acdream/docs/research/2026-04-28-pes-pseudocode.md
Erik d53fe30ffe research(vfx): pin retail projectile and effect oracle
Establish the executable-backed PhysicsDesc, sequence-gate, PhysicsScript, CreateBlocking, particle-anchor, projectile, and Hidden-state behavior before changing runtime code. Correct stale blocking/threshold claims and synchronize the project instructions with the current UI architecture and matching retail binary.

Add copyright-safe packet and DAT-container fixtures plus a failing installed-DAT conformance audit for projectile shapes, typed tables, recall motion, default scripts, and raw CreateBlocking inventory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 22:40:42 +02:00

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# 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
```text
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
```text
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`:
```text
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`.
```text
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:
```text
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:
```text
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:
```text
CreateParticleHook:
parent.create_particle_emitter(emitter_info_id, part_index, offset, emitter_id)
CreateBlockingParticleHook:
decode the same payload as CreateParticleHook
if emitter_id is nonzero and still live: suppress this creation
otherwise create normally; do not pause animation
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:
```text
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:
```text
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