renderAgents.pointWorld

Round motes with no heading, drawn in one tint with a live softness.

renderAgents.pointWorld(
  layout: PointWorldSplatLayout & Parameters<typeof resolve.tint>[0],
  cfg: Omit<PointWorldSplatConfig, 'name'> & {names: {splat: string; resolve: string}},
): RenderAgentsPipelines

Import sim from shaders/std and use sim.agents.renderAgents.pointWorld.

Where each mote is placed, how bright it is and how big it is come from pointSlot parts.

Parameters

NameTypeNotes
layoutPointWorldSplatLayout & Parameters<typeof resolve.tint>[0]
cfgOmit<PointWorldSplatConfig, 'name'> & {names: {splat: string; resolve: string}}

Example

renderAgents.pointWorld(simLayout, {shape, res: 1024, place: pointSlot.orbitalPlace(simLayout, {radius: 0.035, rate: 1.4}), brightness: pointSlot.twinkleBrightness(simLayout, {freq: 2}), bodyRadius: pointSlot.presenceRadius(simLayout), names: {splat: 'motesSplat', resolve: 'motesResolve'}})

See also

  • renderAgents.orientedWorld — Agents with a heading, drawn as a shape pointing the way they move (or the way they are turned), colored from a rest color to an excited color.
  • pointSlot — The three parts a round mote is drawn with: where it sits (orbitalPlace), how bright it is (twinkleBrightness) and how big it is (presenceRadius).

Used by

FloatingParticles