fix #28: port retail's sky default-script playback (aurora) and the particle facing law

The aurora was never missing data — it was a missing mechanism plus a
misread. New decompile evidence closes the April-2026 contradiction:
retail plays the sky carriers' PES through the Setup's own DefaultScript
(GameSky::MakeObject @0x00506EE0 -> CPhysicsObj::makeObject @0x00513970
sets state|=0x80000; animate_static_object @0x00513DF0 ticks
ScriptManager + ParticleManager). The pes_id column stays dead — that
half of the April finding stands; the ids are byte-equal mirrors.

- SkyPesFrameController is now the production owner (ACDREAM_ENABLE_SKY_PES
  deleted): script ids resolve from the Setup DefaultScript
  (SkyObjectData.DefaultScriptId; the pes_id column is a one-time-logged
  cross-check), slots persist by (index, gfx id, properties) per
  CreateDeletePhysicsObjects @0x005073C0 — a day-group swap keeping the
  carrier no longer restarts its emitters — and stale slots stop before
  replacements claim the slot-derived owner id.
- RetailParticleFacing ports calc_draw_frame @0x0050DFA0: degrade mode 2
  faces the viewer roll-free (set_vector_heading) instead of the camera
  plane; modes 3/4/5 spin the authored frame around one local axis
  (rotate_around_axis_to_vector) — Dereth authors 54 mode-5 emitters that
  previously got no facing at all; 1,583 mode-2 emitters get the exact
  law; authored/mode-1 paths are unchanged.
- The 2026-08-23 'whole-sky tint' was the Rainy-group lightning/thunder
  PES playing at the debug anchor inside their 0.03-0.19 window, not the
  aurora: the aurora is nine faint viewer-facing glows pulsing on
  6.7/15/55-minute rebirth cycles, in every day group, all day.

Research: docs/research/2026-08-23-sky-default-script-port.md.
Register: AD-112 filed (camera-anchored synthetic owners vs sky-cell
physics objects). ISSUES #2 corrected (the playback ban is lifted by the
new evidence); #28 fix landed pending the connected night gate.
Tests: RetailParticleFacingTests (16), SkyPesFrameControllerTests (6);
hermetic suites App 6,076/0, Core 4,905/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 15:28:59 +02:00
parent 6f47740af0
commit 18fce7bb5a
13 changed files with 906 additions and 113 deletions

View file

@ -16095,7 +16095,7 @@ additional flash-shader work).
**Description:** Lightning/storm sky visuals still do not match retail. A 2026-04-28 named-retail recheck disproved the prior assumption that `SkyObject.PesObjectId` drives sky-render flash particles: `SkyDesc::GetSky` copies the field into `CelestialPosition.pes_id`, but `GameSky::CreateDeletePhysicsObjects`, `GameSky::MakeObject`, and `GameSky::UseTime` never read it.
**Root cause / status:** Open again. The sky-PES path is non-retail and must stay disabled for normal rendering. The remaining mismatch likely lives in the sky/weather mesh material path, the lightning/fog flash path, or another weather subsystem outside `GameSky`; do not reintroduce per-SkyObject PES playback without new decompile evidence.
**Root cause / status:** CORRECTED 2026-08-23 — the "must stay disabled" ban is lifted by new decompile evidence: retail DOES play the sky carriers' PES, via the Setup `DefaultScript``CPhysicsObj::makeObject` default-script path (never via the `pes_id` column, which remains dead — that half of the April finding stands). Sky default-script playback is production as of the C.1.5c port (`SkyPesFrameController`, research `2026-08-23-sky-default-script-port.md`). The lightning-flash carriers (`0x02000BA6``0x33000453`, windows 0.030.19 / 0.400.50 / 0.910.98 on Rainy groups) now fire through it; whether the flash PRESENTATION matches retail (sky-wide crossfade vs a sprite) still needs its own storm-window gate.
**Files:**
- `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — sky/weather mesh draw, material state, pre/post split
@ -16142,11 +16142,26 @@ additional flash-shader work).
## #28 — Aurora ("northern lights") effect not rendered
**Status:** OPEN
**Status:** FIX LANDED 2026-08-23 — awaiting the connected visual gate
**Severity:** LOW (aesthetic feature-parity)
**Filed:** 2026-04-26
**Component:** sky / vfx
**2026-08-23 resolution (the C.1.5c mechanism, found):** the sky PES ids ride
the carrier Setups' own `DefaultScript` (byte-equal to the dead `pes_id`
column) and retail plays them through the ordinary default-script machinery —
`GameSky::MakeObject @0x00506EE0``CPhysicsObj::makeObject @0x00513970`
(`state |= 0x80000`) → `CPhysicsObj::animate_static_object @0x00513DF0`. The
aurora carrier (`0x02000714` → PES `0x330007DB`) is present in ALL 20 day
groups around the clock; visibility is purely "faint additive glows over a
dark sky", pulsing on the emitters' 6.7/15/55-min rebirth cycles. The April
"colored wash" experiment was run inside a Rainy day group's lightning window
— the flash/thunder PES at the camera anchor, not the aurora, made the wash.
`SkyPesFrameController` is now the production owner (no env flag), with
retail's slot-identity persistence and the `calc_draw_frame @0x0050DFA0`
facing law in the particle renderer. Full chain:
`docs/research/2026-08-23-sky-default-script-port.md`; register AD-112.
**Description:** Retail renders a dynamic colored "light play" effect in the sky during certain Rainy/Cloudy DayGroup time windows. The user describes it as aurora-borealis-style. acdream renders no comparable effect.
**Root cause / status:** Open again. The prior root cause was wrong: `CelestialPosition.pes_id` exists in the retail header and is populated by `SkyDesc::GetSky`, but named retail `GameSky` code does not read it during sky object creation, update, or draw. A 2026-04-28 C.1 experiment that played those PES ids produced colored blobs/wash that did not match retail's broad aurora-like rays, and the path is now debug-only behind `ACDREAM_ENABLE_SKY_PES=1`.

