ParticleRenderer.Draw is called up to ~11 times per frame (sky pre/post, scene, per-visible-cell, dynamics, unattached passes). Each call allocated a fresh List<ParticleDraw> (BuildDrawList) and a fresh List<ParticleInstance> (the per-batch `run` list), and ParticleSystem. EnumerateLive was a `yield return` iterator block - a heap-allocated state machine allocated fresh on every Draw call regardless of particle count. Fix: reuse _drawListScratch/_runScratch fields (Clear() + refill) on ParticleRenderer. Replace EnumerateLive's iterator with a struct enumerable/enumerator pair (ParticleSystem.LiveParticleEnumerable): the foreach fast path uses the struct enumerator directly (zero allocation), while LINQ/test callers (.ToList(), .Single(), etc.) still work via the explicit IEnumerable<T> interface implementation, which falls back to a boxed iterator only when that surface is used - those call sites are test-only, not the per-frame render path this task targets. Verified safe: all 11 Draw() call sites in GameWindow.cs are plain synchronous invocations from the single-threaded OnRender chain (no Task.Run/Parallel dispatch), and each call fully drains its lists before returning - no call ever overlaps another's use of the reused buffers. Per-cell filtering semantics unchanged (same predicate, same traversal order). dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
633 lines
22 KiB
C#
633 lines
22 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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/// Runtime particle orchestrator. The data and update rules are a direct
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/// port of retail's <c>ParticleEmitterInfo</c>, <c>ParticleEmitter</c>, and
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/// <c>Particle::Update</c> paths from the named retail decompilation.
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/// </summary>
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public sealed class ParticleSystem : IParticleSystem
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{
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private readonly EmitterDescRegistry _registry;
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private readonly Random _rng;
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private readonly Dictionary<int, ParticleEmitter> _byHandle = new();
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private readonly List<int> _handleOrder = new();
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private int _nextHandle = 1;
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private float _time;
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private int _activeParticleCount;
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public ParticleSystem(EmitterDescRegistry registry, Random? rng = null)
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{
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_registry = registry ?? throw new ArgumentNullException(nameof(registry));
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_rng = rng ?? Random.Shared;
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}
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public int ActiveEmitterCount => _byHandle.Count;
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public int ActiveParticleCount => _activeParticleCount;
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public 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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{
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ArgumentNullException.ThrowIfNull(desc);
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int handle = _nextHandle++;
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var emitter = new ParticleEmitter
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{
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Desc = desc,
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AnchorPos = anchor,
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AnchorRot = rot ?? Quaternion.Identity,
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AttachedObjectId = attachedObjectId,
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AttachedPartIndex = attachedPartIndex,
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RenderPass = renderPass,
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Particles = new Particle[Math.Max(1, desc.MaxParticles)],
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StartedAt = _time,
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LastEmitTime = _time,
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LastEmitOffset = anchor,
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};
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_byHandle[handle] = emitter;
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_handleOrder.Add(handle);
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for (int i = 0; i < desc.InitialParticles; i++)
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SpawnOne(emitter, allowWhenFull: false);
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return handle;
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}
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public int SpawnEmitterById(
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uint emitterId,
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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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{
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var desc = _registry.Get(emitterId);
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return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
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}
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public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
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{
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// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
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}
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public void StopEmitter(int handle, bool fadeOut)
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{
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if (!_byHandle.TryGetValue(handle, out var em))
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return;
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em.Finished = true;
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if (!fadeOut)
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{
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for (int i = 0; i < em.Particles.Length; i++)
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em.Particles[i].Alive = false;
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}
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}
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/// <summary>
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/// Refresh an active emitter's world anchor + orientation. Required for
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/// retail's <c>is_parent_local=1</c> (acdream's
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/// <see cref="EmitterFlags.AttachLocal"/>) semantics: retail
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/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c> reads the
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/// LIVE parent frame each tick when <c>is_parent_local != 0</c>. The
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/// caller (typically a tick loop tracking a moving parent — the camera
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/// for sky-PES, an entity for animation hooks) drives this every frame.
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/// </summary>
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public void UpdateEmitterAnchor(int handle, Vector3 anchor, Quaternion? rot = null)
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{
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if (!_byHandle.TryGetValue(handle, out var em))
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return;
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em.AnchorPos = anchor;
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if (rot.HasValue)
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em.AnchorRot = rot.Value;
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}
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/// <summary>True when the given handle still maps to a live emitter.</summary>
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public bool IsEmitterAlive(int handle) => _byHandle.ContainsKey(handle);
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/// <summary>
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/// Fired exactly once per emitter when it is removed from the live set
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/// (either because it finished naturally or was stopped without fade).
