acdream/tests/AcDream.Core.Tests/Vfx/ParticleSystemTests.cs
Erik ec1bbb4f43 feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
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>
2026-04-28 22:47:11 +02:00

493 lines
17 KiB
C#

using System.Linq;
using System.Numerics;
using AcDream.Core.Vfx;
using Xunit;
namespace AcDream.Core.Tests.Vfx;
public sealed class ParticleSystemTests
{
private static ParticleSystem MakeSystem()
=> new ParticleSystem(new EmitterDescRegistry(), new System.Random(42));
private static EmitterDesc MakeDesc(ParticleType type = ParticleType.LocalVelocity,
int maxParticles = 16, float emitRate = 20f, float lifetime = 1f)
{
return new EmitterDesc
{
DatId = 0x32000001u,
Type = type,
EmitRate = emitRate,
MaxParticles = maxParticles,
LifetimeMin = lifetime,
LifetimeMax = lifetime,
OffsetDir = Vector3.UnitZ,
MinOffset = 0, MaxOffset = 0,
SpawnDiskRadius = 0,
InitialVelocity = new Vector3(0, 0, 1f),
VelocityJitter = 0,
StartSize = 0.5f,
EndSize = 0.5f,
StartAlpha = 1f,
EndAlpha = 0f,
Gravity = Vector3.Zero,
};
}
private static EmitterDesc MakeInitialParticleDesc(
ParticleType type,
Vector3 a,
Vector3 b,
Vector3 c)
{
return new EmitterDesc
{
DatId = 0x3200AA01u,
Type = type,
MaxParticles = 1,
InitialParticles = 1,
LifetimeMin = 10f,
LifetimeMax = 10f,
Lifespan = 10f,
LifespanRand = 0f,
OffsetDir = Vector3.UnitZ,
MinOffset = 0f,
MaxOffset = 0f,
InitialVelocity = Vector3.Zero,
Gravity = Vector3.Zero,
A = a,
MinA = 1f,
MaxA = 1f,
B = b,
MinB = 1f,
MaxB = 1f,
C = c,
MinC = 1f,
MaxC = 1f,
StartSize = 0.5f,
EndSize = 0.5f,
StartAlpha = 1f,
EndAlpha = 1f,
};
}
[Fact]
public void SpawnEmitter_ReturnsPositiveHandle_AndTracksEmitter()
{
var sys = MakeSystem();
int h = sys.SpawnEmitter(MakeDesc(), Vector3.Zero);
Assert.True(h > 0);
Assert.Equal(1, sys.ActiveEmitterCount);
}
[Fact]
public void Tick_EmitsParticlesOverTime()
{
var sys = MakeSystem();
// Lifetime=2s so none die in the 1s test window.
sys.SpawnEmitter(MakeDesc(emitRate: 10f, maxParticles: 100, lifetime: 2f), Vector3.Zero);
// 10/sec * 1s = ~10 particles.
sys.Tick(0.5f);
sys.Tick(0.5f);
Assert.InRange(sys.ActiveParticleCount, 8, 12);
}
[Fact]
public void Tick_ParticlesDieAtLifetime()
{
var sys = MakeSystem();
int handle = sys.SpawnEmitter(MakeDesc(emitRate: 20f, lifetime: 0.5f, maxParticles: 100), Vector3.Zero);
// Use many short ticks so we can observe the death curve.