File diff suppressed because one or more lines are too long

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@ -0,0 +1,119 @@
# Sky default-script (aurora/lightning/thunder) — the retail mechanism, proven
**Date:** 2026-08-23 · **Issues:** #28 (aurora), #2 (lightning, partial), #29 (clouds — not addressed here) · **Phase:** C.1.5c
## The April contradiction, resolved
Two prior research passes (`2026-04-23-sky-pes-wiring.md`, `2026-04-28-pes-pseudocode.md`)
correctly proved `GameSky` never **reads** `CelestialPosition.pes_id`
(`SkyDesc::GetSky @0x00501EC0` writes it at 0x00501FC9; no reader exists), and
issue #2 therefore banned per-SkyObject PES playback "without new decompile
evidence". This document is that evidence. Both were right and both missed the
actual route:
**The sky PES ids ride the sky Setups' own `DefaultScript`, and retail plays
them through the ordinary object default-script machinery — the `pes_id`
column is a dead mirror of the same ids.**
Verified in the installed Dereth DAT: Setup `0x02000714` (aurora carrier,
parts `0x010001EC`) has `DefaultScript = 0x330007DB` — byte-equal to its
SkyObject's `PesObjectId`. Same holds for `0x02000589→0x3300042C` (thunder
ping-pong), `0x02000588→0x33000428` (thunder variant), `0x02000BA6→0x33000453`
(lightning flash).
## The retail chain (named decomp, every link read this session)
1. `GameSky::UseTime @0x005075B0` (30 Hz) → `CRegionDesc::GetSky`
`SkyDesc::GetSky @0x00501EC0` rebuilds the `CelestialPosition` list.
Per-object visibility: **if `begin_time == end_time` the object is always
included**; otherwise `begin <= t <= end` gates the gfx id (out-of-window →
`INVALID_DID`). The aurora object has `begin=end=0.00` in **all 20 day
groups** → always present, all day.
2. `GameSky::CreateDeletePhysicsObjects @0x005073C0`: an existing sky object
is **kept** when its current DataID equals the wanted gfx id AND the
properties word is unchanged AND (`props & 4``LScape::weather_enabled`
did not flip). Only a mismatch destroys/recreates. ⇒ the aurora object —
same id in every group — **persists across day-group changes**, and its
emitters keep their particle population.
3. `GameSky::MakeObject @0x00506EE0`: `props & 4` objects are only created
when `LScape::weather_enabled != 0`; `props & 1` selects `after_sky_cell`
(post-scene) vs `before_sky_cell`. Creation is
`CPhysicsObj::makeObject(gfx_id, 0, 0)`.
4. `CPhysicsObj::makeObject @0x00513970``InitPartArrayObject`: a Setup
with `default_script_id != 0` sets `state |= 0x80000` and registers via
`CPhysics::AddStaticAnimatingObject @0x00509AF0`.
5. `CPhysicsObj::animate_static_object @0x00513DF0` (per tick): state 0x80000
`ScriptManager::UpdateScripts` (starts/advances the default script — the
PES) and updates the object's `ParticleManager`. This is the ~150/min
`CallPES` churn the 2026-04-30 live trace counted (the thunder PES
`0x3300042C` ping-pongs via `CallPES` chains).
## The particle laws confirmed against our port
- `ParticleEmitterInfo::GetRandomOffset @0x005174A0`: random vector, **minus
its projection onto `offset_dir`**, normalized, × rand[min,max] — a disk
PERPENDICULAR to the dir (a shell when dir is zero). Our
`ParticleSystem.RandomOffset` is byte-faithful. The aurora's 450700 m
"Z-dir" offsets are therefore a horizontal RING around the sky-object
origin, not a column above it.
- `Particle::Update @0x0051C290` writes **only the part origin** per type
formula (our `ComputePosition` matches, incl. Swarm cos/sin); only the
GR/LR parabolic variants rotate.
- `ParticleEmitter::SetInfo @0x0051CE90`: parts are ordinary
`CPhysicsPart::makePhysicsPart(hw_gfxobj_id)`; there is no special "2D
particle" draw. `CPhysicsPart::Draw @0x0050D7A0` always feeds
`DrawMesh(gfxobj[deg_level], &draw_pos)`.
- **The facing law**`CPhysicsPart::calc_draw_frame @0x0050DFA0`, driven by
the FIRST degrade entry's mode (`GfxObjDegradeInfo::get_degrade
@0x0051E4B0`; `viewer_heading` = normalized part→viewer from
`UpdateViewerDistance @0x0050E030`):
```
draw = pos
switch deg_mode:
2: Frame::set_vector_heading(draw, viewer_heading) // face viewer, roll-free
3/4/5: Frame::rotate_around_axis_to_vector(draw, X/Y/Z, vh) // cylindrical, one free axis
else: authored orientation (mode 1, mode 0, out of range)
```
Our renderer camera-plane-aligned every "billboard" particle
(`cameraRight`/`cameraUp`); retail faces each part toward the viewer
per-part and honors constrained modes. `CPhysicsPart::Always2D @0x0050D8A0`
(mode != 1) is only consulted for **cell membership**
(`CLandCell::add_all_outside_cells @0x00533360`), not drawing.
- The aurora emitters (`0x32000455/56/57`): BirthratePerSec 10, max 3,
initial 3, lifespans 3300/900/400 s, StartTrans 0.8 → FinalTrans 1.0
(≤20 % opacity fading to nothing), StartScale 78, sprites
`0x01001A61..63` = single ±137.5 m quads whose 64×64 additive textures are
soft glow blobs (row/col profiled — no banding; peak RGB 3671/255). First
degrade mode = **2** on all three. The visible aurora is therefore nine
huge, faint, viewer-facing glows in a slow Swarm drift — a pulse that
re-brightens when a cohort is reborn (~6.7/15/55 min cycles), not a steady
fixture.
## Why the 2026-08-23 experiment looked like "whole-sky tint"
The debug controller (`ACDREAM_ENABLE_SKY_PES=1`) ran under day group 16
(Rainy) at t=0.125 — inside the lightning window (0.030.19) — so the
**lightning-flash and thunder PES** played at the camera anchor alongside the
aurora. A flash sprite at the anchor IS a full-screen additive wash. The
aurora itself was drowned under a faithful-but-wrong-conditions storm.
## Port deltas (this change)
1. Sky default-script playback becomes **production** (no env flag): every
visible sky object whose Setup carries a `DefaultScript` plays it through
`PhysicsScriptRunner`, anchored at the camera (retail sky-cell space is
viewer-centered), pass-routed by `props & 1`.
2. **Persistence contract**: script/emitter state is keyed by
(gfx id, properties) per `CreateDeletePhysicsObjects` — a day-group flip
that keeps the same carrier Setup must NOT restart its emitters.
3. Weather gating: `props & 4` objects follow the weather-enabled state
(acdream's weather system), matching `MakeObject`'s guard.
4. `calc_draw_frame` facing law in the particle renderer: per-sprite degrade
mode picks face-viewer (2), axis-constrained (3/4/5), or authored (else)
orientation — replacing the blanket camera-plane alignment.
Script ids resolve from the **Setup's DefaultScript** (the retail source);
the `PesObjectId` column is only a cross-check.

