feat(vfx): Phase C.1 — PES particle renderer + post-review fixes

Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).

Post-review fixes folded into this commit:

H1: AttachLocal (is_parent_local=1) follows live parent each frame.
    ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
    let the owning subsystem refresh AnchorPos every tick — matches
    ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
    parent frame when is_parent_local != 0. Drops the renderer-side
    cameraOffset hack that only worked when the parent was the camera.

H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
    retail-faithful (1 - translucency) opacity formula. The code was
    right; the comment was a leftover from an earlier hypothesis and
    would have invited a wrong "fix".

M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
    and restores them to Repeat at end-of-pass, so non-sky renderers
    that share the GL handle can't silently inherit clamped wrap state.

M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
    weather-flagged AND bit 0x08 is clear, matching retail
    GameSky::UpdatePosition 0x00506dd0. The old code applied it to
    every post-scene object — a no-op today (every Dereth post-scene
    entry happens to be weather-flagged) but a future post-scene-only
    sun rim would have been pushed below the camera.

M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
    handles from the per-entity tracking dictionaries, fixing a slow
    leak where naturally-expired emitters' handles stayed in the
    ConcurrentBag forever during long sessions.

M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
    can't ever overlap the object-index range. Synthetic IDs stay in
    the reserved 0xFxxxxxxx space.

New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
  single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking

dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-28 22:47:11 +02:00
parent 1f82b7604e
commit ec1bbb4f43
28 changed files with 2444 additions and 780 deletions

