acdream/src/AcDream.Core/Vfx/ParticleSystem.cs
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00

1292 lines
46 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Vfx;
/// <summary>
/// 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;
private readonly Dictionary<int, ParticleEmitter> _byHandle = new();
// Handles are monotonic, so sorted indexes preserve retail emitter-spawn
// order while making every lifecycle edge O(log E). The old List.Remove
// hard-stop path was O(E) and became visible when portal routes retained
// thousands of finite/fading emitters.
private readonly SortedSet<int> _allHandles = [];
private readonly SortedSet<int> _simulationHandles = [];
private readonly SortedSet<int> _worldSimulationHandles = [];
private readonly SortedSet<int>[] _renderableHandlesByPass =
[[], [], []];
private readonly SortedSet<int>[] _renderableUnattachedHandlesByPass =
[[], [], []];
private readonly Dictionary<uint, OwnerEmitterBucket>[] _ownerHandlesByPass =
[new(), new(), new()];
private readonly List<int> _tickSnapshot = [];
private readonly List<int> _scopeHandleScratch = [];
private sealed class OwnerEmitterBucket
{
public int LogicalCount;
public int FirstRenderableHandle;
public List<int>? AdditionalRenderableHandles;
public void AddRenderable(int handle)
{
if (FirstRenderableHandle == 0)
{
FirstRenderableHandle = handle;
return;
}
if (handle < FirstRenderableHandle)
{
(FirstRenderableHandle, handle) = (handle, FirstRenderableHandle);
}
List<int> additional = AdditionalRenderableHandles ??= [];
int index = additional.BinarySearch(handle);
if (index < 0)
additional.Insert(~index, handle);
}
public void RemoveRenderable(int handle)
{
if (FirstRenderableHandle == handle)
{
if (AdditionalRenderableHandles is { Count: > 0 } additional)
{
FirstRenderableHandle = additional[0];
additional.RemoveAt(0);
}
else
{
FirstRenderableHandle = 0;
}
return;
}
if (AdditionalRenderableHandles is { } others)
{
int index = others.BinarySearch(handle);
if (index >= 0)
others.RemoveAt(index);
}
}
public void CopyRenderableHandlesTo(List<int> destination)
{
if (FirstRenderableHandle == 0)
return;
destination.Add(FirstRenderableHandle);
if (AdditionalRenderableHandles is { Count: > 0 } additional)
destination.AddRange(additional);
}
}
private int _nextHandle = 1;
private float _time;
private int _activeParticleCount;
public ParticleSystem(EmitterDescRegistry registry, Random? rng = null)
{
_registry = registry ?? throw new ArgumentNullException(nameof(registry));
_rng = rng ?? Random.Shared;
}
public int ActiveEmitterCount => _byHandle.Count;
public int ActiveParticleCount => _activeParticleCount;
internal int LastTickEmitterVisitCount { get; private set; }
internal int LastRetailViewEmitterVisitCount { get; private set; }
internal int LastRenderScopeEmitterVisitCount { get; private set; }
public int SpawnEmitter(
EmitterDesc desc,
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene,
ParticleVisibilityPolicy visibilityPolicy = ParticleVisibilityPolicy.World)
{
ArgumentNullException.ThrowIfNull(desc);
int handle = _nextHandle++;
var emitter = new ParticleEmitter
{
Handle = handle,
Desc = desc,
AnchorPos = anchor,
OwnerPosition = anchor,
AnchorRot = rot ?? Quaternion.Identity,
AttachedObjectId = attachedObjectId,
AttachedPartIndex = attachedPartIndex,
RenderPass = renderPass,
VisibilityPolicy = visibilityPolicy,
Particles = new Particle[Math.Max(1, desc.MaxParticles)],
StartedAt = _time,
LastEmitTime = _time,
LastEmitOffset = anchor,
};
_byHandle[handle] = emitter;
_allHandles.Add(handle);
_simulationHandles.Add(handle);
if (visibilityPolicy == ParticleVisibilityPolicy.World)
_worldSimulationHandles.Add(handle);
AddEmitterToRenderIndexes(emitter);
for (int i = 0; i < desc.InitialParticles; i++)
SpawnOne(emitter, allowWhenFull: false);
return handle;
}
public int SpawnEmitterById(
uint emitterId,
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene,