// At 20/sec with 0.5s lifetime and a stable emission pool, the
// steady-state active count should be ~20 * 0.5 = 10 particles.
for (int i = 0; i < 20; i++) sys.Tick(0.05f); // 1 second total
int steadyState = sys.ActiveParticleCount;
Assert.InRange(steadyState, 7, 13);
// Now advance further with no new spawns; all should die.
sys.StopEmitter(handle, fadeOut: true);
for (int i = 0; i < 30; i++) sys.Tick(0.05f); // 1.5s more than lifetime
Assert.Equal(0, sys.ActiveParticleCount);
}
[Fact]
public void LocalVelocity_IntegrationMovesParticles()
{
var sys = MakeSystem();
var desc = MakeDesc(type: ParticleType.LocalVelocity);
sys.SpawnEmitter(desc, Vector3.Zero);
sys.Tick(0.1f); // spawn a few
sys.Tick(0.5f); // move them 0.5s * 1 m/s = 0.5m in +Z
var live = sys.EnumerateLive().ToList();
Assert.NotEmpty(live);
// First particle spawned ~0.1s ago has moved ~0.5s in +Z.
// Just assert z-positions are spread (not all at origin).
bool anyMoved = live.Any(p => p.Emitter.Particles[p.Index].Position.Z > 0.3f);
Assert.True(anyMoved, "Expected at least one particle to have moved in +Z");
}
[Fact]
public void Parabolic_GravityApplied()
{
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32000002u,
Type = ParticleType.ParabolicLVGA,
EmitRate = 10f,
MaxParticles = 100,
LifetimeMin = 2f, LifetimeMax = 2f,
OffsetDir = Vector3.UnitZ,
InitialVelocity = new Vector3(0, 0, 5f), // straight up
StartSize = 0.5f, EndSize = 0.5f,
StartAlpha = 1f, EndAlpha = 0f,
Gravity = new Vector3(0, 0, -10f), // strong gravity
};
sys.SpawnEmitter(desc, Vector3.Zero);
// Spawn burst.
sys.Tick(0.1f);
sys.Tick(0.5f); // 0.5s after spawn: v_z = 5 - 10*0.5 = 0; z peaks
// Keep integrating; gravity should pull particles back below z=0
// by t ~= 1.0s total flight.
for (int i = 0; i < 20; i++) sys.Tick(0.1f);
var anyBelow = sys.EnumerateLive().Any(p => p.Emitter.Particles[p.Index].Position.Z < 0f);
// If all particles died before falling below 0, the test is still OK
// (lifetime=2s but fly-time was ~1s). Relaxed: just confirm gravity
// produced a range of z values > 0 at start.
Assert.True(anyBelow || sys.ActiveParticleCount == 0,
"Expected some parabolic particles to fall below 0");
}
[Fact]
public void Explode_MovesOutwardFromAnchor()
{
var sys = MakeSystem();
// Seed particles with small offsets in spawn disk so they have
// non-zero radial distance from anchor.
var desc = new EmitterDesc
{
DatId = 0x32000003u,
Type = ParticleType.Explode,
EmitRate = 20f,
MaxParticles = 100,
LifetimeMin = 2f, LifetimeMax = 2f,
OffsetDir = Vector3.UnitZ,
MinOffset = 0.5f, MaxOffset = 0.5f,
SpawnDiskRadius = 0.5f,
InitialVelocity = new Vector3(1, 0, 0), // magnitude = 1
StartSize = 0.5f, EndSize = 0.5f,
StartAlpha = 1f, EndAlpha = 0f,
};
sys.SpawnEmitter(desc, Vector3.Zero);
sys.Tick(0.1f);
sys.Tick(0.5f);
// All alive particles should be further from origin than their
// initial disk radius (~0.5) because Explode pushes outward at
// speed 1 m/s.
var live = sys.EnumerateLive().ToList();
Assert.NotEmpty(live);
foreach (var (em, idx) in live)
Assert.True(em.Particles[idx].Position.Length() > 0.3f);
}
[Fact]
public void StopEmitter_KillsAllParticles()
{
var sys = MakeSystem();
int h = sys.SpawnEmitter(MakeDesc(emitRate: 10f, maxParticles: 20), Vector3.Zero);
sys.Tick(0.5f);
Assert.True(sys.ActiveParticleCount > 0);
sys.StopEmitter(h, fadeOut: false);
sys.Tick(0.01f); // tick to let the cleanup happen
Assert.Equal(0, sys.ActiveParticleCount);
}
[Fact]
public void StopEmitter_FadeOut_PreservesCurrentParticles()
{
var sys = MakeSystem();
int h = sys.SpawnEmitter(MakeDesc(emitRate: 10f, lifetime: 1f, maxParticles: 20), Vector3.Zero);
sys.Tick(0.3f);
int before = sys.ActiveParticleCount;
Assert.True(before > 0);
sys.StopEmitter(h, fadeOut: true);
sys.Tick(0.1f); // particles still alive, no NEW spawns
int after = sys.ActiveParticleCount;
Assert.Equal(before, after);
}
[Fact]
public void MaxParticles_CapEnforced()
{
var sys = MakeSystem();
// Low cap, high rate, long life → rapidly hit cap.
sys.SpawnEmitter(MakeDesc(emitRate: 100f, lifetime: 10f, maxParticles: 5), Vector3.Zero);
sys.Tick(1f); // would spawn 100 if unbounded; cap at 5.
Assert.InRange(sys.ActiveParticleCount, 1, 5);
}
[Fact]
public void EmitterDescRegistry_FallsBackToDefault_ForUnknownId()
{
var reg = new EmitterDescRegistry();
var desc = reg.Get(0xDEADBEEFu); // not registered
Assert.NotNull(desc);
Assert.Equal(0xFFFFFFFFu, desc.DatId); // matches default sentinel
}
[Fact]
public void EmitterDescRegistry_Register_StoresById()
{
var reg = new EmitterDescRegistry();
var desc = new EmitterDesc { DatId = 0x32001234u, Type = ParticleType.Still };
reg.Register(desc);
Assert.Same(desc, reg.Get(0x32001234u));
}
[Fact]
public void LocalVelocity_TransformsABySpawnRotation()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.LocalVelocity,
Vector3.UnitX,
Vector3.Zero,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, -0.0001f, 0.0001f);
Assert.InRange(pos.Y, 0.9999f, 1.0001f);
}
[Fact]
public void GlobalVelocity_DoesNotTransformABySpawnRotation()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.GlobalVelocity,
Vector3.UnitX,
Vector3.Zero,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, 0.9999f, 1.0001f);
Assert.InRange(pos.Y, -0.0001f, 0.0001f);
}
[Fact]
public void ParabolicLVLA_TransformsLocalAcceleration()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.ParabolicLVLA,
Vector3.Zero,
Vector3.UnitX,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, -0.0001f, 0.0001f);
Assert.InRange(pos.Y, 0.4999f, 0.5001f);
}
[Fact]
public void ParabolicLVGA_KeepsGlobalAcceleration()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.ParabolicLVGA,
Vector3.Zero,
Vector3.UnitX,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, 0.4999f, 0.5001f);
Assert.InRange(pos.Y, -0.0001f, 0.0001f);
}
[Fact]
public void EmitterDescRegistry_FromDat_PreservesRetailEnumValuesAndRates()
{
var dat = new DatReaderWriter.DBObjs.ParticleEmitter
{
EmitterType = DatReaderWriter.Enums.EmitterType.BirthratePerSec,
ParticleType = DatReaderWriter.Enums.ParticleType.Swarm,
GfxObjId = 0x01000001u,
HwGfxObjId = 0x01000002u,
Birthrate = 0.25,
MaxParticles = 17,
InitialParticles = 3,
TotalParticles = 9,
TotalSeconds = 4,
Lifespan = 2,
LifespanRand = 0.5,
A = new Vector3(1, 0, 0),
MinA = 0.5f,
MaxA = 2f,
StartScale = 0.2f,
FinalScale = 0.8f,
StartTrans = 1f,
FinalTrans = 0f,
IsParentLocal = true,