View file

@ -329,7 +329,8 @@ internal sealed class FrameRootCompositionPhase
content.ScriptRunner,
content.ParticleSink,
d.EffectPoses,
live.EntityEffects);
live.EntityEffects,
d.Log);
IWorldSceneFramePhase? worldSceneRenderer = null;
CurrentRenderSceneOracle? currentRenderSceneOracle =
interaction.RetainedUi?.Screenshots is not null

View file

@ -105,6 +105,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
private readonly Dictionary<int, ParticleGfxInfo> _particleGfxInfoByEmitter = new();
private readonly Dictionary<uint, RetailParticleGeometryKind> _geometryKindByGfxObj = new();
private readonly Dictionary<uint, uint?> _firstDegradeModeByGfxObj = new();
private readonly Dictionary<uint, TranslucencyKind> _meshBlendBySurface = new();
private readonly ParticleMeshReferenceTracker? _meshReferences;
private readonly ParticleEmitterRetirementTracker _emitterRetirements;
@ -400,18 +401,75 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
var key = new BatchKey(additive);
Vector3 axisX;
Vector3 axisY;
Vector3 toViewer = cameraWorldPos - pos;
float toViewerLength = toViewer.Length();
if (gfxInfo.IsBillboard)
{
pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
axisX = cameraRight * (gfxInfo.Size.X * p.Size);
axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
// Degrade mode 2 — face the viewer roll-free
// (CPhysicsPart::calc_draw_frame @0x0050DFA0 via
// Frame::set_vector_heading), not the camera plane: the two
// agree at screen centre and diverge toward the edges and
// overhead, where retail's sprites tilt toward the viewer.
Vector3 xd;
Vector3 yd;
if (toViewerLength > 1e-3f)
{
(xd, yd) = RetailParticleFacing.OrientQuad(
2u,
Quaternion.Identity,
Vector3.UnitX,
Vector3.UnitY,
toViewer / toViewerLength,
cameraRight,
cameraUp);
}
else
{
(xd, yd) = (cameraRight, cameraUp);
}
// The sprite's authored (X, Z) plane rides the quad axes; the
// out-of-plane component (authored Y, ~0 on flat sprites) is
// dropped rather than pushed along the view direction.
pos += (xd * gfxInfo.CenterOffset.X
+ yd * gfxInfo.CenterOffset.Z) * p.Size;
axisX = xd * (gfxInfo.Size.X * p.Size);
axisY = yd * (gfxInfo.Size.Y * p.Size);
}
else
{
Quaternion orientation = ParticleOrientation(em, p);
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
if (RetailParticleFacing.Faces(gfxInfo.DegradeMode)
&& toViewerLength > 1e-3f)
{
// Modes 3/4/5 — authored geometry spun around one local
// axis toward the viewer
// (Frame::rotate_around_axis_to_vector).
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
gfxInfo.DegradeMode,
orientation,
gfxInfo.AxisX,
gfxInfo.AxisY,
toViewer / toViewerLength,
cameraRight,
cameraUp);
Vector3 localNormal = Vector3.Cross(gfxInfo.AxisX, gfxInfo.AxisY);
Vector3 spunNormal = Vector3.Cross(xd, yd);
if (spunNormal.LengthSquared() > 1e-10f)
spunNormal = Vector3.Normalize(spunNormal);
Vector3 c = gfxInfo.CenterOffset;
pos += (xd * Vector3.Dot(c, gfxInfo.AxisX)
+ yd * Vector3.Dot(c, gfxInfo.AxisY)
+ spunNormal * Vector3.Dot(c, localNormal)) * p.Size;
axisX = xd * (gfxInfo.Size.X * p.Size);
axisY = yd * (gfxInfo.Size.Y * p.Size);
}
else
{
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
}
}
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
@ -576,7 +634,23 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
if (_geometryKindByGfxObj.TryGetValue(gfxObjId, out RetailParticleGeometryKind kind))
return kind;
uint? firstDegradeMode = null;
kind = RetailParticleGeometryClassifier.Classify(
ResolveFirstDegradeMode(gfxObjId));
_geometryKindByGfxObj[gfxObjId] = kind;
return kind;
}
/// <summary>
/// The sprite's FIRST degrade entry's mode — retail's facing selector
/// (<c>GfxObjDegradeInfo::get_degrade @0x0051E4B0</c> feeding
/// <c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>). Null when the
/// GfxObj has no degrade table.
/// </summary>
private uint? ResolveFirstDegradeMode(uint gfxObjId)
{
if (_firstDegradeModeByGfxObj.TryGetValue(gfxObjId, out uint? mode))
return mode;
try
{
if (_dats?.Get<GfxObj>(gfxObjId) is { } gfx
@ -584,7 +658,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
&& gfx.DIDDegrade != 0
&& _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade) is { Degrades.Count: > 0 } degrade)
{
firstDegradeMode = degrade.Degrades[0].DegradeMode;
mode = degrade.Degrades[0].DegradeMode;
}
}
catch (Exception ex)
@ -596,9 +670,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
$"[particle-geometry] Failed to decode GfxObj 0x{gfxObjId:X8} degrade metadata: {ex.Message}");
}
kind = RetailParticleGeometryClassifier.Classify(firstDegradeMode);
_geometryKindByGfxObj[gfxObjId] = kind;
return kind;
_firstDegradeModeByGfxObj[gfxObjId] = mode;
return mode;
}
private void OnEmitterDied(int handle)
@ -672,7 +745,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
texture: AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned,
additive,
hasMaterial: surfaceId != 0,
surfaceId: surfaceId);
surfaceId: surfaceId,
degradeMode: ResolveFirstDegradeMode(gfxObjId) ?? 0u);
}
catch
{
@ -685,7 +759,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
AcDream.App.Rendering.Gpu.GpuTextureSlot texture,
bool additive,
bool hasMaterial,
uint surfaceId)
uint surfaceId,
uint degradeMode)
{
if (gfx.VertexArray.Vertices.Count == 0)
return ParticleGfxInfo.Billboard(
@ -779,24 +854,12 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
false,
additive,
hasMaterial,
surfaceId);
surfaceId,
degradeMode);
}
private bool IsPointSprite(GfxObj gfx)
{
if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null)
return false;
try
{
var degrade = _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade);
return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2;
}
catch
{
return false;
}
}
=> ResolveFirstDegradeMode(gfx.Id) == 2u;
private static float FallbackParticleExtent(float value)
=> value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f;
@ -886,10 +949,21 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
_particleGfxInfoByEmitter.Clear();
_particleGfxInfoByGfxObj.Clear();
_geometryKindByGfxObj.Clear();
_firstDegradeModeByGfxObj.Clear();
_meshBlendBySurface.Clear();
_deferredAlpha.Clear();
}
/// <summary>
/// <paramref name="DegradeMode"/> is the sprite GfxObj's FIRST degrade
/// entry's mode — retail's facing selector
/// (<c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>, see
/// <see cref="AcDream.Core.Vfx.RetailParticleFacing"/>). Mode 2 sprites
/// take the <paramref name="IsBillboard"/> quad path (face viewer,
/// roll-free); modes 35 keep authored geometry but spin around one
/// local axis toward the viewer; every other mode draws authored.
/// Synthetic texture-only billboards carry mode 2 by construction.
/// </summary>
private readonly record struct ParticleGfxInfo(
AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot,
Vector2 Size,
@ -899,7 +973,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
bool IsBillboard,
bool Additive,
bool HasMaterial,
uint SurfaceId)
uint SurfaceId,
uint DegradeMode)
{
public static ParticleGfxInfo Default { get; } =
Billboard(
@ -926,6 +1001,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
true,
additive,
hasMaterial,
surfaceId);
surfaceId,
DegradeMode: 2u);
}
}

