acdream/docs/research/2026-04-28-pes-pseudocode.md
Erik ec1bbb4f43 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>
2026-04-28 22:47:11 +02:00

10 KiB

Phase C.1 PES particle pseudocode

Retail sources:

  • docs/research/named-retail/acclient_2013_pseudo_c.txt
    • ParticleEmitterInfo::{GetRandom*,InitEnd,ShouldEmitParticle,UnPack} at 0x005170d0..0x005179f0
    • ParticleManager::{CreateParticleEmitter,DestroyParticleEmitter,StopParticleEmitter} at 0x0051b6c0..0x0051b7a0
    • Particle::{Update,Init} and ParticleEmitter::{EmitParticle,UpdateParticles} at 0x0051b863..0x0051d400
    • PhysicsScript::{UnPack} at 0x005218b0
    • CallPESHook::Execute, CreateParticleHook::Execute, DestroyParticleHook::Execute, StopParticleHook::Execute at 0x00529eb0..0x0052a070
    • GameSky::{Draw,CreateDeletePhysicsObjects} at 0x00506ff0..0x005075d0
  • docs/research/named-retail/acclient.h
    • EmitterType, ParticleType
    • ParticleEmitterInfo, Particle, ParticleEmitter
    • CreateParticleHook, CreateBlockingParticleHook, DestroyParticleHook, StopParticleHook, CallPESHook
    • CelestialPosition with pes_id
  • Cross-checks:
    • references/ACViewer/ACViewer/Physics/Particles/*
    • references/ACE/Source/ACE.DatLoader/Entity/ParticleEmitterInfo.cs
    • references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs

ParticleEmitterInfo

UnPack(reader):
    read id/header
    read unknown
    read emitter_type
    read particle_type
    read gfxobj_id
    read hw_gfxobj_id
    read birthrate
    read max_particles
    read initial_particles
    read total_particles
    read total_seconds
    read lifespan
    read lifespan_rand
    read offset_dir, min_offset, max_offset
    read A, min_a, max_a
    read B, min_b, max_b
    read C, min_c, max_c
    read start_scale, final_scale, scale_rand
    read start_trans, final_trans, trans_rand
    read is_parent_local

InitEnd():
    sorting_sphere.center = (0, 0, 0)
    sorting_sphere.radius = max(max_offset, max_a * lifespan)

RandomScale(base):
    value = base + RollDice(-1, 1) * scale_rand
    return clamp(value, 0.1, 10.0)

RandomTrans(base):
    value = base + RollDice(-1, 1) * trans_rand
    return clamp(value, 0.0, 1.0)

RandomLifespan():
    value = lifespan + RollDice(-1, 1) * lifespan_rand
    return max(value, 0.0)

RandomVector(dir, min, max):
    return dir * Random(min, max)

RandomOffset():
    v = random vector in [-1, 1]^3
    v = v - project(v, offset_dir)
    if length(v) is near zero:
        v = perpendicular fallback
    v = normalize(v)
    return v * Random(min_offset, max_offset)

ShouldEmitParticle(emitter):
    if total_particles != 0 and emitter.total_emitted >= total_particles:
        return false
    if emitter.num_particles >= max_particles:
        return false
    if emitter_type == BirthratePerSec:
        return Timer.cur_time - emitter.last_emit_time > birthrate
    if emitter_type == BirthratePerMeter:
        delta = emitter.last_emit_offset - emitter.current_parent_offset
        return dot(delta, delta) > birthrate * birthrate
    return false

Notes:

  • Retail stores birthrate as seconds between emissions for BirthratePerSec, not particles per second.
  • Retail clamps start/final scale to [0.1, 10] and translucency to [0, 1].
  • The named decomp shows final scale/trans add their own base values. ACE/ACViewer have a few copy-paste mistakes in these helpers; the decomp wins.

ParticleManager and emitter lifetime

CreateParticleEmitter(parent, emitter_info_id, part_index, offset, requested_id):
    if requested_id != 0:
        remove existing emitter with requested_id
    info = Dat.Get(ParticleEmitterInfo, emitter_info_id)
    emitter = makeParticleEmitter()
    emitter.SetInfo(info)
    emitter.SetParenting(parent, part_index, offset)
    emitter.InitEnd()
    emitter.id = requested_id if requested_id != 0 else next_emitter_id++
    particle_table.add(emitter.id, emitter)
    return emitter.id

DestroyParticleEmitter(id):
    remove emitter id from particle_table

StopParticleEmitter(id):
    emitter.stopped = true

UpdateParticles():
    for each emitter:
        keep = emitter.UpdateParticles()
        if !keep:
            remove emitter

ParticleEmitter::EmitParticle finds a free/recyclable slot, samples all random fields from the ParticleEmitterInfo, initializes a Particle, adds the particle part, and records total_emitted, last_emit_time, and last_emit_offset.

