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
| Name | Type | Notes |
|---|---|---|
layout | PointWorldSplatLayout & Parameters<typeof resolve.tint>[0] | |
cfg | Omit<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).