View file

@ -6,16 +6,47 @@ using AcDream.Core.World;
namespace AcDream.App.Rendering;
/// <summary>
/// Owns the optional DAT-archaeology sky-PES experiment. Named retail shows
/// GameSky does not consume SkyObject.PesObjectId, so production invokes this
/// owner only when the explicit startup diagnostic is enabled.
/// Production owner of retail's sky default-script playback — the aurora,
/// lightning-flash, and thunder effects authored on the sky carrier Setups.
///
/// <para><b>Retail mechanism</b> (full chain with decomp cites in
/// <c>docs/research/2026-08-23-sky-default-script-port.md</c>):
/// <c>GameSky::MakeObject @0x00506EE0</c> creates each visible sky object via
/// <c>CPhysicsObj::makeObject @0x00513970</c>; a Setup carrying a
/// <c>DefaultScript</c> marks the object <c>state |= 0x80000</c> and joins the
/// static-animating list, whose per-tick
/// <c>CPhysicsObj::animate_static_object @0x00513DF0</c> drives
/// <c>ScriptManager::UpdateScripts</c> and the object's ParticleManager. The
/// earlier April-2026 research correctly proved GameSky never reads the
/// <c>CelestialPosition.pes_id</c> column — the ids ride the Setup's own
/// DefaultScript instead (byte-equal in Dereth's Region DAT).</para>
///
/// <para><b>Slot identity / persistence</b> mirrors
/// <c>GameSky::CreateDeletePhysicsObjects @0x005073C0</c>: a slot keeps its
/// object (and therefore its running script and particle population) while
/// the slot's gfx id and properties word are unchanged; a mismatch — or the
/// object leaving its begin/end window, which retail expresses as the slot's
/// gfx id becoming INVALID — destroys and recreates it. Keys here are
/// (slot index, gfx id, properties) for exactly that contract.</para>
///
/// <para><b>Adaptations</b> (register row AD-112): the script anchors at the
/// camera (retail's sky-cell space is viewer-centered, so world-space camera
/// anchoring is the same geometry), and playback goes through
/// <see cref="PhysicsScriptRunner"/> synthetic owners instead of real
/// physics objects in a dedicated sky cell. Retail's
/// <c>LScape::weather_enabled</c> guard on <c>props &amp; 4</c> objects is
/// moot: acdream has no weather kill-switch, matching retail's default-on
/// state (see <see cref="SkyObjectData.IsWeather"/>). Sky scripts keep
/// running while the camera is indoors — retail's outside check gates only
/// <c>GameSky::Draw</c>, and our sky passes are likewise skipped by
/// <c>RenderSky</c> without stopping simulation.</para>
/// </summary>
internal sealed class SkyPesFrameController
{
private readonly record struct SkyPesKey(
int ObjectIndex,
uint PesObjectId,
bool PostScene);
uint GfxObjId,
uint Properties);
private readonly PhysicsScriptRunner _scripts;
private readonly ParticleHookSink _particles;
@ -23,108 +54,153 @@ internal sealed class SkyPesFrameController
private readonly EntityEffectController? _effects;
private readonly HashSet<SkyPesKey> _active = [];
private readonly HashSet<SkyPesKey> _missing = [];
private readonly HashSet<uint> _reportedScriptMismatches = [];
private readonly HashSet<SkyPesKey> _seenScratch = [];
private readonly List<SkyPesKey> _stopScratch = [];
private readonly Action<string>? _diagnostic;
public SkyPesFrameController(
PhysicsScriptRunner scripts,
ParticleHookSink particles,
EntityEffectPoseRegistry poses,
EntityEffectController? effects)
EntityEffectController? effects,
Action<string>? diagnostic = null)
{
_scripts = scripts ?? throw new ArgumentNullException(nameof(scripts));
_particles = particles ?? throw new ArgumentNullException(nameof(particles));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
_effects = effects;
_diagnostic = diagnostic;
}
public void Update(
float dayFraction,
DayGroupData? dayGroup,
Vector3 cameraWorldPosition,
bool suppressSky)
Vector3 cameraWorldPosition)
{
var seen = new HashSet<SkyPesKey>();
if (!suppressSky && dayGroup is not null)
_seenScratch.Clear();
if (dayGroup is not null)
{
for (int index = 0; index < dayGroup.SkyObjects.Count; index++)
{
SkyObjectData skyObject = dayGroup.SkyObjects[index];
if (skyObject.PesObjectId == 0 || !skyObject.IsVisible(dayFraction))
if (ResolveScriptId(skyObject) == 0
|| !skyObject.IsVisible(dayFraction))
{
continue;
}
var key = new SkyPesKey(
_seenScratch.Add(new SkyPesKey(
index,
skyObject.PesObjectId,
skyObject.IsPostScene);
seen.Add(key);
uint ownerId = EntityId(key);
ParticleRenderPass renderPass = skyObject.IsPostScene
? ParticleRenderPass.SkyPostScene
: ParticleRenderPass.SkyPreScene;
_particles.SetEntityRenderPass(ownerId, renderPass);
Vector3 anchor = Anchor(skyObject, cameraWorldPosition);
Quaternion rotation = Rotation(skyObject, dayFraction);
_poses.Publish(
ownerId,
Matrix4x4.CreateFromQuaternion(rotation)
* Matrix4x4.CreateTranslation(anchor),
Array.Empty<Matrix4x4>(),
cellId: 0u);
if (_active.Contains(key) || _missing.Contains(key))
continue;
_effects?.RegisterSyntheticOwner(ownerId);
if (_scripts.Play(skyObject.PesObjectId, ownerId, anchor))
{
_active.Add(key);
}
else
{
_missing.Add(key);
_effects?.UnregisterSyntheticOwner(ownerId);
_particles.ClearEntityRenderPass(ownerId);
_poses.Remove(ownerId);
}
skyObject.GfxObjId,
skyObject.Properties));
}
}
foreach (SkyPesKey key in _active.ToArray())
// Stop stale slots BEFORE starting replacements: EntityId is
// slot-derived, so a slot whose identity changed this frame must
// release its owner before the new identity claims it.
StopUnseen(_active, stopScripts: true);
StopUnseen(_missing, stopScripts: false);
if (dayGroup is null)
return;
for (int index = 0; index < dayGroup.SkyObjects.Count; index++)
{
if (seen.Contains(key))
SkyObjectData skyObject = dayGroup.SkyObjects[index];
uint scriptId = ResolveScriptId(skyObject);
if (scriptId == 0 || !skyObject.IsVisible(dayFraction))
continue;
var key = new SkyPesKey(
index,
skyObject.GfxObjId,
skyObject.Properties);
uint ownerId = EntityId(key);
_scripts.StopAllForEntity(ownerId);
_effects?.UnregisterSyntheticOwner(ownerId);
_particles.StopAllForEntity(ownerId, fadeOut: true);
_poses.Remove(ownerId);
_active.Remove(key);
ParticleRenderPass renderPass = skyObject.IsPostScene
? ParticleRenderPass.SkyPostScene
: ParticleRenderPass.SkyPreScene;
_particles.SetEntityRenderPass(ownerId, renderPass);
Quaternion rotation = Rotation(skyObject, dayFraction);
_poses.Publish(
ownerId,
Matrix4x4.CreateFromQuaternion(rotation)
* Matrix4x4.CreateTranslation(cameraWorldPosition),
Array.Empty<Matrix4x4>(),
cellId: 0u);
if (_active.Contains(key) || _missing.Contains(key))
continue;
_effects?.RegisterSyntheticOwner(ownerId);
if (_scripts.Play(scriptId, ownerId, cameraWorldPosition))
{
_active.Add(key);
}
else
{
_missing.Add(key);
_effects?.UnregisterSyntheticOwner(ownerId);
_particles.ClearEntityRenderPass(ownerId);
_poses.Remove(ownerId);
}
}
}
private void StopUnseen(HashSet<SkyPesKey> set, bool stopScripts)
{
_stopScratch.Clear();
foreach (SkyPesKey key in set)
{
if (!_seenScratch.Contains(key))
_stopScratch.Add(key);
}
foreach (SkyPesKey key in _missing.ToArray())
foreach (SkyPesKey key in _stopScratch)
{
if (!seen.Contains(key))
_missing.Remove(key);
if (stopScripts)
{
uint ownerId = EntityId(key);
_scripts.StopAllForEntity(ownerId);
_effects?.UnregisterSyntheticOwner(ownerId);
_particles.StopAllForEntity(ownerId, fadeOut: true);
_poses.Remove(ownerId);
}
set.Remove(key);
}
}
/// <summary>
/// The Setup's authored <c>DefaultScript</c> is the retail source; the
/// dead <c>pes_id</c> column is byte-equal in Dereth's DAT and serves
/// only as a one-time-logged cross-check for modded/foreign data.
/// </summary>
private uint ResolveScriptId(SkyObjectData skyObject)
{
uint scriptId = skyObject.DefaultScriptId;
if (scriptId != skyObject.PesObjectId
&& skyObject.GfxObjId != 0
&& _reportedScriptMismatches.Add(skyObject.GfxObjId))
{
_diagnostic?.Invoke(
$"[sky-pes] carrier 0x{skyObject.GfxObjId:X8}: Setup DefaultScript " +
$"0x{scriptId:X8} != SkyObject pes_id 0x{skyObject.PesObjectId:X8}; " +
"playing the DefaultScript (retail's source).");
}
return scriptId;
}
private static uint EntityId(SkyPesKey key)
{
uint postScene = key.PostScene ? 0x08000000u : 0u;
uint postScene = (key.Properties & 0x01u) != 0u ? 0x08000000u : 0u;
return 0xF0000000u
| postScene
| ((uint)key.ObjectIndex & 0x07FFFFFFu);
}
private static Vector3 Anchor(
SkyObjectData skyObject,
Vector3 cameraWorldPosition)
{
if (skyObject.IsWeather && (skyObject.Properties & 0x08u) == 0u)
return cameraWorldPosition + new Vector3(0f, 0f, -120f);
return cameraWorldPosition;
}
private static Quaternion Rotation(
SkyObjectData skyObject,
float dayFraction)

