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:
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13 changed files with 906 additions and 113 deletions
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@ -329,7 +329,8 @@ internal sealed class FrameRootCompositionPhase
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content.ScriptRunner,
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content.ParticleSink,
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d.EffectPoses,
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live.EntityEffects);
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live.EntityEffects,
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d.Log);
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IWorldSceneFramePhase? worldSceneRenderer = null;
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CurrentRenderSceneOracle? currentRenderSceneOracle =
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interaction.RetainedUi?.Screenshots is not null
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@ -105,6 +105,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
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private readonly Dictionary<int, ParticleGfxInfo> _particleGfxInfoByEmitter = new();
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private readonly Dictionary<uint, RetailParticleGeometryKind> _geometryKindByGfxObj = new();
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private readonly Dictionary<uint, uint?> _firstDegradeModeByGfxObj = new();
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private readonly Dictionary<uint, TranslucencyKind> _meshBlendBySurface = new();
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private readonly ParticleMeshReferenceTracker? _meshReferences;
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private readonly ParticleEmitterRetirementTracker _emitterRetirements;
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@ -400,18 +401,75 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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var key = new BatchKey(additive);
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Vector3 axisX;
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Vector3 axisY;
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Vector3 toViewer = cameraWorldPos - pos;
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float toViewerLength = toViewer.Length();
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if (gfxInfo.IsBillboard)
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{
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pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
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axisX = cameraRight * (gfxInfo.Size.X * p.Size);
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axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
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// Degrade mode 2 — face the viewer roll-free
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// (CPhysicsPart::calc_draw_frame @0x0050DFA0 via
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// Frame::set_vector_heading), not the camera plane: the two
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// agree at screen centre and diverge toward the edges and
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// overhead, where retail's sprites tilt toward the viewer.
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Vector3 xd;
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Vector3 yd;
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if (toViewerLength > 1e-3f)
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{
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(xd, yd) = RetailParticleFacing.OrientQuad(
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2u,
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Quaternion.Identity,
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Vector3.UnitX,
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Vector3.UnitY,
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toViewer / toViewerLength,
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cameraRight,
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cameraUp);
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}
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else
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{
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(xd, yd) = (cameraRight, cameraUp);
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}
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// The sprite's authored (X, Z) plane rides the quad axes; the
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// out-of-plane component (authored Y, ~0 on flat sprites) is
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// dropped rather than pushed along the view direction.
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pos += (xd * gfxInfo.CenterOffset.X
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+ yd * gfxInfo.CenterOffset.Z) * p.Size;
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axisX = xd * (gfxInfo.Size.X * p.Size);
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axisY = yd * (gfxInfo.Size.Y * p.Size);
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}
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else
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{
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Quaternion orientation = ParticleOrientation(em, p);
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pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
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axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
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axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
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if (RetailParticleFacing.Faces(gfxInfo.DegradeMode)
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&& toViewerLength > 1e-3f)
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{
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// Modes 3/4/5 — authored geometry spun around one local
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// axis toward the viewer
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// (Frame::rotate_around_axis_to_vector).
