10 KiB
Retail portal-space presentation pseudocode
Date: 2026-07-15
Scope: the client-side 3-D scene and timing shown while a player is between world positions. This is presentation only. The server remains authoritative for teleport start, destination position, world readiness, and completion.
Retail oracle
Named Sept-2013 retail symbols:
gmSmartBoxUI::BeginTeleportAnimation0x004D6300gmSmartBoxUI::EndTeleportAnimation0x004D65A0gmSmartBoxUI::PostInit0x004D6B60gmSmartBoxUI::UseTime0x004D6E30CreatureMode::CreatureMode0x00454390CreatureMode::SetCameraDirection_Degrees0x00453760Frame::rotate0x004525B0CreatureMode::AddObject0x004556D0UIGlobals::Init0x004EE470UIGlobals::GetAnimLevel0x004EE540CPhysicsObj::set_sequence_animation0x0050F6F0SmartBox::TeleportPlayer0x00453910SmartBox::PlayerPositionUpdated0x00453870CPhysicsObj::teleport_hook0x00514ED0CommandInterpreter::PlayerTeleported0x006B32B0SmartBox::SetOverrideFovDistance0x00451BC0SmartBox::GetOverrideFovDistance0x00451BE0Render::set_vdst0x0054B240
Constants were checked against static x86 disassembly. The Binary Ninja
pseudocode loses several x87 operands in UseTime; disassembly is authoritative
for those comparisons.
Asset construction (gmSmartBoxUI::PostInit)
portalSetupDid = ResolveClientEnum(enumValue=0x10000001, category=7)
teleportObj = CPhysicsObj.makeObject(portalSetupDid, noWeenie, makeParts)
portalViewport = child 0x10000436 as UIElement_Viewport
portalViewport.CreatureMode.AddObject(teleportObj)
portalViewport.CreatureMode.AddLight(DISTANT_LIGHT, intensity=2.0)
portalViewport.CreatureMode.SetLightDirection(0, (0.3, -1.9, 0.65))
portalViewport.CreatureMode.SetCameraPosition((0.24, -2.7, 0.88))
portalViewport.CreatureMode.UseSmartboxFOV()
CreatureMode starts with ambient light (0.3, 0.3, 0.3) and a 45-degree
default FOV, but UseSmartboxFOV makes this viewport inherit the active world
view's current FOV on every draw. Its identity camera frame looks along AC
+Y, with +Z up.
The portal viewport is a replacement for the world viewport. It is not a
full-screen UI overlay: normal retained UI continues to update and draw above
it.
Begin/end and scene visibility
BeginTeleportAnimation(requestedState):
if currentState == Off:
gameViewDistance = SmartBox.GetOverrideFovDistance()
currentViewDistance = gameViewDistance
clear rotation-segment state
currentState = requestedState
transitionStart = now
play centered UI sound Sound_UI_EnterPortal
EndTeleportAnimation():
if currentState != Off:
currentState = TunnelContinue
transitionStart = now
SmartBox.SetOverrideFovDistance(disabled)
Portal/login/death transit begins directly in Tunnel. Logout begins in
WorldFadeOut. When a tunnel-family state first becomes visible:
disable vivid target indicator
portalAnimDid = ResolveClientEnum(enumValue=0x10000002, category=7)
teleportObj.set_sequence_animation(
animation=portalAnimDid,
clearExisting=true,
lowFrame=1,
highFrame=end,
fps=40)
reset portal camera position to (0.24, -2.7, 0.88)
show portal viewport
hide world SmartBox viewport
At the end of TunnelFadeOut, retail restores the world view distance, hides
the portal viewport, shows the world viewport, clears the teleport object's
sequence animations, plays Sound_UI_ExitPortal, and enters WorldFadeIn.
Camera motion
The camera rolls around its own AC +Y forward axis. It does not yaw around
world +Z. SetCameraDirection_Degrees resets the frame to identity, converts
the vector to radians, then passes (0, angle, 0) to Frame::rotate, whose
input is an axis-angle rotation vector. The forward direction therefore stays
down the portal passage while local +Z up rolls around it. Each segment is
independent:
if now >= rotationStart + rotationDuration:
currentAngle = previousEndAngle
rotationStart = now
rotationDuration = RandomUniform(0.6, 1.8) seconds
startAngle = currentAngle
endAngle = RandomUniform(0, 360) degrees
display "In Portal Space - Please Wait..."