ParticleVisibilityPolicy visibilityPolicy = ParticleVisibilityPolicy.World)
{
var desc = _registry.Get(emitterId);
return SpawnEmitter(
desc,
anchor,
rot,
attachedObjectId,
attachedPartIndex,
renderPass,
visibilityPolicy);
}
public bool TrySpawnEmitterById(
uint emitterId,
Vector3 anchor,
Quaternion? rot,
uint attachedObjectId,
int attachedPartIndex,
ParticleRenderPass renderPass,
ParticleVisibilityPolicy visibilityPolicy,
out int handle)
{
if (!_registry.TryGet(emitterId, out EmitterDesc? desc))
{
handle = 0;
return false;
}
handle = SpawnEmitter(
desc,
anchor,
rot,
attachedObjectId,
attachedPartIndex,
renderPass,
visibilityPolicy);
return true;
}
public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
{
// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
}
public void StopEmitter(int handle, bool fadeOut)
{
if (!_byHandle.TryGetValue(handle, out var em))
return;
em.Finished = true;
if (!fadeOut)
{
for (int i = 0; i < em.Particles.Length; i++)
em.Particles[i].Alive = false;
em.ActiveCount = 0;
// Retail DestroyParticleEmitter removes the table entry now; it
// does not wait for the next update. This is also required for a
// hard-stopped emitter whose cell-less simulation is paused.
RemoveEmitter(handle, em);
}
}
/// <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 (!em.SimulationEnabled)
em.LastEmitOffset = anchor;
if (rot.HasValue)
em.AnchorRot = rot.Value;
}
/// <summary>
/// Refreshes the owning physics object's root used by retail's particle
/// degradation-distance check. This remains distinct from an animated
/// part's emitter anchor.
/// </summary>
public void UpdateEmitterOwnerPosition(int handle, Vector3 ownerPosition)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
emitter.OwnerPosition = ownerPosition;
}
public void UpdateEmitterOwnerCell(int handle, uint ownerCellId)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
emitter.OwnerCellId = ownerCellId;
}
public void SetEmitterVisibilityPolicy(
int handle,
ParticleVisibilityPolicy visibilityPolicy)
{
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter)
|| emitter.VisibilityPolicy == visibilityPolicy)
{
return;
}
bool wasRenderable = IsRenderable(emitter);
if (emitter.VisibilityPolicy == ParticleVisibilityPolicy.World)
_worldSimulationHandles.Remove(handle);
emitter.VisibilityPolicy = visibilityPolicy;
if (visibilityPolicy == ParticleVisibilityPolicy.World)
{
if (emitter.SimulationEnabled)
_worldSimulationHandles.Add(handle);
}
else
{
// Examination and dedicated-pass objects bypass world PView.
emitter.ViewEligible = true;
}
RefreshRenderableIndex(emitter, wasRenderable);
}
/// <summary>
/// Applies <c>CPhysicsObj::ShouldDrawParticles</c> (0x0050FE60) to every
/// live emitter. The App layer supplies the previous completed retail
/// PView's cell set, equivalent to <c>CObjCell::IsInView</c> when the next
/// physics update runs.
/// </summary>
public void ApplyRetailView(
Vector3 viewerPosition,
IReadOnlySet<uint> visibleCellIds,
bool hasCompletedView,
float rangeMultiplier = 1f)
{
ArgumentNullException.ThrowIfNull(visibleCellIds);
if (!float.IsFinite(rangeMultiplier) || rangeMultiplier <= 0f)
rangeMultiplier = 1f;
LastRetailViewEmitterVisitCount = 0;
foreach (int handle in _worldSimulationHandles)
{
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
continue;
LastRetailViewEmitterVisitCount++;
bool wasRenderable = IsRenderable(emitter);
if (!hasCompletedView)
{
// With no completed world PView (portal space, login, or a
// reset frame), a world cell cannot report IsInView.
emitter.ViewEligible = false;
RefreshRenderableIndex(emitter, wasRenderable);
continue;
}
float maxDistance = emitter.Desc.MaxDegradeDistance * rangeMultiplier;
float distance = RetailDistance(emitter.OwnerPosition, viewerPosition);
emitter.ViewEligible = emitter.OwnerCellId != 0
&& visibleCellIds.Contains(emitter.OwnerCellId)
// The x87 comparison in ShouldDrawParticles admits unordered
// comparisons (NaN) and reject a negative authored range.
&& (float.IsNaN(distance)
|| float.IsNaN(maxDistance)
|| distance <= maxDistance);
RefreshRenderableIndex(emitter, wasRenderable);
}
}
/// <summary>
/// Changes only render presentation. Logical lifetime is unaffected.
/// </summary>
public void SetEmitterPresentationVisible(int handle, bool visible)
{
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter)
|| emitter.PresentationVisible == visible)
{
return;
}
bool wasRenderable = IsRenderable(emitter);
emitter.PresentationVisible = visible;
RefreshRenderableIndex(emitter, wasRenderable);
}
/// <summary>
/// Applies retail's in-cell update gate without ending emitter ownership.
/// Retail retains absolute creation timestamps while cell-less; the next
/// update observes the elapsed wall-clock interval and expires old state.
/// Only acdream's legacy rate accumulator is rebased to prevent a synthetic
/// multi-particle catch-up burst that retail's one-shot emission path lacks.
/// </summary>
public void SetEmitterSimulationEnabled(int handle, bool enabled)
{
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter)
|| emitter.SimulationEnabled == enabled)
{
return;
}
if (!enabled)
{
bool wasRenderable = IsRenderable(emitter);
emitter.SimulationEnabled = false;
_simulationHandles.Remove(handle);
_worldSimulationHandles.Remove(handle);
if (emitter.VisibilityPolicy == ParticleVisibilityPolicy.World)
{
// A spatially withdrawn owner has no current CObjCell::IsInView
// result. Invalidate the previous PView decision so re-entry
// cannot become renderable until ApplyRetailView evaluates the
// owner against a freshly completed view.
emitter.ViewEligible = false;
RefreshRenderableIndex(emitter, wasRenderable);
}
return;
}
if (emitter.Desc.Birthrate <= 0f && emitter.Desc.EmitRate > 0f)
{
emitter.LastEmitTime = _time;
emitter.EmittedAccumulator = 0f;
}
emitter.SimulationEnabled = true;
_simulationHandles.Add(handle);
if (emitter.VisibilityPolicy == ParticleVisibilityPolicy.World)
_worldSimulationHandles.Add(handle);
else
emitter.ViewEligible = true;
}
/// <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;
_time += dt;
_activeParticleCount = 0;
LastTickEmitterVisitCount = 0;
// EmitterDied callbacks may synchronously stop another emitter or
// create a replacement. Snapshot the current workset into retained
// storage so those mutations cannot invalidate traversal; newly
// created emitters begin on the following retail object update.
_tickSnapshot.Clear();
foreach (int handle in _simulationHandles)
_tickSnapshot.Add(handle);
for (int i = 0; i < _tickSnapshot.Count; i++)
{
int handle = _tickSnapshot[i];
if (!_byHandle.TryGetValue(handle, out var em))
continue;
if (!em.SimulationEnabled)
continue;
LastTickEmitterVisitCount++;
bool wasFinishedBeforeUpdate = em.Finished;
if (em.ViewEligible)
{
em.DegradedOut = false;
AdvanceEmitter(em);
}
else
{
em.DegradedOut = true;
AdvanceDegradedEmitter(em, dt);
}
int live = em.ActiveCount;
_activeParticleCount += live;
if (em.Desc.TotalDuration > 0f && (_time - em.StartedAt) > em.Desc.TotalDuration)
em.Finished = true;
if (em.Desc.TotalParticles > 0 && em.TotalEmitted >= em.Desc.TotalParticles)
em.Finished = true;
// UpdateParticles returns true on the exact tick StopEmitter
// first changes state. Only the next update's already-stopped
// branch may return num_particles == 0 and retire the emitter.
if (em.Finished && live == 0 && wasFinishedBeforeUpdate)
{
RemoveEmitter(handle, em);
}
}
}
/// <summary>
/// Enumerate every live particle across every active emitter as
/// (emitter, particle-index) pairs, in emitter-spawn order.
///
/// <para>
/// MP-Alloc (2026-07-05): this used to be a C# iterator block (a
/// compiler-generated heap-allocated state machine, `yield return`),
/// allocated fresh on every call. <see cref="ParticleRenderer.Draw"/>
/// calls this once per pass and there are up to ~11 passes per frame
/// (sky pre/post, scene, per-visible-cell, dynamics, unattached), so
/// this was 11 iterator allocations per frame even with zero particles
/// on screen. Returns a <see cref="LiveParticleEnumerable"/> struct
/// instead: `foreach` over it uses the struct enumerator directly (no
/// allocation), while LINQ / test callers that need
/// <see cref="IEnumerable{T}"/> (`.ToList()`, `.Single()`, etc.) still
/// work via the explicit interface implementation — those call sites
/// are test-only, not the per-frame render path this task targets.
/// </para>
/// </summary>
public LiveParticleEnumerable EnumerateLive() => new(this);
/// <summary>
/// Enumerates live emitters in spawn order. The renderer consumes this
/// before particle slots so pass/visibility rejection is O(emitters), not
/// O(all particles in every pass).
/// </summary>
public LiveEmitterEnumerable EnumerateEmitters() => new(this);
/// <summary>
/// Enumerates only presentation-visible, view-eligible emitters in the
/// requested pass, retaining global spawn order. Renderers should use this
/// workset instead of rejecting every logical emitter on every pass.
/// </summary>
public RenderableEmitterEnumerable EnumerateRenderableEmitters(
ParticleRenderPass renderPass) => new(this, renderPass);
/// <summary>
/// Copies the renderable emitters owned by a visibility scope without
/// walking unrelated emitters in the same render pass. Results retain
/// global emitter-spawn order so equal-distance retail alpha ties remain
/// identical to the unscoped path.
/// </summary>
public void CopyRenderableEmittersForOwners(
ParticleRenderPass renderPass,
IReadOnlySet<uint> attachedOwnerIds,
bool includeUnattached,
List<ParticleEmitter> destination,
IReadOnlySet<uint>? excludedAttachedOwnerIds = null)
{
ArgumentNullException.ThrowIfNull(attachedOwnerIds);
ArgumentNullException.ThrowIfNull(destination);
destination.Clear();
LastRenderScopeEmitterVisitCount = 0;
int passIndex = RenderPassIndex(renderPass);
if (includeUnattached)
{
foreach (int handle in _renderableUnattachedHandlesByPass[passIndex])
{
LastRenderScopeEmitterVisitCount++;
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
destination.Add(emitter);
}
}
Dictionary<uint, OwnerEmitterBucket> owners = _ownerHandlesByPass[passIndex];
foreach (uint ownerId in attachedOwnerIds)
{
if (excludedAttachedOwnerIds?.Contains(ownerId) == true
|| !owners.TryGetValue(ownerId, out OwnerEmitterBucket? bucket))
{
continue;
}
_scopeHandleScratch.Clear();
bucket.CopyRenderableHandlesTo(_scopeHandleScratch);
LastRenderScopeEmitterVisitCount += _scopeHandleScratch.Count;
foreach (int handle in _scopeHandleScratch)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
destination.Add(emitter);
}
}
destination.Sort(static (left, right) => left.Handle.CompareTo(right.Handle));
}
public readonly struct LiveEmitterEnumerable : IEnumerable<ParticleEmitter>
{
private readonly ParticleSystem _owner;
internal LiveEmitterEnumerable(ParticleSystem owner) => _owner = owner;
public Enumerator GetEnumerator() => new(_owner);
IEnumerator<ParticleEmitter> IEnumerable<ParticleEmitter>.GetEnumerator()
=> EnumerateBoxed(_owner).GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
=> EnumerateBoxed(_owner).GetEnumerator();
private static IEnumerable<ParticleEmitter> EnumerateBoxed(ParticleSystem owner)
{
foreach (int handle in owner._allHandles)
{
if (owner._byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
yield return emitter;
}
}
public struct Enumerator
{
private readonly ParticleSystem _owner;
private SortedSet<int>.Enumerator _handles;
internal Enumerator(ParticleSystem owner)
{
_owner = owner;
_handles = owner._allHandles.GetEnumerator();
Current = null!;
}
public ParticleEmitter Current { get; private set; }
public bool MoveNext()
{
while (_handles.MoveNext())
{
if (_owner._byHandle.TryGetValue(_handles.Current, out ParticleEmitter? emitter))
{
Current = emitter;
return true;
}
}
return false;
}
}
}
public readonly struct RenderableEmitterEnumerable : IEnumerable<ParticleEmitter>
{
private readonly ParticleSystem _owner;
private readonly int _passIndex;
internal RenderableEmitterEnumerable(ParticleSystem owner, ParticleRenderPass renderPass)
{
_owner = owner;
_passIndex = RenderPassIndex(renderPass);
}
public Enumerator GetEnumerator() => new(_owner, _passIndex);
IEnumerator<ParticleEmitter> IEnumerable<ParticleEmitter>.GetEnumerator()
=> EnumerateBoxed(_owner, _passIndex).GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
=> EnumerateBoxed(_owner, _passIndex).GetEnumerator();
private static IEnumerable<ParticleEmitter> EnumerateBoxed(
ParticleSystem owner,
int passIndex)
{
foreach (int handle in owner._renderableHandlesByPass[passIndex])
{
if (owner._byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
yield return emitter;
}
}
public struct Enumerator
{
private readonly ParticleSystem _owner;
private SortedSet<int>.Enumerator _handles;
internal Enumerator(ParticleSystem owner, int passIndex)
{
_owner = owner;
_handles = owner._renderableHandlesByPass[passIndex].GetEnumerator();
Current = null!;
}
public ParticleEmitter Current { get; private set; }
public bool MoveNext()
{
while (_handles.MoveNext())
{
if (_owner._byHandle.TryGetValue(_handles.Current, out ParticleEmitter? emitter))
{
Current = emitter;
return true;
}
}
return false;
}
}
}
/// <summary>
/// Struct enumerable returned by <see cref="EnumerateLive"/>. Wraps the
/// owning <see cref="ParticleSystem"/> so <c>foreach</c> gets a
/// zero-allocation struct enumerator; falls back to a boxed iterator
/// only when consumed through the <see cref="IEnumerable{T}"/> surface
/// (LINQ, test helpers).
/// </summary>
public readonly struct LiveParticleEnumerable : IEnumerable<(ParticleEmitter Emitter, int Index)>
{
private readonly ParticleSystem _owner;
internal LiveParticleEnumerable(ParticleSystem owner) => _owner = owner;
public Enumerator GetEnumerator() => new(_owner);
IEnumerator<(ParticleEmitter Emitter, int Index)> IEnumerable<(ParticleEmitter Emitter, int Index)>.GetEnumerator()
=> EnumerateLiveBoxed(_owner).GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
=> EnumerateLiveBoxed(_owner).GetEnumerator();
private static IEnumerable<(ParticleEmitter Emitter, int Index)> EnumerateLiveBoxed(ParticleSystem owner)
{
foreach (var handle in owner._allHandles)
{
if (!owner._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);
}
}
}
/// <summary>Zero-allocation struct enumerator for the `foreach` fast path.</summary>
public struct Enumerator
{
private readonly ParticleSystem _owner;
private SortedSet<int>.Enumerator _handles;
private ParticleEmitter? _currentEmitter;
private int _particleIdx;
internal Enumerator(ParticleSystem owner)
{
_owner = owner;
_handles = owner._allHandles.GetEnumerator();
_currentEmitter = null;
_particleIdx = -1;
}
public (ParticleEmitter Emitter, int Index) Current => (_currentEmitter!, _particleIdx);
public bool MoveNext()
{
while (true)
{
if (_currentEmitter is not null)
{
for (_particleIdx++; _particleIdx < _currentEmitter.Particles.Length; _particleIdx++)
{
if (_currentEmitter.Particles[_particleIdx].Alive)
return true;
}
_currentEmitter = null;
}
if (!_handles.MoveNext())
return false;
if (!_owner._byHandle.TryGetValue(_handles.Current, out var em))
continue;
_currentEmitter = em;
_particleIdx = -1;
}
}
}
}
private void RemoveEmitter(int handle, ParticleEmitter emitter)
{
if (!_byHandle.Remove(handle))
return;
_allHandles.Remove(handle);
_simulationHandles.Remove(handle);
_worldSimulationHandles.Remove(handle);
int passIndex = RenderPassIndex(emitter.RenderPass);
_renderableHandlesByPass[passIndex].Remove(handle);
if (emitter.AttachedObjectId == 0)
{
_renderableUnattachedHandlesByPass[passIndex].Remove(handle);
}
else if (_ownerHandlesByPass[passIndex].TryGetValue(
emitter.AttachedObjectId,
out OwnerEmitterBucket? bucket))
{
bucket.RemoveRenderable(handle);
bucket.LogicalCount--;
if (bucket.LogicalCount == 0)
_ownerHandlesByPass[passIndex].Remove(emitter.AttachedObjectId);
}
NotifyEmitterDied(handle);
}
private void NotifyEmitterDied(int handle)
{
Action<int>? callbacks = EmitterDied;
if (callbacks is null)
return;
List<Exception>? failures = null;
foreach (Action<int> callback in callbacks.GetInvocationList().Cast<Action<int>>())
{
try
{
callback(handle);
}
catch (Exception error)
{
(failures ??= []).Add(error);
}
}
if (failures is not null)
throw new AggregateException(
$"One or more emitter-death callbacks failed for handle {handle}.",
failures);
}
private void AddEmitterToRenderIndexes(ParticleEmitter emitter)
{
int passIndex = RenderPassIndex(emitter.RenderPass);
OwnerEmitterBucket? ownerBucket = null;
if (emitter.AttachedObjectId != 0)
{
if (!_ownerHandlesByPass[passIndex].TryGetValue(
emitter.AttachedObjectId,
out ownerBucket))
{
ownerBucket = new OwnerEmitterBucket();
_ownerHandlesByPass[passIndex].Add(emitter.AttachedObjectId, ownerBucket);
}
ownerBucket.LogicalCount++;
}
if (IsRenderable(emitter))
{
_renderableHandlesByPass[passIndex].Add(emitter.Handle);
if (emitter.AttachedObjectId == 0)
_renderableUnattachedHandlesByPass[passIndex].Add(emitter.Handle);
else
ownerBucket!.AddRenderable(emitter.Handle);
}
}
private void RefreshRenderableIndex(ParticleEmitter emitter, bool wasRenderable)
{
bool isRenderable = IsRenderable(emitter);
if (wasRenderable == isRenderable)
return;
SortedSet<int> index =
_renderableHandlesByPass[RenderPassIndex(emitter.RenderPass)];
if (isRenderable)
index.Add(emitter.Handle);
else
index.Remove(emitter.Handle);
int passIndex = RenderPassIndex(emitter.RenderPass);
if (emitter.AttachedObjectId == 0)
{
if (isRenderable)
_renderableUnattachedHandlesByPass[passIndex].Add(emitter.Handle);
else
_renderableUnattachedHandlesByPass[passIndex].Remove(emitter.Handle);
}
else if (_ownerHandlesByPass[passIndex].TryGetValue(
emitter.AttachedObjectId,
out OwnerEmitterBucket? bucket))
{
if (isRenderable)
bucket.AddRenderable(emitter.Handle);
else
bucket.RemoveRenderable(emitter.Handle);
}
}
private static bool IsRenderable(ParticleEmitter emitter)
=> emitter.PresentationVisible && emitter.ViewEligible;
private static int RenderPassIndex(ParticleRenderPass renderPass)
{
int index = (int)renderPass;
if ((uint)index >= 3u)
throw new ArgumentOutOfRangeException(nameof(renderPass));
return index;
}
private void AdvanceEmitter(ParticleEmitter em)
{
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
if (!p.Alive)
continue;
p.Age = EffectiveParticleAge(em, p);
if (p.Lifetime <= 0f || p.Age >= p.Lifetime)
{
p.Alive = false;
em.ActiveCount--;
continue;
}
p.Position = ComputePosition(em, p);
float tLife = Math.Clamp(p.Age / p.Lifetime, 0f, 1f);
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;
}
}
}
/// <summary>
/// Retail <c>ParticleEmitter::UpdateParticles</c> (0x0051D180)
/// degraded branch. Infinite emitters freeze particle age without normal
/// updates or emissions. Finite emitters age/retire existing particles,
/// record at most one due emission without creating a drawable particle,
/// then run retail's conditional stop test.