View file

@ -5,33 +5,18 @@ using System.Numerics;
namespace AcDream.Core.Vfx;
/// <summary>
/// Runtime particle orchestrator — port of retail's <c>CParticleManager</c>
/// (r04 §2). Owns a pool of active <see cref="ParticleEmitter"/> instances,
/// advances each per-frame via one of 13 motion integrators, fades colour /
/// scale over life, and exposes a flat particle stream for the renderer.
///
/// <para>
/// Not thread-safe — called only from the render thread (same thread that
/// drives TickAnimations).
/// </para>
///
/// <para>
/// Handle-based API so callers can stop a specific emitter later (cast
/// interrupt, fadeout). <see cref="SpawnEmitter"/> returns a positive
/// integer; <see cref="StopEmitter"/> accepts it.
/// </para>
/// Runtime particle orchestrator. The data and update rules are a direct
/// port of retail's <c>ParticleEmitterInfo</c>, <c>ParticleEmitter</c>, and
/// <c>Particle::Update</c> paths from the named retail decompilation.
/// </summary>
public sealed class ParticleSystem : IParticleSystem
{
private readonly EmitterDescRegistry _registry;
private readonly Random _rng;
// All live emitters keyed by our handle. Lookup is cheap; iteration is
// per-frame so we also keep a flat list for stable ordering (draw order).
private readonly Dictionary<int, ParticleEmitter> _byHandle = new();
private readonly List<int> _handleOrder = new();
private int _nextHandle = 1;
private int _nextHandle = 1;
private float _time;
private int _activeParticleCount;
@ -49,7 +34,8 @@ public sealed class ParticleSystem : IParticleSystem
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1)
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
{
ArgumentNullException.ThrowIfNull(desc);
@ -61,43 +47,45 @@ public sealed class ParticleSystem : IParticleSystem
AnchorRot = rot ?? Quaternion.Identity,
AttachedObjectId = attachedObjectId,
AttachedPartIndex = attachedPartIndex,
RenderPass = renderPass,
Particles = new Particle[Math.Max(1, desc.MaxParticles)],
StartedAt = _time,
LastEmitTime = _time,
LastEmitOffset = anchor,
};
_byHandle[handle] = emitter;
_handleOrder.Add(handle);
for (int i = 0; i < desc.InitialParticles; i++)
SpawnOne(emitter, allowWhenFull: false);
return handle;
}
/// <summary>
/// Convenience: spawn by retail emitter id — the registry resolves to
/// the correct <see cref="EmitterDesc"/>, or falls back to the default
/// if unknown. Used by the hook sink when a CreateParticleHook arrives.
/// </summary>
public int SpawnEmitterById(
uint emitterId,
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1)
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
{
var desc = _registry.Get(emitterId);
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex);
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
}
public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
{
// Full PhysicsScript dispatch is on hold until the DatReaderWriter
// library exposes ParticleEmitterInfo / PhysicsScript. For now,
// this is a no-op — callers use SpawnEmitter or the hook sink.
// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
}
public void StopEmitter(int handle, bool fadeOut)
{
if (!_byHandle.TryGetValue(handle, out var em)) return;
if (!_byHandle.TryGetValue(handle, out var em))
return;
em.Finished = true;
// fadeOut=false would stop instantly; our renderer currently drops
// Finished emitters that have no living particles each tick.
if (!fadeOut)
{
for (int i = 0; i < em.Particles.Length; i++)
@ -105,259 +93,454 @@ public sealed class ParticleSystem : IParticleSystem
}
}
/// <summary>
/// Refresh an active emitter's world anchor + orientation. Required for
/// retail's <c>is_parent_local=1</c> (acdream's
/// <see cref="EmitterFlags.AttachLocal"/>) semantics: retail
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c> reads the
/// LIVE parent frame each tick when <c>is_parent_local != 0</c>. The
/// caller (typically a tick loop tracking a moving parent — the camera
/// for sky-PES, an entity for animation hooks) drives this every frame.
/// </summary>
public void UpdateEmitterAnchor(int handle, Vector3 anchor, Quaternion? rot = null)
{
if (!_byHandle.TryGetValue(handle, out var em))