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(Vector3 xd, Vector3 yd) = RetailParticleFacing.OrientQuad(
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gfxInfo.DegradeMode,
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orientation,
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gfxInfo.AxisX,
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gfxInfo.AxisY,
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toViewer / toViewerLength,
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cameraRight,
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cameraUp);
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Vector3 localNormal = Vector3.Cross(gfxInfo.AxisX, gfxInfo.AxisY);
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Vector3 spunNormal = Vector3.Cross(xd, yd);
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if (spunNormal.LengthSquared() > 1e-10f)
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spunNormal = Vector3.Normalize(spunNormal);
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Vector3 c = gfxInfo.CenterOffset;
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pos += (xd * Vector3.Dot(c, gfxInfo.AxisX)
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+ yd * Vector3.Dot(c, gfxInfo.AxisY)
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+ spunNormal * Vector3.Dot(c, localNormal)) * p.Size;
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axisX = xd * (gfxInfo.Size.X * p.Size);
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axisY = yd * (gfxInfo.Size.Y * p.Size);
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}
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else
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{
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pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
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axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
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axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
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}
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}
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float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
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@ -576,7 +634,23 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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if (_geometryKindByGfxObj.TryGetValue(gfxObjId, out RetailParticleGeometryKind kind))
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return kind;
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uint? firstDegradeMode = null;
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kind = RetailParticleGeometryClassifier.Classify(
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ResolveFirstDegradeMode(gfxObjId));
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_geometryKindByGfxObj[gfxObjId] = kind;
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return kind;
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}
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/// <summary>
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/// The sprite's FIRST degrade entry's mode — retail's facing selector
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/// (<c>GfxObjDegradeInfo::get_degrade @0x0051E4B0</c> feeding
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/// <c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>). Null when the
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/// GfxObj has no degrade table.
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/// </summary>
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private uint? ResolveFirstDegradeMode(uint gfxObjId)
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{
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if (_firstDegradeModeByGfxObj.TryGetValue(gfxObjId, out uint? mode))
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return mode;
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try
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{
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if (_dats?.Get<GfxObj>(gfxObjId) is { } gfx
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@ -584,7 +658,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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&& gfx.DIDDegrade != 0
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&& _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade) is { Degrades.Count: > 0 } degrade)
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{
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firstDegradeMode = degrade.Degrades[0].DegradeMode;
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mode = degrade.Degrades[0].DegradeMode;
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}
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}
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catch (Exception ex)
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@ -596,9 +670,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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$"[particle-geometry] Failed to decode GfxObj 0x{gfxObjId:X8} degrade metadata: {ex.Message}");
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}
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kind = RetailParticleGeometryClassifier.Classify(firstDegradeMode);
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_geometryKindByGfxObj[gfxObjId] = kind;
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return kind;
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_firstDegradeModeByGfxObj[gfxObjId] = mode;
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return mode;
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}
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private void OnEmitterDied(int handle)
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@ -672,7 +745,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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texture: AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned,
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additive,
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hasMaterial: surfaceId != 0,
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surfaceId: surfaceId);
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surfaceId: surfaceId,
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degradeMode: ResolveFirstDegradeMode(gfxObjId) ?? 0u);
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}
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catch
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{
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@ -685,7 +759,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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AcDream.App.Rendering.Gpu.GpuTextureSlot texture,
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bool additive,
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bool hasMaterial,
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uint surfaceId)
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uint surfaceId,
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uint degradeMode)
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{
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if (gfx.VertexArray.Vertices.Count == 0)
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return ParticleGfxInfo.Billboard(
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@ -779,24 +854,12 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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false,
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additive,
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hasMaterial,
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surfaceId);
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surfaceId,
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degradeMode);
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}
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private bool IsPointSprite(GfxObj gfx)
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{
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if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null)
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return false;
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try
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{
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var degrade = _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade);
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return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2;
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}
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catch
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{
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return false;
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}
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}
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=> ResolveFirstDegradeMode(gfx.Id) == 2u;
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private static float FallbackParticleExtent(float value)
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=> value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f;
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@ -886,10 +949,21 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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_particleGfxInfoByEmitter.Clear();
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_particleGfxInfoByGfxObj.Clear();
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_geometryKindByGfxObj.Clear();
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_firstDegradeModeByGfxObj.Clear();
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_meshBlendBySurface.Clear();
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_deferredAlpha.Clear();
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}
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/// <summary>
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/// <paramref name="DegradeMode"/> is the sprite GfxObj's FIRST degrade
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/// entry's mode — retail's facing selector
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/// (<c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>, see
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/// <see cref="AcDream.Core.Vfx.RetailParticleFacing"/>). Mode 2 sprites
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/// take the <paramref name="IsBillboard"/> quad path (face viewer,
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/// roll-free); modes 3–5 keep authored geometry but spin around one
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/// local axis toward the viewer; every other mode draws authored.