/// </summary>
private void AdvanceDegradedEmitter(ParticleEmitter em, float dt)
{
bool infinite = em.Desc.TotalParticles == 0 && em.Desc.TotalDuration == 0f;
if (infinite)
{
em.FrozenTime += dt;
// Callback-created descriptors sometimes use the legacy EmitRate
// representation. Rebase that accumulator so it cannot synthesize
// a catch-up burst after degradation; retail performs no backlog.
if (em.Desc.Birthrate <= 0f && em.Desc.EmitRate > 0f)
{
em.LastEmitTime = _time;
em.EmittedAccumulator = 0f;
}
return;
}
for (int i = 0; i < em.Particles.Length; i++)
{
ref Particle particle = ref em.Particles[i];
if (!particle.Alive)
continue;
particle.Age = _time - particle.SpawnedAt;
if (particle.Lifetime <= 0f || particle.Age >= particle.Lifetime)
{
particle.Alive = false;
em.ActiveCount--;
}
}
if (!em.Finished && ShouldEmitParticle(em))
{
// ParticleEmitter::RecordParticleEmission (0x0051C870) advances
// both num_particles and total_emitted while degraded, but no
// PhysicsPart is made visible.
em.ActiveCount++;
em.TotalEmitted++;
em.LastEmitTime = _time;
em.LastEmitOffset = em.AnchorPos;
}
}
private bool ShouldEmitParticle(ParticleEmitter em)
{
var desc = em.Desc;
if (desc.TotalParticles > 0 && em.TotalEmitted >= desc.TotalParticles)
return false;
if (em.ActiveCount >= desc.MaxParticles)
return false;
if (desc.Birthrate <= 0f)
return false;
return desc.EmitterKind switch
{
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)
return false;
ref var particle = ref em.Particles[slot];
bool replacesLiveParticle = particle.Alive;
particle = default;
particle.Alive = true;
particle.SpawnedAt = _time;
particle.FrozenTimeAtSpawn = em.FrozenTime;
particle.Lifetime = RandomLifespan(em.Desc);
particle.EmissionOrigin = em.AnchorPos;
particle.SpawnRotation = em.AnchorRot;
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)
{
localA = em.Desc.InitialVelocity;
if (em.Desc.VelocityJitter > 0f)
{
localA += new Vector3(
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter));
}
}
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++;
if (!replacesLiveParticle)
em.ActiveCount++;
em.LastEmitTime = _time;
em.LastEmitOffset = em.AnchorPos;
return true;
}
private float EffectiveParticleAge(ParticleEmitter emitter, in Particle particle)
=> _time - particle.SpawnedAt
- (emitter.FrozenTime - particle.FrozenTimeAtSpawn);
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.LocalVelocity:
case ParticleType.ParabolicLVGA:
particle.A = ToSpawnWorld(em, localA);
break;
case ParticleType.ParabolicLVLA:
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:
particle.A = ToSpawnWorld(em, localA);
break;
case ParticleType.Explode:
particle.A = localA;
particle.B = localB;
particle.C = RandomExplodeDirection(localC);
break;
case ParticleType.Implode:
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;
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;
}
}
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 float RetailDistance(Vector3 a, Vector3 b)
{
// Overflow-safe Euclidean length. Vector3.DistanceSquared overflows
// for finite coordinates near FLT_MAX, whereas retail compares its
// already-computed direct distance against max_dist.
float dx = a.X - b.X;
float dy = a.Y - b.Y;
float dz = a.Z - b.Z;
float scale = MathF.Max(MathF.Abs(dx), MathF.Max(MathF.Abs(dy), MathF.Abs(dz)));
if (float.IsNaN(scale) || float.IsInfinity(scale) || scale == 0f)
return scale;
dx /= scale;
dy /= scale;
dz /= scale;
return scale * MathF.Sqrt(dx * dx + dy * dy + dz * dz);
}
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)
{
byte sr = (byte)((startArgb >> 16) & 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 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;
}
}