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@particlemonkey/runtime

v0.1.0

Published

ParticleMonkey runtime — load .pmx effect bundles and drive them procedurally in BabylonJS projects.

Readme

@particlemonkey/runtime

Load .pmx particle effect bundles and drive them procedurally in BabylonJS projects.

Install

npm install @particlemonkey/runtime

Peer dependencies

You must also have these installed in your project:

npm install @babylonjs/core jszip

Quick start

import { PM } from '@particlemonkey/runtime';

const pm = new PM({
  scene,                                    // BabylonJS Scene
  urls: '/assets/effects/fire.pmx',        // .pmx or .psx bundle URL(s)
  systems: {
    FireBurst: { cache: 4 },               // pre-allocate 4 concurrent instances
  },
});

await pm.load();

const fire = pm.getSystem('FireBurst');

// Spawn an instance at a world position
const instance = fire.spawnInstance({ position: { x: 0, y: 1, z: 0 } });

API overview

PM

The main entry point. Accepts one or more bundle URLs (or raw SystemDef[]) and a map of system names to pool options.

| Method | Description | |--------|-------------| | load() | Fetch bundles, resolve dependency graph, allocate GPU pool. Await before calling anything else. | | getSystem(name) | Returns a SystemHandle for the named system, or undefined if not found. | | dispose() | Stops all systems, revokes object URLs, and frees GPU resources. |

SystemHandle

Controls a particle system and its pool of pre-allocated instances.

| Method / Property | Description | |-------------------|-------------| | spawnInstance(opts?) | Acquire a pool instance and play it. Returns an ActiveInstance. | | getEmitter(name) | Returns an EmitterHandle for the named emitter track. | | getAnchor(id) | Returns an AnchorHandle for a named anchor node. | | getEffector(id) | Returns an EffectorHandle for a named effector. | | link(propPath) | Returns a LinkHandle for procedural control of a system-level property. | | on(type, handler) | Subscribe to particle lifecycle events. Returns an unsubscribe function. |

ActiveInstance

A single spawned copy of a system, acquired via spawnInstance().

| Method / Property | Description | |-------------------|-------------| | setPosition(x, y, z) | Move the instance in world space. | | getEmitter(name) | Returns an EmitterHandle scoped to this instance. | | link(propPath) | Returns a LinkHandle for procedural control on this instance. | | stop() | Stop and return this instance to the pool. | | isStopped | true once the instance has been stopped. |

LinkHandle<T>

Returned by .link(propPath) on any handle. Drive a property value each frame:

const xLink = fire.getEmitter('Flame').link('position.x');
xLink.value = Math.sin(time) * 2;

Set xLink.value = undefined to restore the bundled animation curve.

EmitterHandle / AnchorHandle / EffectorHandle

Each exposes a link(propPath) method and a showDebug toggle. See the source for the full list of linkable property paths per handle type.

Bundle formats

| Extension | Description | |-----------|-------------| | .pmx | Full effect bundle — systems, emitters, effectors, textures | | .psx | Scene bundle — multiple .pmx effects composed together |

Bundles are created with the ParticleMonkey editor.

License

MIT © Pryme8