return;
em.AnchorPos = anchor;
if (rot.HasValue)
em.AnchorRot = rot.Value;
}
/// <summary>True when the given handle still maps to a live emitter.</summary>
public bool IsEmitterAlive(int handle) => _byHandle.ContainsKey(handle);
/// <summary>
/// Fired exactly once per emitter when it is removed from the live set
/// (either because it finished naturally or was stopped without fade).
/// Subscribers (e.g. <see cref="ParticleHookSink"/>) use this to prune
/// per-entity handle tracking so the per-entity bag doesn't grow without
/// bound during a long session.
/// </summary>
public event Action<int>? EmitterDied;
public void Tick(float dt)
{
if (dt <= 0f) return;
if (dt <= 0f)
return;
_time += dt;
_activeParticleCount = 0;
// Iterate handles by a snapshot so StopEmitter-inside-emit is safe.
for (int i = 0; i < _handleOrder.Count; i++)
{
int handle = _handleOrder[i];
if (!_byHandle.TryGetValue(handle, out var em)) continue;
if (!_byHandle.TryGetValue(handle, out var em))
continue;
AdvanceEmitter(em, dt);
_activeParticleCount += CountAlive(em);
AdvanceEmitter(em);
int live = CountAlive(em);
em.ActiveCount = live;
_activeParticleCount += live;
bool durationDone = em.Desc.TotalDuration > 0f
&& (_time - em.StartedAt) > em.Desc.TotalDuration;
if (durationDone) em.Finished = true;
if (em.Desc.TotalDuration > 0f && (_time - em.StartedAt) > em.Desc.TotalDuration)
em.Finished = true;
// Drop emitter entirely when it has no live particles AND is
// marked finished (duration elapsed, StopEmitter, etc).
if (em.Finished && CountAlive(em) == 0)
if (em.Desc.TotalParticles > 0 && em.TotalEmitted >= em.Desc.TotalParticles)
em.Finished = true;
if (em.Finished && live == 0)
{
_byHandle.Remove(handle);
_handleOrder.RemoveAt(i);
i--;
EmitterDied?.Invoke(handle);
}
}
}
/// <summary>
/// Enumerate every live particle with its emitter description for
/// the renderer. Yields (emitter, particleIndex) so the caller can
/// read <c>em.Particles[idx]</c> directly.
/// </summary>
public IEnumerable<(ParticleEmitter Emitter, int Index)> EnumerateLive()
{
foreach (var handle in _handleOrder)
{
if (!_byHandle.TryGetValue(handle, out var em)) continue;
if (!_byHandle.TryGetValue(handle, out var em))
continue;
for (int i = 0; i < em.Particles.Length; i++)
{
if (em.Particles[i].Alive) yield return (em, i);
if (em.Particles[i].Alive)
yield return (em, i);
}
}
}
// ── Private: emission + integration ──────────────────────────────────────
private void AdvanceEmitter(ParticleEmitter em, float dt)
private void AdvanceEmitter(ParticleEmitter em)
{
if (!em.Finished && em.Desc.EmitRate > 0f)
{
em.EmittedAccumulator += dt * em.Desc.EmitRate;
while (em.EmittedAccumulator >= 1.0f)
{
em.EmittedAccumulator -= 1.0f;
SpawnOne(em);
}
}
// Update every particle slot.
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
if (!p.Alive) continue;
if (!p.Alive)
continue;
p.Age += dt;
if (p.Age >= p.Lifetime)
p.Age = _time - p.SpawnedAt;
if (p.Lifetime <= 0f || p.Age >= p.Lifetime)
{
p.Alive = false;
continue;
}
Integrate(ref p, em, dt);
p.Position = ComputePosition(em, p);
float tLife = Math.Clamp(p.Age / p.Lifetime, 0f, 1f);
p.Size = Lerp(em.Desc.StartSize, em.Desc.EndSize, tLife);
float alpha = Lerp(em.Desc.StartAlpha, em.Desc.EndAlpha, tLife);
p.Size = Lerp(p.StartSize, p.EndSize, tLife);
p.Rotation = Lerp(em.Desc.StartRotation, em.Desc.EndRotation, tLife);
float alpha = Lerp(p.StartAlpha, p.EndAlpha, tLife);
p.ColorArgb = Color32(alpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, tLife);
}
if (em.Finished || _time < em.StartedAt + em.Desc.StartDelay)
return;
while (ShouldEmitParticle(em))
{
if (!SpawnOne(em, allowWhenFull: false))
break;
}
if (em.Desc.Birthrate <= 0f && em.Desc.EmitRate > 0f)
{
float dt = _time - em.LastEmitTime;
em.EmittedAccumulator += dt * em.Desc.EmitRate;
em.LastEmitTime = _time;
while (em.EmittedAccumulator >= 1f)
{
em.EmittedAccumulator -= 1f;
if (!SpawnOne(em, allowWhenFull: false))
break;
}
}
}
private void SpawnOne(ParticleEmitter em)
private bool ShouldEmitParticle(ParticleEmitter em)
{
// Find a free slot; overwrite the oldest if pool is full.
int slot = -1;
for (int i = 0; i < em.Particles.Length; i++)
