBB. */
|
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const colorIn = (key: string, value = 0xffffff): PortDef => ({
|
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key,
|
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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] ?? '');
|
||||
}
|
||||
Reference in new issue
Block a user