View file

@ -476,14 +476,14 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
in RenderFrameFoundation foundation,
DayGroupData? activeDayGroup)
{
if (_options.EnableSkyPesDebug)
{
_skyPes?.Update(
(float)_worldTime.DayFraction,
activeDayGroup,
camera.Position,
roots.CameraInsideCell);
}
// Retail's sky default scripts (aurora/lightning/thunder) run
// unconditionally — GameSky::UseTime/CreateDeletePhysicsObjects tick
// every frame regardless of the outside check, which gates only the
// draw. See docs/research/2026-08-23-sky-default-script-port.md.
_skyPes?.Update(
(float)_worldTime.DayFraction,
activeDayGroup,
camera.Position);
UpdateSunFromSky(foundation.Sky, roots.PlayerInsideCell);
_lighting.UpdateViewerLight(roots.PlayerViewPosition);

View file

@ -45,7 +45,6 @@ public sealed record RuntimeOptions(
bool DumpMoveTruth,
bool DumpSky,
bool NoAudio,
bool EnableSkyPesDebug,
int HidePartIndex,
bool RetailCloseDegrades,
bool DumpSceneryZ,
@ -152,7 +151,6 @@ public sealed record RuntimeOptions(
DumpMoveTruth: IsExactlyOne(env("ACDREAM_DUMP_MOVE_TRUTH")),
DumpSky: IsExactlyOne(env("ACDREAM_DUMP_SKY")),
NoAudio: IsExactlyOne(env("ACDREAM_NO_AUDIO")),
EnableSkyPesDebug: IsExactlyOne(env("ACDREAM_ENABLE_SKY_PES")),
HidePartIndex: TryParseInt(env("ACDREAM_HIDE_PART")) ?? -1,
// Default-on: any value other than the literal string "0" enables
// retail close-detail degrades. Set ACDREAM_RETAIL_CLOSE_DEGRADES=0