var desc = em.Desc;
if (desc.TotalParticles > 0 && em.TotalEmitted >= desc.TotalParticles)
return false;
if (CountAlive(em) >= desc.MaxParticles)
return false;
if (desc.Birthrate <= 0f)
return false;
return desc.EmitterKind switch
{
if (!em.Particles[i].Alive) { slot = i; break; }
}
ParticleEmitterKind.BirthratePerSec => (_time - em.LastEmitTime) > desc.Birthrate,
ParticleEmitterKind.BirthratePerMeter =>
Vector3.DistanceSquared(em.AnchorPos, em.LastEmitOffset) > desc.Birthrate * desc.Birthrate,
_ => false,
};
}
private bool SpawnOne(ParticleEmitter em, bool allowWhenFull)
{
int slot = FindFreeSlot(em);
if (slot < 0 && allowWhenFull)
slot = FindOldestSlot(em);
if (slot < 0)
{
// Pool saturated; overwrite the slot closest to dying (oldest
// by age / lifetime ratio). Matches retail's behaviour of
// recycling the expiring particle rather than dropping.
float best = -1f;
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
float r = p.Lifetime > 0 ? p.Age / p.Lifetime : 1f;
if (r > best) { best = r; slot = i; }
}
if (slot < 0) return;
}
return false;
ref var particle = ref em.Particles[slot];
particle = default;
particle.Alive = true;
particle.Age = 0f;
particle.Lifetime = Lerp(em.Desc.LifetimeMin, em.Desc.LifetimeMax,
(float)_rng.NextDouble());
// Position = emitter anchor + random offset in a disk perpendicular
// to OffsetDir. This models the retail annulus.
Vector3 disk = RandomDiskVector(em.Desc.OffsetDir, em.Desc.MaxOffset);
particle.Position = em.AnchorPos + disk;
particle.SpawnedAt = _time;
particle.Lifetime = RandomLifespan(em.Desc);
particle.EmissionOrigin = em.AnchorPos;
particle.SpawnRotation = em.AnchorRot;
// Velocity = initial vector ± jitter in all three axes.
Vector3 v = em.Desc.InitialVelocity;
if (em.Desc.VelocityJitter > 0f)
Vector3 localOffset = RandomOffset(em.Desc);
Vector3 localA = RandomVector(em.Desc.A, em.Desc.MinA, em.Desc.MaxA);
Vector3 localB = RandomVector(em.Desc.B, em.Desc.MinB, em.Desc.MaxB);
Vector3 localC = RandomVector(em.Desc.C, em.Desc.MinC, em.Desc.MaxC);
if (localA == Vector3.Zero && em.Desc.InitialVelocity != Vector3.Zero)
{
v += new Vector3(
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter));
localA = em.Desc.InitialVelocity;
if (em.Desc.VelocityJitter > 0f)
{
localA += new Vector3(
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter));
}
}
particle.Velocity = v;
particle.Size = em.Desc.StartSize;
particle.Rotation = em.Desc.StartRotation;
particle.ColorArgb = em.Desc.StartColorArgb;
if (localB == Vector3.Zero && em.Desc.Gravity != Vector3.Zero)
localB = em.Desc.Gravity;
InitParticleVectors(em, ref particle, localOffset, localA, localB, localC);
particle.Velocity = particle.A;
particle.StartSize = RandomScale(em.Desc.StartSize, em.Desc.ScaleRand);
particle.EndSize = RandomScale(em.Desc.EndSize, em.Desc.ScaleRand);
particle.StartAlpha = RandomTrans(em.Desc.StartAlpha, em.Desc.TransRand);
particle.EndAlpha = RandomTrans(em.Desc.EndAlpha, em.Desc.TransRand);
particle.Size = particle.StartSize;
particle.ColorArgb = Color32(particle.StartAlpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, 0f);
particle.Position = ComputePosition(em, particle);
em.TotalEmitted++;
em.LastEmitTime = _time;
em.LastEmitOffset = em.AnchorPos;
return true;
}
// ── 13 retail motion integrators (r04 §3) ────────────────────────────────
private void Integrate(ref Particle p, ParticleEmitter em, float dt)
private Vector3 ComputePosition(ParticleEmitter em, Particle p)
{
float t = p.Age;
Vector3 origin = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
? em.AnchorPos
: p.EmissionOrigin;
Vector3 offset = p.Offset;
Vector3 a = p.A;
Vector3 b = p.B;
Vector3 c = p.C;
return em.Desc.Type switch
{
ParticleType.Still => origin + offset,
ParticleType.LocalVelocity or ParticleType.GlobalVelocity =>
origin + offset + t * a,
ParticleType.ParabolicLVGA or ParticleType.ParabolicLVLA or ParticleType.ParabolicGVGA =>
origin + offset + t * a + 0.5f * t * t * b,
ParticleType.ParabolicLVGAGR or ParticleType.ParabolicLVLALR or ParticleType.ParabolicGVGAGR =>
origin + offset + t * a + 0.5f * t * t * b,
ParticleType.Swarm =>
origin + offset + t * a + new Vector3(
MathF.Cos(t * b.X) * c.X,