else:
t = (now - rotationStart) / rotationDuration
level = UIGlobals.GetAnimLevel(t) / 1024
currentAngle = startAngle + (endAngle - startAngle) * level
CreatureMode.SetCameraDirection_Degrees((0, currentAngle, 0))
UIGlobals.GetAnimLevel is a 100-entry cumulative sine table, not a
polynomial smoothstep:
for i in 0..99:
sample[i] = truncate(sin(i * pi / 99) * 1024)
total = sum(sample)
running = 0
for i in 0..99:
running += sample[i]
level[i] = (running << 10) / total // integer division, 0..1024
GetAnimLevel(t):
t = clamp(t, 0, 1)
index = floor(t * 99)
return level[index]
State timing (gmSmartBoxUI::UseTime)
Golden data constants:
FadeTime = 1.0 seconds (0x007BD278)
MinContinue = 2.0 seconds (0x007BD268)
MaxContinue = 5.0 seconds (0x007BD270)
PortalFPS = 40 frames/s (0x007BD280)
EndFrame = 120
ExitWindowLow = FadeTime + 0.1 = 1.1 seconds
ExitWindowHigh = FadeTime + 0.3 = 1.3 seconds
WorldFadeOut:
after 1 second -> TunnelFadeIn
TunnelFadeIn:
after 1 second -> Tunnel
Tunnel:
hold until SmartBox teleport-in-progress clears
EndTeleportAnimation -> TunnelContinue
TunnelContinue:
elapsed = now - transitionStart
if elapsed >= 2 seconds:
remaining = unsigned(120 - teleportObj.currentFrame) / 40
if elapsed >= 5 seconds
or 1.1 < remaining < 1.3 seconds:
-> TunnelFadeOut
TunnelFadeOut:
after 1 second:
hide/clear portal scene
show world
play exit sound
-> WorldFadeIn
WorldFadeIn:
after 1 second:
send LoginComplete
clear teleport-in-progress
-> Off
The narrow remaining-time window makes the one-second tunnel fade finish at the end of the 120-frame animation. The five-second ceiling is retail's escape for a missed window.
World/tunnel fades use GetAnimLevel(elapsed / FadeTime). The fade belongs
between the 3-D viewport and the retained UI. It must never cover or disable
the retained UI.
View-plane warp
Retail couples every fade state to a projection transition. On begin it
captures the current SmartBox view-plane distance; for a perspective
projection this is cot(verticalFov / 2). The transition endpoint is the
named constant TRANSITION_VIEW_PLANE_DISTANCE = 0.001 at 0x007BD260.
fadeLevel = GetAnimLevel(elapsed / FadeTime) / 1024
WorldFadeOut or TunnelFadeOut:
currentDistance = gameDistance
+ (0.001 - gameDistance) * fadeLevel
TunnelFadeIn or WorldFadeIn:
currentDistance = 0.001
+ (gameDistance - 0.001) * fadeLevel
SmartBox.SetOverrideFovDistance(true, currentDistance)
Render::set_vdst turns the distance back into projection values:
verticalFov = 2 * atan(1 / currentDistance)
znear = max(0.1, currentDistance * 0.25)
At 0.001, the view is nearly 180 degrees wide. Black covers the singular
endpoint; as WorldFadeIn clears, the FOV eases back to the captured game
projection. This is retail's characteristic destination-world warp, separate
from both the alpha fade and chase-camera movement.
Player placement boundary
SmartBox.TeleportPlayer(position):
player.SetPositionSimple(position, slide=true)
PlayerPositionUpdated(isTeleport=true)
PlayerPositionUpdated(isTeleport=true):
clear position-update/teleport bookkeeping
player.teleport_hook()
commandInterpreter.PlayerTeleported()
SmartBox.set_viewer(player.position, reset_sought=true)
update CellManager position
player.teleport_hook():
MovementManager.CancelMoveTo(error=0x3c)
PositionManager.UnStick()
PositionManager.StopInterpolating()
PositionManager.UnConstrain()
TargetManager.ClearTarget()
TargetManager.NotifyVoyeurOfEvent(Teleported)
report_collision_end(force=true)
PlayerTeleported():
SetAutoRun(false, send=true)
SendMovementEvent()
The viewer reset copies the player's complete position into both viewer and
viewer_sought_position. Subsequent ordinary camera updates extend the chase
boom outward through the same damped and swept path used after camera
collision. Reusing the source-world viewer is not retail behavior.
The retail teleport hook does not clear the character's animation sequence. The arrival presentation is instead hidden by the portal scene and its final world fade while the normal motion/update stream settles. Therefore acdream must not add an arrival-only animation reset.
acdream integration translation
- A dedicated App-layer portal presentation owns the synthetic portal object, animation sequence, camera, scene light, resource references, and draw pass.
- The existing pure teleport state machine remains the lifecycle owner, but it consumes the portal object's current frame for retail exit timing and uses the exact table-driven easing curve.
- During tunnel states the portal scene replaces world pixels before retained
UI draws. The black fade also draws before retained UI. Input dispatch and
RetailUiRuntime.Tickcontinue unchanged. - The projection owner captures the active camera's M22 view-plane distance at
teleport begin and applies
Render::set_vdstsemantics to both the tunnel and world viewport during the four fade states. - Destination placement resets the retail chase camera's published and sought positions to the player before the normal update path resumes.
- Destination residency remains acdream's asynchronous adaptation. It supplies
the same
EndTeleportAnimationedge retail receives when its blocking cell load completes; it does not alter presentation ordering. - The portal object is synthetic and never enters
LiveEntityRuntime, world picking, collision, radar, or server GUID ownership.
Cross-reference notes
references/WorldBuildersupplies the extracted setup/GfxObj mesh and modern draw pipeline used by the synthetic scene; it has no teleport lifecycle.- Holtburger's network study (
docs/research/2026-05-10-holtburger-network-stack-study.md) corroborates the LoginComplete wire acknowledgement, but intentionally has no retail UI/CreatureMode implementation. The named retail client is therefore the presentation oracle.