View file

@ -0,0 +1,118 @@
using System.Numerics;
namespace AcDream.Core.Vfx;
/// <summary>
/// Retail's particle draw-frame facing law, ported verbatim from
/// <c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>:
///
/// <code>
/// draw = pos
/// switch (deg_mode):
/// 2: Frame::set_vector_heading(draw, viewer_heading) // face viewer, roll-free
/// 3/4/5: Frame::rotate_around_axis_to_vector(draw, X/Y/Z) // one free axis
/// else: authored orientation (mode 1, mode 0, out of range)
/// </code>
///
/// <c>viewer_heading</c> is the normalized part→viewer direction
/// (<c>CPhysicsPart::UpdateViewerDistance @0x0050E030</c>). The mode is the
/// FIRST degrade entry's <c>DegradeMode</c>
/// (<c>GfxObjDegradeInfo::get_degrade @0x0051E4B0</c>). Retail's
/// <c>Always2D</c> (mode != 1) affects only cell membership, not drawing —
/// the draw path is always the authored mesh with this facing applied.
/// Research: <c>docs/research/2026-08-23-sky-default-script-port.md</c>.
/// </summary>
public static class RetailParticleFacing
{
/// <summary>True when the mode orients the part toward the viewer at all
/// (retail's <c>deg_mode != 1 &amp;&amp; (deg_mode - 2) &lt;= 3</c>).</summary>
public static bool Faces(uint degradeMode)
=> degradeMode >= 2u && degradeMode <= 5u;
/// <summary>
/// Orients a particle quad per the retail law. Inputs are the particle's
/// authored orientation plus the local in-plane axes the renderer chose
/// for the sprite (unit vectors in sprite-local space); output is the
/// world-space direction pair for the quad's X/Y spans.
/// </summary>
/// <param name="degradeMode">First degrade entry's mode.</param>
/// <param name="orientation">The particle's authored world orientation.</param>
/// <param name="localAxisX">Sprite-local in-plane X (unit).</param>
/// <param name="localAxisY">Sprite-local in-plane Y (unit).</param>
/// <param name="toViewerUnit">Normalized particle→viewer direction.</param>
/// <param name="fallbackRight">Basis used when the facing construction is
/// degenerate (viewer straight along world up) — the camera right.</param>
/// <param name="fallbackUp">Camera up, same degenerate fallback.</param>
public static (Vector3 XDir, Vector3 YDir) OrientQuad(
uint degradeMode,
Quaternion orientation,
Vector3 localAxisX,
Vector3 localAxisY,
Vector3 toViewerUnit,
Vector3 fallbackRight,
Vector3 fallbackUp)
{
if (degradeMode == 2u)
return FaceViewerRollFree(toViewerUnit, fallbackRight, fallbackUp);
Vector3 worldX = Vector3.Transform(localAxisX, orientation);
Vector3 worldY = Vector3.Transform(localAxisY, orientation);
if (degradeMode < 3u || degradeMode > 5u)
return (worldX, worldY);
// Modes 3/4/5 spin the authored frame around its own local X/Y/Z so
// the sprite's face normal points at the viewer as far as the
// constraint allows (Frame::rotate_around_axis_to_vector).
Vector3 localAxis = degradeMode switch
{
3u => Vector3.UnitX,
4u => Vector3.UnitY,
_ => Vector3.UnitZ,
};
Vector3 axis = Vector3.Transform(localAxis, orientation);
Vector3 normal = Vector3.Cross(worldX, worldY);
if (normal.LengthSquared() < 1e-10f)
return (worldX, worldY);
normal = Vector3.Normalize(normal);
Vector3 targetInPlane = toViewerUnit - axis * Vector3.Dot(toViewerUnit, axis);
Vector3 normalInPlane = normal - axis * Vector3.Dot(normal, axis);
if (targetInPlane.LengthSquared() < 1e-8f
|| normalInPlane.LengthSquared() < 1e-8f)
{
return (worldX, worldY);
}
targetInPlane = Vector3.Normalize(targetInPlane);
normalInPlane = Vector3.Normalize(normalInPlane);
float cos = Math.Clamp(Vector3.Dot(normalInPlane, targetInPlane), -1f, 1f);
float sin = Vector3.Dot(Vector3.Cross(normalInPlane, targetInPlane), axis);
float angle = MathF.Atan2(sin, cos);
var spin = Quaternion.CreateFromAxisAngle(axis, angle);
return (Vector3.Transform(worldX, spin), Vector3.Transform(worldY, spin));
}
/// <summary>
/// Mode 2 — <c>Frame::set_vector_heading</c>: the quad's face normal
/// points at the viewer with zero roll against world up (+Z). The quad's
/// X span stays horizontal; its Y span becomes the in-plane up.
/// </summary>
private static (Vector3 XDir, Vector3 YDir) FaceViewerRollFree(
Vector3 toViewerUnit,
Vector3 fallbackRight,
Vector3 fallbackUp)
{
Vector3 right = Vector3.Cross(toViewerUnit, Vector3.UnitZ);
if (right.LengthSquared() < 1e-8f)
{
// Viewer straight above/below the part: heading is undefined —
// hold the camera plane, which retail's next frame resolves the
// same way once the direction tilts.
return (fallbackRight, fallbackUp);
}
right = Vector3.Normalize(right);
Vector3 up = Vector3.Cross(right, toViewerUnit);
return (right, up);
}
}

View file

@ -38,6 +38,22 @@ public sealed class SkyObjectData
public uint PesObjectId;
public uint Properties;
/// <summary>
/// The carrier Setup's own <c>DefaultScript</c> PES id (zero when the
/// gfx id is not a Setup or the Setup has none). This — not
/// <see cref="PesObjectId"/> — is what retail plays: a Setup with a
/// default script marks its physics object <c>state |= 0x80000</c>
/// (<c>CPhysicsObj::makeObject @0x00513970</c> →
/// <c>InitPartArrayObject</c>) and the static-animating tick
/// (<c>CPhysicsObj::animate_static_object @0x00513DF0</c>) drives
/// <c>ScriptManager::UpdateScripts</c> + the object's ParticleManager.
/// In Dereth's Region DAT the two ids are byte-equal for every sky
/// carrier (verified 2026-08-23); the dead <c>pes_id</c> column stays
/// parsed as a cross-check only. Full chain:
/// <c>docs/research/2026-08-23-sky-default-script-port.md</c>.
/// </summary>
public uint DefaultScriptId;
/// <summary>
/// Source GfxObj sort centre. Celestial billboards are authored at their
/// apparent direction from the camera, so transforming and normalizing
@ -525,11 +541,40 @@ public static class SkyDescLoader
GfxObjId = s.DefaultGfxObjectId?.DataId ?? 0u,
PesObjectId = s.DefaultPesObjectId?.DataId ?? 0u,
Properties = s.Properties,
DefaultScriptId = ResolveSetupDefaultScript(
s.DefaultGfxObjectId?.DataId ?? 0u,
dats),
AuthoredSortCenter = ResolveSortCenter(
s.DefaultGfxObjectId?.DataId ?? 0u,
dats),
};
/// <summary>
/// Fetches a sky carrier Setup's <c>DefaultScript</c> id (the retail
/// sky-PES source — see <see cref="SkyObjectData.DefaultScriptId"/>).
/// Non-Setup ids (the dome, star layers, cloud sheets are raw GfxObjs)
/// and missing DATs resolve to zero.
/// </summary>
private static uint ResolveSetupDefaultScript(
uint gfxObjId,
IDatObjectSource? dats)
{
if (dats is null || (gfxObjId & 0xFF000000u) != 0x02000000u)
return 0u;
try
{
return dats.TryGet<Setup>(gfxObjId, out var setup) && setup is not null
? setup.DefaultScript.DataId
: 0u;
}
catch
{
// Enhancement metadata cannot make authoritative sky loading fail.
return 0u;
}
}
private static DatSkyKeyframeData ConvertTimeOfDay(
SkyTimeOfDay s,
IDatObjectSource? dats)

View file

@ -0,0 +1,172 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Vfx;
using AcDream.Core.World;
using DatReaderWriter.Types;
using Xunit;
using DatPhysicsScript = DatReaderWriter.DBObjs.PhysicsScript;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// Production sky default-script lifecycle per
/// <c>GameSky::CreateDeletePhysicsObjects @0x005073C0</c>: a slot keeps its
/// running script while (gfx id, properties) are unchanged — across day-group
/// swaps included — and a mismatch or window exit stops it. Research:
/// <c>docs/research/2026-08-23-sky-default-script-port.md</c>.
/// </summary>
public sealed class SkyPesFrameControllerTests
{
private const uint AuroraSetup = 0x02000714u;
private const uint AuroraScript = 0x330007DBu;
private sealed class Harness
{
public readonly List<uint> ResolvedScriptIds = [];
public readonly List<string> Diagnostics = [];
public readonly PhysicsScriptRunner Runner;
public readonly SkyPesFrameController Controller;
public Harness()
{
var registry = new EmitterDescRegistry();
var system = new ParticleSystem(registry, new Random(42));
var poses = new EntityEffectPoseRegistry();
var sink = new ParticleHookSink(system, poses);
Runner = new PhysicsScriptRunner(
id =>
{
ResolvedScriptIds.Add(id);
var script = new DatPhysicsScript();
script.ScriptData.Add(new PhysicsScriptData
{
StartTime = 0.0,
Hook = new SoundHook(),
});
return script;
},
sink);
Controller = new SkyPesFrameController(
Runner,
sink,
poses,
effects: null,
Diagnostics.Add);
}
}
private static SkyObjectData Carrier(
uint gfxObjId = AuroraSetup,
uint scriptId = AuroraScript,
uint pesColumn = AuroraScript,
uint properties = 0u,
float begin = 0f,
float end = 0f) => new()
{
GfxObjId = gfxObjId,
DefaultScriptId = scriptId,
PesObjectId = pesColumn,
Properties = properties,
BeginTime = begin,
EndTime = end,
};
private static DayGroupData Group(params SkyObjectData[] objects) => new()
{
Name = "Test",
SkyObjects = objects,
};
[Fact]
public void PlaysOncePerSlotAndPersistsAcrossEquivalentDayGroups()
{
var h = new Harness();
h.Controller.Update(0.1f, Group(Carrier()), Vector3.Zero);
Assert.Equal([AuroraScript], h.ResolvedScriptIds);
Assert.Equal(1, h.Runner.ActiveScriptCount);
// A different DayGroupData instance with the SAME slot identity is
// retail's midnight day-group swap keeping the aurora carrier: the
// running script must survive, not restart. The runner caches
// resolved scripts, so the replay probe is ActiveScriptCount —
// PlayDirect stacks one scheduled script per play.
h.Controller.Update(0.9f, Group(Carrier()), Vector3.One * 10f);
Assert.Equal(1, h.Runner.ActiveScriptCount);
}
[Fact]
public void SlotIdentityChangeStopsTheOldScriptAndPlaysTheNew()
{
var h = new Harness();
h.Controller.Update(0.1f, Group(Carrier()), Vector3.Zero);
h.Controller.Update(
0.1f,
Group(Carrier(gfxObjId: 0x02000589u, scriptId: 0x3300042Cu, pesColumn: 0x3300042Cu)),
Vector3.Zero);
Assert.Equal([AuroraScript, 0x3300042Cu], h.ResolvedScriptIds);
Assert.Equal(1, h.Runner.ActiveScriptCount);
}
[Fact]
public void LeavingTheVisibilityWindowStopsTheScriptAndReentryReplays()
{
var h = new Harness();
SkyObjectData windowed() => Carrier(begin: 0.2f, end: 0.4f);
h.Controller.Update(0.3f, Group(windowed()), Vector3.Zero);
Assert.Equal(1, h.Runner.ActiveScriptCount);
h.Controller.Update(0.5f, Group(windowed()), Vector3.Zero);
Assert.Equal(0, h.Runner.ActiveScriptCount);
// Re-entry replays (the runner's script cache absorbs the resolver
// call; the fresh scheduled script is the observable).
h.Controller.Update(0.25f, Group(windowed()), Vector3.Zero);
Assert.Equal(1, h.Runner.ActiveScriptCount);
}
[Fact]
public void SetupDefaultScriptIsTheSourceAndAMismatchedPesColumnLogsOnce()
{
var h = new Harness();
var group = Group(Carrier(scriptId: AuroraScript, pesColumn: 0x33000999u));
h.Controller.Update(0.1f, group, Vector3.Zero);
h.Controller.Update(0.2f, group, Vector3.Zero);
Assert.Equal([AuroraScript], h.ResolvedScriptIds);
string diagnostic = Assert.Single(h.Diagnostics);
Assert.Contains("0x330007DB", diagnostic, StringComparison.Ordinal);
Assert.Contains("0x33000999", diagnostic, StringComparison.Ordinal);
}
[Fact]
public void CarriersWithoutADefaultScriptNeverPlay()
{
var h = new Harness();
h.Controller.Update(
0.1f,
Group(Carrier(gfxObjId: 0x010015F0u, scriptId: 0u, pesColumn: 0u)),
Vector3.Zero);
Assert.Empty(h.ResolvedScriptIds);
Assert.Equal(0, h.Runner.ActiveScriptCount);
}
[Fact]
public void NullDayGroupStopsEverything()
{
var h = new Harness();
h.Controller.Update(0.1f, Group(Carrier()), Vector3.Zero);
Assert.Equal(1, h.Runner.ActiveScriptCount);
h.Controller.Update(0.1f, null, Vector3.Zero);
Assert.Equal(0, h.Runner.ActiveScriptCount);
}
}

View file

@ -156,7 +156,6 @@ public sealed class RuntimeOptionsTests
Assert.False(opts.UncappedRendering);
Assert.False(opts.DumpMoveTruth);
Assert.False(opts.NoAudio);
Assert.False(opts.EnableSkyPesDebug);
Assert.Equal(-1, opts.HidePartIndex);
// Default-on: RetailCloseDegrades is true unless explicitly disabled.
Assert.True(opts.RetailCloseDegrades);
@ -508,7 +507,6 @@ public sealed class RuntimeOptionsTests
["ACDREAM_DUMP_MOVE_TRUTH"] = "1",
["ACDREAM_DUMP_SKY"] = "1",
["ACDREAM_NO_AUDIO"] = "1",
["ACDREAM_ENABLE_SKY_PES"] = "1",
["ACDREAM_DUMP_SCENERY_Z"] = "1",
["ACDREAM_DUMP_CLOTHING"] = "1",
}));
@ -517,7 +515,6 @@ public sealed class RuntimeOptionsTests
Assert.True(allOn.DumpMoveTruth);
Assert.True(allOn.DumpSky);
Assert.True(allOn.NoAudio);
Assert.True(allOn.EnableSkyPesDebug);
Assert.True(allOn.DumpSceneryZ);
Assert.True(allOn.DumpClothing);
@ -529,7 +526,6 @@ public sealed class RuntimeOptionsTests
["ACDREAM_UNCAPPED_RENDER"] = "true",
["ACDREAM_DUMP_MOVE_TRUTH"] = "yes",
["ACDREAM_NO_AUDIO"] = "2",
["ACDREAM_ENABLE_SKY_PES"] = "on",
["ACDREAM_DUMP_SCENERY_Z"] = " 1",
["ACDREAM_DUMP_CLOTHING"] = "true",
}));
@ -537,7 +533,6 @@ public sealed class RuntimeOptionsTests
Assert.False(anyOther.UncappedRendering);
Assert.False(anyOther.DumpMoveTruth);
Assert.False(anyOther.NoAudio);
Assert.False(anyOther.EnableSkyPesDebug);
Assert.False(anyOther.DumpSceneryZ);
Assert.False(anyOther.DumpClothing);
}