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/// Subscribers (e.g. <see cref="ParticleHookSink"/>) use this to prune
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/// per-entity handle tracking so the per-entity bag doesn't grow without
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/// bound during a long session.
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/// </summary>
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public event Action<int>? EmitterDied;
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public void Tick(float dt)
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{
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if (dt <= 0f)
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return;
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_time += dt;
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_activeParticleCount = 0;
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for (int i = 0; i < _handleOrder.Count; i++)
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{
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int handle = _handleOrder[i];
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if (!_byHandle.TryGetValue(handle, out var em))
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continue;
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AdvanceEmitter(em);
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int live = CountAlive(em);
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em.ActiveCount = live;
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_activeParticleCount += live;
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if (em.Desc.TotalDuration > 0f && (_time - em.StartedAt) > em.Desc.TotalDuration)
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em.Finished = true;
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if (em.Desc.TotalParticles > 0 && em.TotalEmitted >= em.Desc.TotalParticles)
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em.Finished = true;
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if (em.Finished && live == 0)
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{
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_byHandle.Remove(handle);
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_handleOrder.RemoveAt(i);
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i--;
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EmitterDied?.Invoke(handle);
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}
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}
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}
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/// <summary>
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/// Enumerate every live particle across every active emitter as
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/// (emitter, particle-index) pairs, in emitter-spawn order.
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///
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/// <para>
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/// MP-Alloc (2026-07-05): this used to be a C# iterator block (a
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/// compiler-generated heap-allocated state machine, `yield return`),
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/// allocated fresh on every call. <see cref="ParticleRenderer.Draw"/>
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/// calls this once per pass and there are up to ~11 passes per frame
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/// (sky pre/post, scene, per-visible-cell, dynamics, unattached), so
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/// this was 11 iterator allocations per frame even with zero particles
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/// on screen. Returns a <see cref="LiveParticleEnumerable"/> struct
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/// instead: `foreach` over it uses the struct enumerator directly (no
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/// allocation), while LINQ / test callers that need
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/// <see cref="IEnumerable{T}"/> (`.ToList()`, `.Single()`, etc.) still
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/// work via the explicit interface implementation — those call sites
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/// are test-only, not the per-frame render path this task targets.
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/// </para>
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/// </summary>
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public LiveParticleEnumerable EnumerateLive() => new(this);
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/// <summary>
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/// Struct enumerable returned by <see cref="EnumerateLive"/>. Wraps the
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/// owning <see cref="ParticleSystem"/> so <c>foreach</c> gets a
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/// zero-allocation struct enumerator; falls back to a boxed iterator
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/// only when consumed through the <see cref="IEnumerable{T}"/> surface
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/// (LINQ, test helpers).
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/// </summary>
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public readonly struct LiveParticleEnumerable : IEnumerable<(ParticleEmitter Emitter, int Index)>
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{
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private readonly ParticleSystem _owner;
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internal LiveParticleEnumerable(ParticleSystem owner) => _owner = owner;
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public Enumerator GetEnumerator() => new(_owner);
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IEnumerator<(ParticleEmitter Emitter, int Index)> IEnumerable<(ParticleEmitter Emitter, int Index)>.GetEnumerator()
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=> EnumerateLiveBoxed(_owner).GetEnumerator();
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
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=> EnumerateLiveBoxed(_owner).GetEnumerator();
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private static IEnumerable<(ParticleEmitter Emitter, int Index)> EnumerateLiveBoxed(ParticleSystem owner)
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{
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foreach (var handle in owner._handleOrder)
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{
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if (!owner._byHandle.TryGetValue(handle, out var em))
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continue;
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for (int i = 0; i < em.Particles.Length; i++)
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{
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if (em.Particles[i].Alive)
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yield return (em, i);
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}
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}
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}
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/// <summary>Zero-allocation struct enumerator for the `foreach` fast path.</summary>
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public struct Enumerator
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{
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private readonly ParticleSystem _owner;
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private int _handleIdx;
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private ParticleEmitter? _currentEmitter;
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private int _particleIdx;
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internal Enumerator(ParticleSystem owner)
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{
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_owner = owner;
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_handleIdx = -1;
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_currentEmitter = null;
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_particleIdx = -1;
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}
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public (ParticleEmitter Emitter, int Index) Current => (_currentEmitter!, _particleIdx);
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public bool MoveNext()
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{
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while (true)
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{
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if (_currentEmitter is not null)
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{
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for (_particleIdx++; _particleIdx < _currentEmitter.Particles.Length; _particleIdx++)
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{
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if (_currentEmitter.Particles[_particleIdx].Alive)
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return true;
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}
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_currentEmitter = null;
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}
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_handleIdx++;
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if (_handleIdx >= _owner._handleOrder.Count)
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return false;
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if (!_owner._byHandle.TryGetValue(_owner._handleOrder[_handleIdx], out var em))
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continue;
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_currentEmitter = em;
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_particleIdx = -1;
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}
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}
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}
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}
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private void AdvanceEmitter(ParticleEmitter em)
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{
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for (int i = 0; i < em.Particles.Length; i++)
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{
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ref var p = ref em.Particles[i];
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if (!p.Alive)
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continue;
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p.Age = _time - p.SpawnedAt;
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if (p.Lifetime <= 0f || p.Age >= p.Lifetime)
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{
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p.Alive = false;
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continue;
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}
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p.Position = ComputePosition(em, p);
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float tLife = Math.Clamp(p.Age / p.Lifetime, 0f, 1f);
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p.Size = Lerp(p.StartSize, p.EndSize, tLife);
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p.Rotation = Lerp(em.Desc.StartRotation, em.Desc.EndRotation, tLife);
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float alpha = Lerp(p.StartAlpha, p.EndAlpha, tLife);
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p.ColorArgb = Color32(alpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, tLife);
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}
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if (em.Finished || _time < em.StartedAt + em.Desc.StartDelay)
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return;
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while (ShouldEmitParticle(em))
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{
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if (!SpawnOne(em, allowWhenFull: false))
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break;
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}
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if (em.Desc.Birthrate <= 0f && em.Desc.EmitRate > 0f)
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{
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float dt = _time - em.LastEmitTime;
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em.EmittedAccumulator += dt * em.Desc.EmitRate;
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em.LastEmitTime = _time;
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while (em.EmittedAccumulator >= 1f)
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{
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em.EmittedAccumulator -= 1f;
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if (!SpawnOne(em, allowWhenFull: false))
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break;
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}
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}
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}
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private bool ShouldEmitParticle(ParticleEmitter em)
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{
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var desc = em.Desc;
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if (desc.TotalParticles > 0 && em.TotalEmitted >= desc.TotalParticles)
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return false;
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if (CountAlive(em) >= desc.MaxParticles)
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return false;
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if (desc.Birthrate <= 0f)
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return false;
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return desc.EmitterKind switch
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{
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ParticleEmitterKind.BirthratePerSec => (_time - em.LastEmitTime) > desc.Birthrate,
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ParticleEmitterKind.BirthratePerMeter =>
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Vector3.DistanceSquared(em.AnchorPos, em.LastEmitOffset) > desc.Birthrate * desc.Birthrate,
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_ => false,
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};
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}
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private bool SpawnOne(ParticleEmitter em, bool allowWhenFull)
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{
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int slot = FindFreeSlot(em);
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if (slot < 0 && allowWhenFull)
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slot = FindOldestSlot(em);
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if (slot < 0)
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return false;
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ref var particle = ref em.Particles[slot];
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particle = default;
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particle.Alive = true;
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particle.SpawnedAt = _time;
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particle.Lifetime = RandomLifespan(em.Desc);
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particle.EmissionOrigin = em.AnchorPos;
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particle.SpawnRotation = em.AnchorRot;
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Vector3 localOffset = RandomOffset(em.Desc);
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Vector3 localA = RandomVector(em.Desc.A, em.Desc.MinA, em.Desc.MaxA);
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Vector3 localB = RandomVector(em.Desc.B, em.Desc.MinB, em.Desc.MaxB);
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Vector3 localC = RandomVector(em.Desc.C, em.Desc.MinC, em.Desc.MaxC);
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if (localA == Vector3.Zero && em.Desc.InitialVelocity != Vector3.Zero)
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{
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localA = em.Desc.InitialVelocity;
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if (em.Desc.VelocityJitter > 0f)
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{
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localA += new Vector3(
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RandomCentered(em.Desc.VelocityJitter),
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RandomCentered(em.Desc.VelocityJitter),
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RandomCentered(em.Desc.VelocityJitter));
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}
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}
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if (localB == Vector3.Zero && em.Desc.Gravity != Vector3.Zero)
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localB = em.Desc.Gravity;
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InitParticleVectors(em, ref particle, localOffset, localA, localB, localC);
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particle.Velocity = particle.A;
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particle.StartSize = RandomScale(em.Desc.StartSize, em.Desc.ScaleRand);
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particle.EndSize = RandomScale(em.Desc.EndSize, em.Desc.ScaleRand);