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/// Synthetic texture-only billboards carry mode 2 by construction.
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/// </summary>
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private readonly record struct ParticleGfxInfo(
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AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot,
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Vector2 Size,
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@ -899,7 +973,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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bool IsBillboard,
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bool Additive,
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bool HasMaterial,
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uint SurfaceId)
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uint SurfaceId,
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uint DegradeMode)
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{
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public static ParticleGfxInfo Default { get; } =
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Billboard(
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@ -926,6 +1001,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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true,
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additive,
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hasMaterial,
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surfaceId);
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surfaceId,
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DegradeMode: 2u);
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}
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}
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@ -6,16 +6,47 @@ using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Owns the optional DAT-archaeology sky-PES experiment. Named retail shows
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/// GameSky does not consume SkyObject.PesObjectId, so production invokes this
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/// owner only when the explicit startup diagnostic is enabled.
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/// Production owner of retail's sky default-script playback — the aurora,
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/// lightning-flash, and thunder effects authored on the sky carrier Setups.
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///
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/// <para><b>Retail mechanism</b> (full chain with decomp cites in
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/// <c>docs/research/2026-08-23-sky-default-script-port.md</c>):
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/// <c>GameSky::MakeObject @0x00506EE0</c> creates each visible sky object via
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/// <c>CPhysicsObj::makeObject @0x00513970</c>; a Setup carrying a
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/// <c>DefaultScript</c> marks the object <c>state |= 0x80000</c> and joins the
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/// static-animating list, whose per-tick
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/// <c>CPhysicsObj::animate_static_object @0x00513DF0</c> drives
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/// <c>ScriptManager::UpdateScripts</c> and the object's ParticleManager. The
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/// earlier April-2026 research correctly proved GameSky never reads the
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/// <c>CelestialPosition.pes_id</c> column — the ids ride the Setup's own
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/// DefaultScript instead (byte-equal in Dereth's Region DAT).</para>
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///
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/// <para><b>Slot identity / persistence</b> mirrors
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/// <c>GameSky::CreateDeletePhysicsObjects @0x005073C0</c>: a slot keeps its
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/// object (and therefore its running script and particle population) while
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/// the slot's gfx id and properties word are unchanged; a mismatch — or the
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/// object leaving its begin/end window, which retail expresses as the slot's
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/// gfx id becoming INVALID — destroys and recreates it. Keys here are
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/// (slot index, gfx id, properties) for exactly that contract.</para>
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///
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/// <para><b>Adaptations</b> (register row AD-112): the script anchors at the
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/// camera (retail's sky-cell space is viewer-centered, so world-space camera
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/// anchoring is the same geometry), and playback goes through
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/// <see cref="PhysicsScriptRunner"/> synthetic owners instead of real
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/// physics objects in a dedicated sky cell. Retail's
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/// <c>LScape::weather_enabled</c> guard on <c>props & 4</c> objects is
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/// moot: acdream has no weather kill-switch, matching retail's default-on
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/// state (see <see cref="SkyObjectData.IsWeather"/>). Sky scripts keep
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/// running while the camera is indoors — retail's outside check gates only
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/// <c>GameSky::Draw</c>, and our sky passes are likewise skipped by
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/// <c>RenderSky</c> without stopping simulation.</para>
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/// </summary>
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internal sealed class SkyPesFrameController
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{
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private readonly record struct SkyPesKey(
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int ObjectIndex,
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uint PesObjectId,
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bool PostScene);
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uint GfxObjId,
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uint Properties);
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private readonly PhysicsScriptRunner _scripts;
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private readonly ParticleHookSink _particles;
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@ -23,108 +54,153 @@ internal sealed class SkyPesFrameController
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private readonly EntityEffectController? _effects;
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private readonly HashSet<SkyPesKey> _active = [];
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private readonly HashSet<SkyPesKey> _missing = [];
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private readonly HashSet<uint> _reportedScriptMismatches = [];
