refactor(weather): delete legacy camera-attached rain/snow particle emitter
The pre-research workaround at GameWindow.UpdateWeatherParticles +
BuildRainDesc + BuildSnowDesc was acdream's stand-in for retail's
weather rendering. It emitted billboarded particles inside a 15m disk
attached to the camera ('AttachLocal'), with a broken alpha fade
(0.3 → 0 caused rain to vanish at exact ground level — Issue #1) and a
fixed disk that visibly framed the player even at speed.
Retail rain is the world-space mesh path (SkyRenderer.RenderWeather):
GfxObj 0x01004C42 / 0x01004C44 — hollow octagonal cylinder, 113m radius,
815m tall, anchored at player_pos + (0, 0, -120m) per
GameSky::UpdatePosition at 0x00506dd0 — drawn AFTER the landblock pass
per LScape::draw at 0x00506330. Snow renders identically when a Snowy
DayGroup is active: the partition by Properties&0x04 picks up snow
weather meshes for free.
The legacy emitter was gated behind ACDREAM_FAKE_RAIN_PARTICLES=1 in
the previous commit (3e0da49) so the world-space path could be
A/B-compared. Visual verification this session confirmed the world-
space path is correct; deleting the legacy code removes ~120 LOC plus
the env var, the gate, the _rainEmitterHandle / _snowEmitterHandle
fields, and the _lastWeatherKind state machine.
Files affected:
GameWindow.cs: drop UpdateWeatherParticles, BuildRainDesc, BuildSnowDesc,
emitter-handle fields, last-weather-kind state, and the gated call site.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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1 changed files with 13 additions and 128 deletions
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@ -373,12 +373,6 @@ public sealed class GameWindow : IDisposable
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private long _loadedSkyDayIndex = long.MinValue;
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private AcDream.Core.World.DayGroupData? _activeDayGroup;
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// Current rain/snow emitter handles — spawned on weather-kind change
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// and stopped when the kind leaves Rain/Snow. Non-zero == active.
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private int _rainEmitterHandle;
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private int _snowEmitterHandle;
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private AcDream.Core.World.WeatherKind _lastWeatherKind =
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AcDream.Core.World.WeatherKind.Clear;
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private double _weatherAccum;
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// F7 / F10 debug-cycle steps for time + weather. Initialized out of
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@ -4229,20 +4223,19 @@ public sealed class GameWindow : IDisposable
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Weather.Tick(nowSeconds: _weatherAccum, dayIndex: dayIndex, dtSeconds: (float)deltaSeconds);
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_weatherAccum += deltaSeconds;
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// Update the rain/snow particle emitters when the weather kind
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// changes. Keep the emitters fed by the ParticleSystem tick so
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// visuals stay alive frame-over-frame.
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//
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// Bug A note (2026-04-26): retail rain is the world-space mesh
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// 0x01004C42/0x01004C44 rendered in SkyRenderer.RenderWeather
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// AFTER the scene — see docs/research/2026-04-26-sky-investigation-handoff.md.
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// The camera-attached emitter path here is acdream's old
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// pre-research workaround (broken alpha fade, fixed disk around
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// camera). It's kept gated behind ACDREAM_FAKE_RAIN_PARTICLES=1
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// so the retail-faithful path can be A/B-tested against it
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// without uninstalling the legacy code outright.
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if (System.Environment.GetEnvironmentVariable("ACDREAM_FAKE_RAIN_PARTICLES") == "1")
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UpdateWeatherParticles(atmo);
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// (Pre-Bug-A code spawned camera-attached rain/snow particle
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// emitters here as a workaround for missing weather-mesh
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// rendering. Deleted 2026-04-26 once the retail-faithful world-
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// space mesh path landed in SkyRenderer.RenderWeather. Retail
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// rain is GfxObj 0x01004C42/0x01004C44 — a hollow octagonal
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// cylinder anchored at player_pos + (0, 0, -120m) per
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// GameSky::UpdatePosition at 0x00506dd0 — drawn after the
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// landblock pass per LScape::draw at 0x00506330. There is no
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// server-driven weather event and no camera-attached emitter
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// in retail. Snow renders identically when a Snowy DayGroup is
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// active in some other Region; the partition by Properties&0x04
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// and the SkyRenderer.RenderWeather pass both pick up snow
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// weather meshes for free.)
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// Phase E.3: advance live particle emitters AFTER animation tick
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// so emitters spawned by hooks fired this frame get integrated.
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@ -5241,114 +5234,6 @@ public sealed class GameWindow : IDisposable
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}
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}
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/// <summary>
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/// Keep the rain/snow camera-anchored emitters aligned with the
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/// current weather state. Spawns on entry, stops on exit, with no
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/// per-frame churn while the state is stable. Emitters are camera-
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/// local (<see cref="AcDream.Core.Vfx.EmitterFlags.AttachLocal"/>)
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/// so walking never leaves the rain volume (r12 §7).
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/// </summary>
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private void UpdateWeatherParticles(in AcDream.Core.World.AtmosphereSnapshot atmo)
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{
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if (_particleSystem is null) return;
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if (atmo.Kind == _lastWeatherKind) return; // no change
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// Stop any existing emitters first.
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if (_rainEmitterHandle != 0)
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{
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_particleSystem.StopEmitter(_rainEmitterHandle, fadeOut: true);
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_rainEmitterHandle = 0;
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}
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if (_snowEmitterHandle != 0)
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{
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_particleSystem.StopEmitter(_snowEmitterHandle, fadeOut: true);
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_snowEmitterHandle = 0;
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}
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// Anchor at camera world position; AttachLocal keeps it moving.
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var anchor = System.Numerics.Vector3.Zero;
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if (_cameraController is not null)
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{
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System.Numerics.Matrix4x4.Invert(_cameraController.Active.View, out var inv);
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anchor = new System.Numerics.Vector3(inv.M41, inv.M42, inv.M43);
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}
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switch (atmo.Kind)
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{
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case AcDream.Core.World.WeatherKind.Rain:
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case AcDream.Core.World.WeatherKind.Storm:
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_rainEmitterHandle = _particleSystem.SpawnEmitter(
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BuildRainDesc(), anchor);
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break;
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case AcDream.Core.World.WeatherKind.Snow:
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_snowEmitterHandle = _particleSystem.SpawnEmitter(
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BuildSnowDesc(), anchor);
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break;
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}
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_lastWeatherKind = atmo.Kind;
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}
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/// <summary>
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/// Rain emitter tuned per r12 §7: streaks falling at ~50 m/s with
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/// a slight wind bias, 500 drops/sec, 2000 max alive, 1.2s life so
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/// drops cover the ~60m fall at terminal velocity.
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/// </summary>
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private static AcDream.Core.Vfx.EmitterDesc BuildRainDesc() => new()
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{
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DatId = 0xFFFF_0001u, // synthetic id
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Type = AcDream.Core.Vfx.ParticleType.LocalVelocity,
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Flags = AcDream.Core.Vfx.EmitterFlags.AttachLocal |
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AcDream.Core.Vfx.EmitterFlags.Billboard,
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EmitRate = 500f,
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MaxParticles = 2000,
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LifetimeMin = 1.0f,
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LifetimeMax = 1.4f,
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OffsetDir = new System.Numerics.Vector3(0, 0, 1),
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MinOffset = 0f,
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MaxOffset = 50f,
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SpawnDiskRadius = 15f,
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InitialVelocity = new System.Numerics.Vector3(0.5f, 0f, -50f),
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VelocityJitter = 2f,
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Gravity = System.Numerics.Vector3.Zero,
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StartColorArgb = 0x40B0C0E0u,
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EndColorArgb = 0x20B0C0E0u,
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StartAlpha = 0.3f,
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EndAlpha = 0f,
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StartSize = 0.05f,
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EndSize = 0.05f,
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};
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/// <summary>
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/// Snow emitter tuned per r12 §8: slow fall at ~2 m/s, tumbling
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/// sideways drift, small billboards, 100 flakes/sec, long lifespan.
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/// </summary>
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private static AcDream.Core.Vfx.EmitterDesc BuildSnowDesc() => new()
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{
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DatId = 0xFFFF_0002u,
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Type = AcDream.Core.Vfx.ParticleType.LocalVelocity,
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Flags = AcDream.Core.Vfx.EmitterFlags.AttachLocal |
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AcDream.Core.Vfx.EmitterFlags.Billboard,
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EmitRate = 100f,
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MaxParticles = 1000,
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LifetimeMin = 4f,
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LifetimeMax = 8f,
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OffsetDir = new System.Numerics.Vector3(0, 0, 1),
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MinOffset = 0f,
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MaxOffset = 30f,
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SpawnDiskRadius = 15f,
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InitialVelocity = new System.Numerics.Vector3(0.3f, 0.2f, -2f),
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VelocityJitter = 0.8f,
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Gravity = System.Numerics.Vector3.Zero,
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StartColorArgb = 0xE0FFFFFFu,
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EndColorArgb = 0x80FFFFFFu,
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StartAlpha = 0.85f,
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EndAlpha = 0.3f,
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StartSize = 0.08f,
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EndSize = 0.06f,
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};
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// ── Phase I.2 — DebugPanel helpers ────────────────────────────────
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//
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// The ImGui DebugPanel reads through DebugVM closures that ask
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