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particle.StartAlpha = RandomTrans(em.Desc.StartAlpha, em.Desc.TransRand);
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particle.EndAlpha = RandomTrans(em.Desc.EndAlpha, em.Desc.TransRand);
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particle.Size = particle.StartSize;
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particle.ColorArgb = Color32(particle.StartAlpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, 0f);
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particle.Position = ComputePosition(em, particle);
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em.TotalEmitted++;
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em.LastEmitTime = _time;
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em.LastEmitOffset = em.AnchorPos;
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return true;
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}
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private Vector3 ComputePosition(ParticleEmitter em, Particle p)
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{
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float t = p.Age;
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Vector3 origin = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
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? em.AnchorPos
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: p.EmissionOrigin;
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Vector3 offset = p.Offset;
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Vector3 a = p.A;
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Vector3 b = p.B;
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Vector3 c = p.C;
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return em.Desc.Type switch
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{
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ParticleType.Still => origin + offset,
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ParticleType.LocalVelocity or ParticleType.GlobalVelocity =>
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origin + offset + t * a,
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ParticleType.ParabolicLVGA or ParticleType.ParabolicLVLA or ParticleType.ParabolicGVGA =>
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origin + offset + t * a + 0.5f * t * t * b,
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ParticleType.ParabolicLVGAGR or ParticleType.ParabolicLVLALR or ParticleType.ParabolicGVGAGR =>
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origin + offset + t * a + 0.5f * t * t * b,
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ParticleType.Swarm =>
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origin + offset + t * a + new Vector3(
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MathF.Cos(t * b.X) * c.X,
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MathF.Sin(t * b.Y) * c.Y,
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MathF.Cos(t * b.Z) * c.Z),
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ParticleType.Explode =>
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origin + offset + new Vector3(
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(t * b.X + c.X * a.X) * t,
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(t * b.Y + c.Y * a.X) * t,
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(t * b.Z + c.Z * a.X + a.Z) * t),
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ParticleType.Implode =>
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origin + offset + MathF.Cos(a.X * t) * c + t * t * b,
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_ => origin + offset + t * a,
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};
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}
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private void InitParticleVectors(
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ParticleEmitter em,
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ref Particle particle,
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Vector3 localOffset,
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Vector3 localA,
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Vector3 localB,
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Vector3 localC)
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{
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// Retail Particle::Init 0x0051c930 resolves local/global vector
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// spaces once at spawn; Particle::Update 0x0051c290 then integrates
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// those stored world-space coefficients each frame.
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particle.Offset = ToSpawnWorld(em, localOffset);
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particle.A = localA;
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particle.B = localB;
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particle.C = localC;
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switch (em.Desc.Type)
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{
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case ParticleType.LocalVelocity:
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case ParticleType.ParabolicLVGA:
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particle.A = ToSpawnWorld(em, localA);
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break;
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case ParticleType.ParabolicLVLA:
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particle.A = ToSpawnWorld(em, localA);
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particle.B = ToSpawnWorld(em, localB);
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break;
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case ParticleType.ParabolicLVGAGR:
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particle.A = ToSpawnWorld(em, localA);
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particle.C = localC;
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break;
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case ParticleType.Swarm:
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particle.A = ToSpawnWorld(em, localA);
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break;
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case ParticleType.Explode:
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particle.A = localA;
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particle.B = localB;
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particle.C = RandomExplodeDirection(localC);
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break;
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case ParticleType.Implode:
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particle.A = localA;
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particle.B = localB;
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particle.Offset = new Vector3(
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particle.Offset.X * localC.X,
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particle.Offset.Y * localC.Y,
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particle.Offset.Z * localC.Z);
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particle.C = particle.Offset;
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break;
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case ParticleType.ParabolicLVLALR:
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particle.A = ToSpawnWorld(em, localA);
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particle.B = ToSpawnWorld(em, localB);
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particle.C = ToSpawnWorld(em, localC);
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break;
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case ParticleType.ParabolicGVGAGR:
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particle.C = localC;
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break;
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}
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}
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private static Vector3 ToSpawnWorld(ParticleEmitter em, Vector3 value)
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=> em.AnchorRot == Quaternion.Identity ? value : Vector3.Transform(value, em.AnchorRot);
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private Vector3 RandomExplodeDirection(Vector3 localC)
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{
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float yaw = RandomRange(-MathF.PI, MathF.PI);
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float pitch = RandomRange(-MathF.PI, MathF.PI);
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float cosPitch = MathF.Cos(pitch);
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Vector3 c = new(
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MathF.Cos(yaw) * localC.X * cosPitch,