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private readonly HashSet<SkyPesKey> _seenScratch = [];
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private readonly List<SkyPesKey> _stopScratch = [];
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private readonly Action<string>? _diagnostic;
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public SkyPesFrameController(
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PhysicsScriptRunner scripts,
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ParticleHookSink particles,
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EntityEffectPoseRegistry poses,
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EntityEffectController? effects)
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EntityEffectController? effects,
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Action<string>? diagnostic = null)
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{
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_scripts = scripts ?? throw new ArgumentNullException(nameof(scripts));
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_particles = particles ?? throw new ArgumentNullException(nameof(particles));
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_poses = poses ?? throw new ArgumentNullException(nameof(poses));
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_effects = effects;
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_diagnostic = diagnostic;
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}
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public void Update(
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float dayFraction,
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DayGroupData? dayGroup,
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Vector3 cameraWorldPosition,
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bool suppressSky)
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Vector3 cameraWorldPosition)
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{
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var seen = new HashSet<SkyPesKey>();
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if (!suppressSky && dayGroup is not null)
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_seenScratch.Clear();
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if (dayGroup is not null)
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{
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for (int index = 0; index < dayGroup.SkyObjects.Count; index++)
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{
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SkyObjectData skyObject = dayGroup.SkyObjects[index];
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if (skyObject.PesObjectId == 0 || !skyObject.IsVisible(dayFraction))
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if (ResolveScriptId(skyObject) == 0
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|| !skyObject.IsVisible(dayFraction))
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{
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continue;
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}
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var key = new SkyPesKey(
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_seenScratch.Add(new SkyPesKey(
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index,
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skyObject.PesObjectId,
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skyObject.IsPostScene);
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seen.Add(key);
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uint ownerId = EntityId(key);
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ParticleRenderPass renderPass = skyObject.IsPostScene
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? ParticleRenderPass.SkyPostScene
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: ParticleRenderPass.SkyPreScene;
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_particles.SetEntityRenderPass(ownerId, renderPass);
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Vector3 anchor = Anchor(skyObject, cameraWorldPosition);
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Quaternion rotation = Rotation(skyObject, dayFraction);
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_poses.Publish(
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ownerId,
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Matrix4x4.CreateFromQuaternion(rotation)
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* Matrix4x4.CreateTranslation(anchor),
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Array.Empty<Matrix4x4>(),
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cellId: 0u);
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if (_active.Contains(key) || _missing.Contains(key))
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continue;
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_effects?.RegisterSyntheticOwner(ownerId);
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if (_scripts.Play(skyObject.PesObjectId, ownerId, anchor))
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{
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_active.Add(key);
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}
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else
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{
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_missing.Add(key);
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_effects?.UnregisterSyntheticOwner(ownerId);
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_particles.ClearEntityRenderPass(ownerId);
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_poses.Remove(ownerId);
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}
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skyObject.GfxObjId,
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skyObject.Properties));
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}
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}
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foreach (SkyPesKey key in _active.ToArray())
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// Stop stale slots BEFORE starting replacements: EntityId is
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// slot-derived, so a slot whose identity changed this frame must
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// release its owner before the new identity claims it.
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StopUnseen(_active, stopScripts: true);
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StopUnseen(_missing, stopScripts: false);
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if (dayGroup is null)
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return;
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for (int index = 0; index < dayGroup.SkyObjects.Count; index++)
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{
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if (seen.Contains(key))
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SkyObjectData skyObject = dayGroup.SkyObjects[index];
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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)
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
118
src/AcDream.Core/Vfx/RetailParticleFacing.cs
Normal file
118
src/AcDream.Core/Vfx/RetailParticleFacing.cs
Normal 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 && (deg_mode - 2) <= 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);
|
||||
}
|
||||
}
|
||||
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue