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