MathF.Sin(t * b.Y) * c.Y,
MathF.Cos(t * b.Z) * c.Z),
ParticleType.Explode =>
origin + offset + new Vector3(
(t * b.X + c.X * a.X) * t,
(t * b.Y + c.Y * a.X) * t,
(t * b.Z + c.Z * a.X + a.Z) * t),
ParticleType.Implode =>
origin + offset + MathF.Cos(a.X * t) * c + t * t * b,
_ => origin + offset + t * a,
};
}
private void InitParticleVectors(
ParticleEmitter em,
ref Particle particle,
Vector3 localOffset,
Vector3 localA,
Vector3 localB,
Vector3 localC)
{
// Retail Particle::Init 0x0051c930 resolves local/global vector
// spaces once at spawn; Particle::Update 0x0051c290 then integrates
// those stored world-space coefficients each frame.
particle.Offset = ToSpawnWorld(em, localOffset);
particle.A = localA;
particle.B = localB;
particle.C = localC;
switch (em.Desc.Type)
{
case ParticleType.Still:
// No motion. Age + fade only.
break;
case ParticleType.LocalVelocity:
// Constant spawn velocity, no acceleration.
p.Position += p.Velocity * dt;
break;
case ParticleType.GlobalVelocity:
// Uses emitter's InitialVelocity (global/world-space);
// each particle keeps its own copy already (set at spawn),
// so behaves identically to LocalVelocity at runtime.
p.Position += p.Velocity * dt;
break;
case ParticleType.Parabolic:
case ParticleType.ParabolicLVGV:
case ParticleType.ParabolicLVGA:
particle.A = ToSpawnWorld(em, localA);
break;
case ParticleType.ParabolicLVLA:
case ParticleType.ParabolicGVGA:
case ParticleType.ParabolicGVLA:
case ParticleType.ParabolicLALV:
// Velocity decays with gravity; position integrates.
p.Velocity += em.Desc.Gravity * dt;
p.Position += p.Velocity * dt;
particle.A = ToSpawnWorld(em, localA);
particle.B = ToSpawnWorld(em, localB);
break;
case ParticleType.ParabolicLVGAGR:
particle.A = ToSpawnWorld(em, localA);
particle.C = localC;
break;
case ParticleType.Swarm:
// Orbital drift around anchor. Apply a tangential swirl.
{
Vector3 toCenter = em.AnchorPos - p.Position;
Vector3 axis = em.Desc.OffsetDir == Vector3.Zero ? Vector3.UnitZ : em.Desc.OffsetDir;
Vector3 tangent = Vector3.Normalize(Vector3.Cross(axis, toCenter));
p.Velocity = Vector3.Lerp(p.Velocity, tangent * em.Desc.InitialVelocity.Length(), dt * 4f);
p.Position += p.Velocity * dt;
}
particle.A = ToSpawnWorld(em, localA);
break;
case ParticleType.Explode:
// Push outward along (position - anchor).
{
Vector3 dir = p.Position - em.AnchorPos;
if (dir.LengthSquared() < 1e-6f) dir = Vector3.UnitZ;
else dir = Vector3.Normalize(dir);
p.Velocity = dir * em.Desc.InitialVelocity.Length();
p.Position += p.Velocity * dt;
}
particle.A = localA;
particle.B = localB;
particle.C = RandomExplodeDirection(localC);
break;
case ParticleType.Implode:
// Pull inward toward anchor.
{
Vector3 dir = em.AnchorPos - p.Position;
float dist = dir.Length();
if (dist < 0.01f) { p.Alive = false; break; }
dir /= dist;
p.Velocity = dir * em.Desc.InitialVelocity.Length();
p.Position += p.Velocity * dt;
}
particle.A = localA;
particle.B = localB;
particle.Offset = new Vector3(
particle.Offset.X * localC.X,
particle.Offset.Y * localC.Y,
particle.Offset.Z * localC.Z);
particle.C = particle.Offset;
break;
default:
p.Position += p.Velocity * dt;
case ParticleType.ParabolicLVLALR:
particle.A = ToSpawnWorld(em, localA);
particle.B = ToSpawnWorld(em, localB);
particle.C = ToSpawnWorld(em, localC);
break;
case ParticleType.ParabolicGVGAGR:
particle.C = localC;
break;
}
}
// ── Utility ──────────────────────────────────────────────────────────────
private static Vector3 ToSpawnWorld(ParticleEmitter em, Vector3 value)
=> em.AnchorRot == Quaternion.Identity ? value : Vector3.Transform(value, em.AnchorRot);
private Vector3 RandomExplodeDirection(Vector3 localC)
{
float yaw = RandomRange(-MathF.PI, MathF.PI);
float pitch = RandomRange(-MathF.PI, MathF.PI);
float cosPitch = MathF.Cos(pitch);
Vector3 c = new(
MathF.Cos(yaw) * localC.X * cosPitch,
MathF.Sin(yaw) * localC.Y * cosPitch,
MathF.Sin(pitch) * localC.Z);
return NormalizeCheckSmall(ref c) ? Vector3.Zero : c;
}
private int FindFreeSlot(ParticleEmitter em)
{
for (int i = 0; i < em.Particles.Length; i++)
{
if (!em.Particles[i].Alive)
return i;
}
return -1;
}
private static int FindOldestSlot(ParticleEmitter em)
{
int slot = -1;