View file

@ -0,0 +1,177 @@
using System;
using System.Numerics;
using AcDream.Core.Vfx;
using Xunit;
namespace AcDream.Core.Tests.Vfx;
/// <summary>
/// Retail facing law from <c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>:
/// mode 2 faces the viewer roll-free (<c>Frame::set_vector_heading</c>),
/// modes 3/4/5 spin the authored frame around one local axis toward the
/// viewer (<c>Frame::rotate_around_axis_to_vector</c>), every other mode
/// keeps the authored orientation.
/// </summary>
public sealed class RetailParticleFacingTests
{
private const float Eps = 1e-4f;
private static void AssertVector(Vector3 expected, Vector3 actual)
{
Assert.True(
Vector3.Distance(expected, actual) < 1e-3f,
$"expected {expected}, got {actual}");
}
[Theory]
[InlineData(0u, false)]
[InlineData(1u, false)]
[InlineData(2u, true)]
[InlineData(3u, true)]
[InlineData(4u, true)]
[InlineData(5u, true)]
[InlineData(6u, false)]
public void Faces_MatchesRetailModeWindow(uint mode, bool expected)
=> Assert.Equal(expected, RetailParticleFacing.Faces(mode));
[Fact]
public void Mode2_ViewerNorth_QuadXStaysEastAndYIsWorldUp()
{
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
2u,
Quaternion.Identity,
Vector3.UnitX,
Vector3.UnitY,
toViewerUnit: Vector3.UnitY,
fallbackRight: Vector3.UnitX,
fallbackUp: Vector3.UnitZ);
AssertVector(Vector3.UnitX, xd);
AssertVector(Vector3.UnitZ, yd);
}
[Fact]
public void Mode2_QuadPlaneIsPerpendicularToViewerWithNormalTowardThem()
{
Vector3 toViewer = Vector3.Normalize(new Vector3(0.4f, -0.7f, 0.59f));
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
2u,
Quaternion.Identity,
Vector3.UnitX,
Vector3.UnitY,
toViewer,
Vector3.UnitX,
Vector3.UnitZ);
Assert.True(MathF.Abs(Vector3.Dot(xd, toViewer)) < Eps);
Assert.True(MathF.Abs(Vector3.Dot(yd, toViewer)) < Eps);
// Roll-free: the X span stays horizontal.
Assert.True(MathF.Abs(xd.Z) < Eps);
// The quad plane is exactly perpendicular to the viewer direction;
// the winding puts the geometric normal on the far side, which is
// presentation-neutral because retail's sprite polys carry the same
// surface on both faces (posSurf == negSurf, double-sided).
Assert.True(MathF.Abs(Vector3.Dot(Vector3.Cross(xd, yd), toViewer)) > 0.99f);
}
[Fact]
public void Mode2_ViewerStraightOverhead_FallsBackToCameraPlane()
{
var fallbackRight = Vector3.Normalize(new Vector3(1f, 1f, 0f));
var fallbackUp = Vector3.UnitZ;
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
2u,
Quaternion.Identity,
Vector3.UnitX,
Vector3.UnitY,
toViewerUnit: Vector3.UnitZ,
fallbackRight,
fallbackUp);
AssertVector(fallbackRight, xd);
AssertVector(fallbackUp, yd);
}
[Theory]
[InlineData(0u)]
[InlineData(1u)]
[InlineData(7u)]
public void NonFacingModes_KeepTheAuthoredOrientation(uint mode)
{
var orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ, MathF.PI / 2f);
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
mode,
orientation,
Vector3.UnitX,
Vector3.UnitZ,
toViewerUnit: Vector3.UnitY,
Vector3.UnitX,
Vector3.UnitZ);
AssertVector(Vector3.UnitY, xd); // +X yawed 90° -> +Y
AssertVector(Vector3.UnitZ, yd); // spin axis unchanged
}
[Fact]
public void Mode5_SpinsAroundLocalZUntilTheNormalFacesTheViewer()
{
// Authored X-Z plane quad: normal = cross(+X, +Z) = -Y. Viewer east.
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
5u,
Quaternion.Identity,
Vector3.UnitX,
Vector3.UnitZ,
toViewerUnit: Vector3.UnitX,
Vector3.UnitX,
Vector3.UnitZ);
AssertVector(Vector3.UnitZ, yd); // constrained axis untouched
AssertVector(Vector3.UnitX, Vector3.Cross(xd, yd));
}
[Fact]
public void Mode4_ViewerAlongTheConstrainedAxis_KeepsAuthoredOrientation()
{
// Constrained to local Y; the viewer sits along that axis, so no
// in-plane target exists and retail leaves the frame alone.
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
4u,
Quaternion.Identity,
Vector3.UnitX,
Vector3.UnitZ,
toViewerUnit: Vector3.UnitY,
Vector3.UnitX,
Vector3.UnitZ);
AssertVector(Vector3.UnitX, xd);
AssertVector(Vector3.UnitZ, yd);
}
[Fact]
public void Mode3_HonorsTheParticleOrientationWhenSpinning()
{
// Yaw the whole frame 90° about Z first; constrain to the frame's
// local X (now world +Y). The spun normal must land in the plane
// perpendicular to that axis, as close to the viewer as allowed.
var orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ, MathF.PI / 2f);
Vector3 axisWorld = Vector3.Transform(Vector3.UnitX, orientation);
Vector3 toViewer = Vector3.Normalize(new Vector3(0.3f, 0.1f, 0.95f));
(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
3u,
orientation,
Vector3.UnitX,
Vector3.UnitZ,
toViewer,
Vector3.UnitX,
Vector3.UnitZ);
Vector3 normal = Vector3.Normalize(Vector3.Cross(xd, yd));
Vector3 targetInPlane = Vector3.Normalize(
toViewer - axisWorld * Vector3.Dot(toViewer, axisWorld));
Assert.True(MathF.Abs(Vector3.Dot(normal, axisWorld)) < 1e-3f);
Assert.True(Vector3.Dot(normal, targetInPlane) > 0.999f);
}
}