ParticleEmitter::UpdateParticles:

if drawable/parent is valid:
    for each live particle:
        parent_frame = parent-local ? current parent frame : particle.start_frame
        particle.Update(parent_frame, now, persistent)
        if particle.lifetime >= particle.lifespan:
            kill particle

    while !stopped and info.ShouldEmitParticle(this):
        EmitParticle()

    if total_seconds != 0 and now - creation_time > total_seconds:
        stopped = true
    if total_particles != 0 and total_emitted >= total_particles:
        stopped = true

return num_particles != 0 || !stopped

Particle integrators

Every particle computes position from age/lifetime, not by accumulating Euler steps. parent.origin below is the parent frame origin chosen by is_parent_local.

age = now - birthtime

Still:
    pos = parent.origin + offset

LocalVelocity, GlobalVelocity:
    pos = parent.origin + offset + age * A

ParabolicLVGA, ParabolicLVLA, ParabolicGVGA:
    pos = parent.origin + offset + age * A + 0.5 * age^2 * B

ParabolicLVGAGR, ParabolicLVLALR, ParabolicGVGAGR:
    frame = parent
    frame.origin += offset + age * A + 0.5 * age^2 * B
    frame.rotate_by(age * C)
    pos = frame.origin

Swarm:
    pos = parent.origin + offset + age * A
    pos.x += cos(age * B.x) * C.x
    pos.y += sin(age * B.y) * C.y
    pos.z += cos(age * B.z) * C.z

Explode:
    pos.x = parent.origin.x + offset.x + (age * B.x + C.x * A.x) * age
    pos.y = parent.origin.y + offset.y + (age * B.y + C.y * A.x) * age
    pos.z = parent.origin.z + offset.z + (age * B.z + C.z * A.x + A.z) * age

Implode:
    pos = parent.origin + offset + cos(A.x * age) * C + age^2 * B

Particle::Init resolves vector spaces once at spawn:

offset = transform_local_vector(random_offset, start_frame)

LocalVelocity, ParabolicLVGA:
    A = local_to_global(A)

ParabolicLVLA:
    A = local_to_global(A)
    B = local_to_global(B)

ParabolicLVGAGR:
    A = local_to_global(A)
    C = C

Swarm:
    A = local_to_global(A)

Explode:
    A = A
    B = B
    C = normalized random direction scaled by the local C axes

Implode:
    A = A
    B = B
    offset *= C component-wise
    C = offset

ParabolicLVLALR:
    A = local_to_global(A)
    B = local_to_global(B)
    C = local_to_global(C)

ParabolicGVGA, GlobalVelocity:
    A/B/C remain global as applicable

ParabolicGVGAGR:
    A and B remain global
    C = C

After motion:

t = clamp(age / lifespan, 0, 1)
scale = lerp(start_scale, final_scale, t)
trans = lerp(start_trans, final_trans, t)
opacity = 1 - trans

StartTrans / FinalTrans are transparency values, not source alpha. Retail sends the interpolated value to PhysicsPart::SetTranslucency; the render path uses its complement as opacity. WorldBuilder's particle renderer cross-check does the same (opacity = 1 - currentTrans).

PhysicsScript and hooks

PhysicsScript::UnPack reads ordered (start_time, hook) entries and sorts them by start time. The runner keeps active script instances keyed by (script_id, entity_id) and fires all hooks whose start_time <= elapsed.

Hook execution:

CreateParticleHook:
    parent.create_particle_emitter(emitter_info_id, part_index, offset, emitter_id)

CreateBlockingParticleHook:
    same particle creation path, plus sequencer blocking semantics

DestroyParticleHook:
    parent.destroy_particle_emitter(emitter_id)

StopParticleHook:
    parent.stop_particle_emitter(emitter_id)

CallPESHook:
    parent.CallPES(pes_id, pause)

The C.1 implementation keeps hook dispatch in Core and renders the resulting particles in App. Nested CallPESHook stays in PhysicsScriptRunner, while ParticleHookSink converts create/destroy/stop hooks into runtime emitter handles.

Sky integration

CelestialPosition has both gfx_id and pes_id. Retail sky object creation copies properties and draws two sky cells. A named-retail recheck on 2026-04-28 corrected the original C.1 assumption:

SkyDesc::GetSky (0x00501ec0):
    copy SkyObject.gfx_id into CelestialPosition.gfx_id
    copy SkyObject.default_pes_object into CelestialPosition.pes_id
    copy properties / rotate / arc angle / tex velocity

GameSky.CreateDeletePhysicsObjects (0x005073c0):
    for each visible CelestialPosition:
        post_scene = (properties & 0x01) != 0
        make/update sky gfx object from gfx_id in before/after cell
        do not read pes_id

GameSky.MakeObject (0x00506ee0):
    CPhysicsObj::makeObject(gfx_id, 0, 0)
    set texture velocity

GameSky.UseTime (0x005075b0):
    CreateDeletePhysicsObjects()
    CalcFrame()
    set_frame / luminosity / diffusion / translucency
    do not read pes_id

GameSky.Draw(post_scene):
    if post_scene == false:
        draw before_sky_cell
    else:
        draw after_sky_cell

The sky renderer must preserve the existing 0x01 pre/post split for sky meshes. SkyObject.default_pes_object is parsed and retained for diagnostics, but it is not a retail render-path particle source. In acdream the experimental sky-PES path is therefore gated behind ACDREAM_ENABLE_SKY_PES=1 and disabled for normal visual comparison.

GL rendering

WorldBuilder's ParticleBatcher confirms the GL-side policy:

collect live billboard instances
sort back-to-front by camera distance for alpha blending
depth test enabled
depth writes disabled
cull disabled
blend SrcAlpha/OneMinusSrcAlpha for alpha
blend SrcAlpha/One for additive
stream dynamic instance VBO
draw instanced unit quads

C.1 keeps that policy and splits draw calls by particle render pass:

  • pre-scene sky particles after the pre-scene sky meshes
  • scene particles after opaque world/static objects
  • post-scene sky particles after post-scene sky/weather meshes