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:
parent
1f82b7604e
commit
ec1bbb4f43
28 changed files with 2444 additions and 780 deletions
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@ -139,15 +139,7 @@ public sealed class PhysicsScriptRunner
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_active.RemoveAt(i);
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}
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_active.Add(new ActiveScript
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{
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Script = script,
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ScriptId = scriptId,
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EntityId = entityId,
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AnchorWorld = anchorWorldPos,
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StartTimeAbs = _now,
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NextHookIndex = 0,
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});
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AddActiveScript(script, scriptId, entityId, anchorWorldPos, delaySeconds: 0);
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if (DiagEnabled)
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{
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@ -159,6 +151,24 @@ public sealed class PhysicsScriptRunner
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return true;
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}
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private void AddActiveScript(
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DatPhysicsScript script,
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uint scriptId,
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uint entityId,
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Vector3 anchorWorldPos,
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float delaySeconds)
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{
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_active.Add(new ActiveScript
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{
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Script = script,
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ScriptId = scriptId,
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EntityId = entityId,
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AnchorWorld = anchorWorldPos,
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StartTimeAbs = _now + Math.Max(0f, delaySeconds),
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NextHookIndex = 0,
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});
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}
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/// <summary>
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/// Advance every active script by <paramref name="dtSeconds"/>.
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/// Fires each hook whose <see cref="PhysicsScriptData.StartTime"/>
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@ -233,18 +243,18 @@ public sealed class PhysicsScriptRunner
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if (hook is CallPESHook call)
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{
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// CallPESHook.PES = sub-script id; Pause = delay before the
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// sub-script starts (retail's ScriptManager links it into
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// the list with StartTime = now + Pause). For our flat-list
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// design we just recurse Play() — the sub-script schedules
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// its own hooks from its own time zero. If Pause > 0 we
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// delay by baking it into the sub-script's StartTimeAbs.
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Play(call.PES, a.EntityId, a.AnchorWorld);
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if (call.Pause > 0f && _active.Count > 0)
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// sub-script starts. Retail links it into the active script
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// list with StartTime = now + Pause; our flat list preserves
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// that timing without replacing the currently running script.
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var subScript = ResolveScript(call.PES);
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if (subScript is null || subScript.ScriptData.Count == 0)
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{
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var sub = _active[^1];
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sub.StartTimeAbs = _now + call.Pause;
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_active[^1] = sub;
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if (DiagEnabled)
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Console.WriteLine($"[pes] CallPES: script 0x{call.PES:X8} not found / empty");
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return;
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}
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AddActiveScript(subScript, call.PES, a.EntityId, a.AnchorWorld, call.Pause);
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return;
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}
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