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MathF.Sin(yaw) * localC.Y * cosPitch,
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MathF.Sin(pitch) * localC.Z);
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return NormalizeCheckSmall(ref c) ? Vector3.Zero : c;
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}
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private int FindFreeSlot(ParticleEmitter em)
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{
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for (int i = 0; i < em.Particles.Length; i++)
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{
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if (!em.Particles[i].Alive)
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return i;
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}
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return -1;
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}
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private static int FindOldestSlot(ParticleEmitter em)
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{
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int slot = -1;
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float best = -1f;
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for (int i = 0; i < em.Particles.Length; i++)
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{
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ref var p = ref em.Particles[i];
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float r = p.Lifetime > 0f ? p.Age / p.Lifetime : 1f;
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if (r > best)
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{
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best = r;
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slot = i;
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}
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}
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return slot;
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}
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private static int CountAlive(ParticleEmitter em)
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{
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int n = 0;
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for (int i = 0; i < em.Particles.Length; i++)
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{
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if (em.Particles[i].Alive)
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n++;
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}
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return n;
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}
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private float RandomLifespan(EmitterDesc desc)
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{
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float lifespan = desc.Lifespan > 0f ? desc.Lifespan : (desc.LifetimeMin + desc.LifetimeMax) * 0.5f;
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float rand = desc.LifespanRand > 0f ? desc.LifespanRand : MathF.Abs(desc.LifetimeMax - desc.LifetimeMin) * 0.5f;
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float value = lifespan + RandomCentered(rand);
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if (value <= 0f && desc.LifetimeMax > 0f)
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value = Lerp(desc.LifetimeMin, desc.LifetimeMax, (float)_rng.NextDouble());
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return MathF.Max(0f, value);
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}
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private Vector3 RandomOffset(EmitterDesc desc)
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{
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float min = MathF.Min(desc.MinOffset, desc.MaxOffset);
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float max = MathF.Max(desc.MinOffset, desc.MaxOffset);
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if (max <= 0f)
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return Vector3.Zero;
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Vector3 axis = NormalizeOrZero(desc.OffsetDir);
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Vector3 v = new(
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RandomCentered(1f),
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RandomCentered(1f),
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RandomCentered(1f));
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if (axis != Vector3.Zero)
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v -= axis * Vector3.Dot(v, axis);
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if (v.LengthSquared() < 1e-8f)
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v = axis != Vector3.Zero ? Perpendicular(axis) : Vector3.UnitX;
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else
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v = Vector3.Normalize(v);
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return v * Lerp(min, max, (float)_rng.NextDouble());
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}
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private Vector3 RandomVector(Vector3 direction, float min, float max)
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{
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if (direction == Vector3.Zero)
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return Vector3.Zero;
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if (max < min)
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(min, max) = (max, min);
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return direction * Lerp(min, max, (float)_rng.NextDouble());
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}
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private float RandomScale(float baseValue, float rand)
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=> Math.Clamp(baseValue + RandomCentered(rand), 0.1f, 10f);
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private float RandomTrans(float baseValue, float rand)
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=> Math.Clamp(baseValue + RandomCentered(rand), 0f, 1f);
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private float RandomCentered(float halfWidth)
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=> ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
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private float RandomRange(float min, float max)
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=> Lerp(min, max, (float)_rng.NextDouble());
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private static float Lerp(float a, float b, float t) => a + (b - a) * t;
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private static Vector3 NormalizeOrZero(Vector3 v)
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=> v.LengthSquared() > 1e-8f ? Vector3.Normalize(v) : Vector3.Zero;
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private static bool NormalizeCheckSmall(ref Vector3 v)
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{
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float length = v.Length();
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if (length < 1e-8f)
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return true;
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v /= length;
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return false;
|
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}
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private static Vector3 Perpendicular(Vector3 v)
|
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{
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Vector3 basis = MathF.Abs(v.X) < 0.9f ? Vector3.UnitX : Vector3.UnitY;
|
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return Vector3.Normalize(Vector3.Cross(v, basis));
|
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}
|
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private static uint Color32(float alpha, uint startArgb, uint endArgb, float t)
|
|
{
|
|
byte sr = (byte)((startArgb >> 16) & 0xFF);
|
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byte sg = (byte)((startArgb >> 8) & 0xFF);
|
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byte sb = (byte)(startArgb & 0xFF);
|
|
byte er = (byte)((endArgb >> 16) & 0xFF);
|
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byte eg = (byte)((endArgb >> 8) & 0xFF);
|
|
byte eb = (byte)(endArgb & 0xFF);
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byte r = (byte)Math.Clamp(sr + (er - sr) * t, 0f, 255f);
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byte g = (byte)Math.Clamp(sg + (eg - sg) * t, 0f, 255f);
|
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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;
|
|
}
|
|
}
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