float best = -1f;
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
float r = p.Lifetime > 0f ? p.Age / p.Lifetime : 1f;
if (r > best)
{
best = r;
slot = i;
}
}
return slot;
}
private static int CountAlive(ParticleEmitter em)
{
int n = 0;
for (int i = 0; i < em.Particles.Length; i++)
if (em.Particles[i].Alive) n++;
{
if (em.Particles[i].Alive)
n++;
}
return n;
}
private float RandomLifespan(EmitterDesc desc)
{
float lifespan = desc.Lifespan > 0f ? desc.Lifespan : (desc.LifetimeMin + desc.LifetimeMax) * 0.5f;
float rand = desc.LifespanRand > 0f ? desc.LifespanRand : MathF.Abs(desc.LifetimeMax - desc.LifetimeMin) * 0.5f;
float value = lifespan + RandomCentered(rand);
if (value <= 0f && desc.LifetimeMax > 0f)
value = Lerp(desc.LifetimeMin, desc.LifetimeMax, (float)_rng.NextDouble());
return MathF.Max(0f, value);
}
private Vector3 RandomOffset(EmitterDesc desc)
{
float min = MathF.Min(desc.MinOffset, desc.MaxOffset);
float max = MathF.Max(desc.MinOffset, desc.MaxOffset);
if (max <= 0f)
return Vector3.Zero;
Vector3 axis = NormalizeOrZero(desc.OffsetDir);
Vector3 v = new(
RandomCentered(1f),
RandomCentered(1f),
RandomCentered(1f));
if (axis != Vector3.Zero)
v -= axis * Vector3.Dot(v, axis);
if (v.LengthSquared() < 1e-8f)
v = axis != Vector3.Zero ? Perpendicular(axis) : Vector3.UnitX;
else
v = Vector3.Normalize(v);
return v * Lerp(min, max, (float)_rng.NextDouble());
}
private Vector3 RandomVector(Vector3 direction, float min, float max)
{
if (direction == Vector3.Zero)
return Vector3.Zero;
if (max < min)
(min, max) = (max, min);
return direction * Lerp(min, max, (float)_rng.NextDouble());
}
private float RandomScale(float baseValue, float rand)
=> Math.Clamp(baseValue + RandomCentered(rand), 0.1f, 10f);
private float RandomTrans(float baseValue, float rand)
=> Math.Clamp(baseValue + RandomCentered(rand), 0f, 1f);
private float RandomCentered(float halfWidth)
=> ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
private float RandomRange(float min, float max)
=> Lerp(min, max, (float)_rng.NextDouble());
private static float Lerp(float a, float b, float t) => a + (b - a) * t;
private static Vector3 NormalizeOrZero(Vector3 v)
=> v.LengthSquared() > 1e-8f ? Vector3.Normalize(v) : Vector3.Zero;
private static bool NormalizeCheckSmall(ref Vector3 v)
{
float length = v.Length();
if (length < 1e-8f)
return true;
v /= length;
return false;
}
private static Vector3 Perpendicular(Vector3 v)
{
Vector3 basis = MathF.Abs(v.X) < 0.9f ? Vector3.UnitX : Vector3.UnitY;
return Vector3.Normalize(Vector3.Cross(v, basis));
}
private static uint Color32(float alpha, uint startArgb, uint endArgb, float t)
{
// Blend RGB channels linearly; apply alpha override from fade.
byte sa = (byte)((startArgb >> 24) & 0xFF);
byte sr = (byte)((startArgb >> 16) & 0xFF);
byte sg = (byte)((startArgb >> 8) & 0xFF);
byte sb = (byte)( startArgb & 0xFF);
byte ea = (byte)((endArgb >> 24) & 0xFF);
byte sg = (byte)((startArgb >> 8) & 0xFF);
byte sb = (byte)(startArgb & 0xFF);
byte er = (byte)((endArgb >> 16) & 0xFF);
byte eg = (byte)((endArgb >> 8) & 0xFF);
byte eb = (byte)( endArgb & 0xFF);
byte eg = (byte)((endArgb >> 8) & 0xFF);
byte eb = (byte)(endArgb & 0xFF);
byte r = (byte)Math.Clamp(sr + (er - sr) * t, 0f, 255f);
byte g = (byte)Math.Clamp(sg + (eg - sg) * t, 0f, 255f);
byte b = (byte)Math.Clamp(sb + (eb - sb) * t, 0f, 255f);
byte a = (byte)Math.Clamp(alpha * 255f, 0f, 255f);
return ((uint)a << 24) | ((uint)r << 16) | ((uint)g << 8) | b;
}
private Vector3 RandomDiskVector(Vector3 axis, float maxRadius)
{
if (maxRadius <= 0f) return Vector3.Zero;
// Two perpendicular vectors to axis.
Vector3 n = Vector3.Normalize(axis == Vector3.Zero ? Vector3.UnitZ : axis);
Vector3 t1 = Math.Abs(n.X) < 0.9f
? Vector3.Normalize(Vector3.Cross(n, Vector3.UnitX))
: Vector3.Normalize(Vector3.Cross(n, Vector3.UnitY));
Vector3 t2 = Vector3.Normalize(Vector3.Cross(n, t1));
float theta = (float)(_rng.NextDouble() * Math.PI * 2.0);
float r = maxRadius * MathF.Sqrt((float)_rng.NextDouble());
return (t1 * MathF.Cos(theta) + t2 * MathF.Sin(theta)) * r;
}
private float RandomCentered(float halfWidth)
{
return ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
}
}