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>
221 lines
6.4 KiB
C#
221 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.Core.Vfx;
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/// <summary>
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/// Retail particle motion integrators from <c>ParticleType</c> in
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/// <c>acclient.h</c>. Values are the retail dat values.
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/// </summary>
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public enum ParticleType
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{
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Unknown = 0,
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Still = 1,
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LocalVelocity = 2,
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ParabolicLVGA = 3,
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ParabolicLVGAGR = 4,
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Swarm = 5,
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Explode = 6,
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Implode = 7,
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ParabolicLVLA = 8,
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ParabolicLVLALR = 9,
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ParabolicGVGA = 10,
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ParabolicGVGAGR = 11,
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GlobalVelocity = 12,
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NumParticleType = 13,
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}
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/// <summary>
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/// Retail <c>EmitterType</c> from <c>acclient.h</c>.
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/// </summary>
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public enum ParticleEmitterKind
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{
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Unknown = 0,
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BirthratePerSec = 1,
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BirthratePerMeter = 2,
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}
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/// <summary>
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/// Render stage for an active particle emitter.
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/// </summary>
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public enum ParticleRenderPass
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{
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Scene = 0,
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SkyPreScene = 1,
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SkyPostScene = 2,
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}
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[Flags]
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public enum EmitterFlags : uint
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{
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None = 0,
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Additive = 0x01,
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Billboard = 0x02,
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FaceCamera = 0x04,
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AttachLocal = 0x08,
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}
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/// <summary>
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/// Per-emitter configuration from the retail <c>ParticleEmitterInfo</c>
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/// dat object.
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/// </summary>
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public sealed class EmitterDesc
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{
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public uint DatId { get; init; }
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public ParticleType Type { get; init; }
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public ParticleEmitterKind EmitterKind { get; init; } = ParticleEmitterKind.BirthratePerSec;
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public EmitterFlags Flags { get; init; }
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public uint TextureSurfaceId { get; init; }
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public uint GfxObjId { get; init; }
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public uint HwGfxObjId { get; init; }
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public uint SoundOnSpawn { get; init; }
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// Emission behavior.
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public float Birthrate { get; init; }
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public float EmitRate { get; init; }
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public int MaxParticles { get; init; }
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public int InitialParticles { get; init; }
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public int TotalParticles { get; init; }
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public float LifetimeMin { get; init; }
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public float LifetimeMax { get; init; }
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public float Lifespan { get; init; }
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public float LifespanRand { get; init; }
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public float StartDelay { get; init; }
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public float TotalDuration { get; init; }
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// Spawn geometry.
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public Vector3 OffsetDir { get; init; } = new(0, 0, 1);
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public float MinOffset { get; init; }
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public float MaxOffset { get; init; }
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public float SpawnDiskRadius { get; init; }
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// Kinematics. A/B/C are the retail vector coefficients.
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public Vector3 InitialVelocity { get; init; }
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public float VelocityJitter { get; init; }
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public Vector3 Gravity { get; init; } = new(0, 0, -9.8f);
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public Vector3 A { get; init; }
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public float MinA { get; init; } = 1f;
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public float MaxA { get; init; } = 1f;
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public Vector3 B { get; init; }
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public float MinB { get; init; } = 1f;
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public float MaxB { get; init; } = 1f;
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public Vector3 C { get; init; }
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public float MinC { get; init; } = 1f;
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public float MaxC { get; init; } = 1f;
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// Appearance over lifetime.
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public uint StartColorArgb { get; init; } = 0xFFFFFFFF;
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public uint EndColorArgb { get; init; } = 0xFFFFFFFF;
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public float StartAlpha { get; init; } = 1f;
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public float EndAlpha { get; init; } = 0f;
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public float StartSize { get; init; } = 0.5f;
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public float EndSize { get; init; } = 0.5f;
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public float ScaleRand { get; init; }
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public float TransRand { get; init; }
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public float StartRotation { get; init; }
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public float EndRotation { get; init; }
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}
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/// <summary>
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/// A PhysicsScript (0x3Axxxxxx range in retail) is a list of hooks to
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/// fire at specific start-times. Each hook creates an emitter or plays
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/// a sound. Chaining hooks at different times gives "animation".
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/// </summary>
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public sealed class PhysicsScript
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{
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public uint ScriptId { get; init; }
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public IReadOnlyList<PhysicsScriptHook> Hooks { get; init; } = Array.Empty<PhysicsScriptHook>();
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}
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public sealed record PhysicsScriptHook(
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float StartTime,
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PhysicsScriptHookType Type,
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uint RefDataId,
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int PartIndex,
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Vector3 Offset,
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bool IsParentLocal);
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public enum PhysicsScriptHookType
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{
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CreateParticle = 18,
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DestroyParticle = 19,
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PlaySound = 1,
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AnimationDone = 2,
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}
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/// <summary>
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/// Individual runtime particle. Owned by the <c>ParticleSystem</c>.
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/// </summary>
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public struct Particle
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{
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public Vector3 EmissionOrigin;
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public Quaternion SpawnRotation;
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public Vector3 Position;
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public Vector3 Velocity;
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public Vector3 Offset;
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public Vector3 A;
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public Vector3 B;
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public Vector3 C;
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public float SpawnedAt;
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public float Lifetime;
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public float Age;
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public float StartSize;
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public float EndSize;
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public float StartAlpha;
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public float EndAlpha;
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public uint ColorArgb;
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public float Size;
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public float Rotation;
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public bool Alive;
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}
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/// <summary>
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/// One active emitter instance. The <c>ParticleSystem</c> holds a pool
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/// of these; each one maintains its own particle array.
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/// </summary>
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public sealed class ParticleEmitter
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{
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public EmitterDesc Desc { get; init; } = null!;
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public Vector3 AnchorPos { get; set; }
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public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
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public uint AttachedObjectId { get; set; }
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public int AttachedPartIndex { get; set; } = -1;
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public Particle[] Particles { get; init; } = null!;
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public ParticleRenderPass RenderPass { get; init; }
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public int ActiveCount;
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public float EmittedAccumulator;
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public float StartedAt;
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public float LastEmitTime;
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public Vector3 LastEmitOffset;
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public int TotalEmitted;
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public bool Finished;
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}
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/// <summary>
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/// Top-level particle orchestrator. App-layer renderer batches these.
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/// </summary>
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public interface IParticleSystem
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{
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/// <summary>Spawn an emitter attached to a world position or entity.</summary>
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int SpawnEmitter(
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EmitterDesc desc,
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Vector3 anchor,
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Quaternion? rot = null,
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uint attachedObjectId = 0,
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int attachedPartIndex = -1,
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ParticleRenderPass renderPass = ParticleRenderPass.Scene);
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/// <summary>Fire a full PhysicsScript at a target.</summary>
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void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f);
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/// <summary>Advance all active emitters by dt seconds.</summary>
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void Tick(float dt);
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/// <summary>Stop an emitter early.</summary>
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void StopEmitter(int handle, bool fadeOut);
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/// <summary>Current active particle count.</summary>
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int ActiveParticleCount { get; }
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int ActiveEmitterCount { get; }
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}
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