};
var desc = EmitterDescRegistry.FromDat(0x32000099u, dat);
Assert.Equal(ParticleType.Swarm, desc.Type);
Assert.Equal(ParticleEmitterKind.BirthratePerSec, desc.EmitterKind);
Assert.Equal(4f, desc.EmitRate);
Assert.Equal(0x01000001u, desc.GfxObjId);
Assert.Equal(0x01000002u, desc.HwGfxObjId);
Assert.Equal(3, desc.InitialParticles);
Assert.Equal(9, desc.TotalParticles);
Assert.Equal(1.5f, desc.LifetimeMin);
Assert.Equal(2.5f, desc.LifetimeMax);
Assert.Equal(0f, desc.StartAlpha);
Assert.Equal(1f, desc.EndAlpha);
Assert.Equal(EmitterFlags.Billboard | EmitterFlags.FaceCamera | EmitterFlags.AttachLocal, desc.Flags);
Assert.True((desc.Flags & EmitterFlags.AttachLocal) != 0);
}
[Fact]
public void UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor()
{
// Retail ParticleEmitter::UpdateParticles 0x0051d2d4 reads the live
// parent frame each tick when is_parent_local=1. With the cameraOffset
// hack removed, AttachLocal correctness now depends on the owning
// subsystem updating AnchorPos every frame via UpdateEmitterAnchor.
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32AABBCCu,
Type = ParticleType.Still,
Flags = EmitterFlags.AttachLocal | EmitterFlags.Billboard,
MaxParticles = 1,
InitialParticles = 1,
LifetimeMin = 100f, LifetimeMax = 100f, Lifespan = 100f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
// Zero motion + zero offset so position == origin == AnchorPos.
};
int handle = sys.SpawnEmitter(desc, anchor: new Vector3(10, 0, 0));
sys.Tick(0.01f);
var p1 = sys.EnumerateLive().Single().Emitter.Particles[0];
Assert.Equal(new Vector3(10, 0, 0), p1.Position);
// Move the live anchor; AttachLocal should track it on the next tick.
sys.UpdateEmitterAnchor(handle, new Vector3(50, 20, 5));
sys.Tick(0.01f);
var p2 = sys.EnumerateLive().Single().Emitter.Particles[0];
Assert.Equal(new Vector3(50, 20, 5), p2.Position);
}
[Fact]
public void UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin()
{
// is_parent_local=0 → particle uses its frozen EmissionOrigin; later
// anchor updates must NOT move it (retail's "frame snapshotted at
// spawn" semantics).
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32AABBCDu,
Type = ParticleType.Still,
Flags = EmitterFlags.Billboard, // NO AttachLocal
MaxParticles = 1,
InitialParticles = 1,
LifetimeMin = 100f, LifetimeMax = 100f, Lifespan = 100f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
};
int handle = sys.SpawnEmitter(desc, anchor: new Vector3(10, 0, 0));
sys.Tick(0.01f);
sys.UpdateEmitterAnchor(handle, new Vector3(99, 99, 99));
sys.Tick(0.01f);
var p = sys.EnumerateLive().Single().Emitter.Particles[0];
Assert.Equal(new Vector3(10, 0, 0), p.Position);
}
[Fact]
public void EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire()
{
var sys = MakeSystem();
var fired = new System.Collections.Generic.List<int>();
sys.EmitterDied += h => fired.Add(h);
int handle = sys.SpawnEmitter(MakeDesc(emitRate: 5f, lifetime: 0.2f, maxParticles: 4), Vector3.Zero);
sys.StopEmitter(handle, fadeOut: false); // kill emitter + all particles immediately
sys.Tick(0.01f);
Assert.Single(fired);
Assert.Equal(handle, fired[0]);
Assert.False(sys.IsEmitterAlive(handle));
}
[Fact]
public void Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed()
{
// Retail ParticleEmitterInfo::ShouldEmitParticle 0x00517420 checks
// (cur_time - last_emit_time) > birthrate. RecordParticleEmission
// 0x0051c870 then sets last_emit_time = cur_time, so retail's
// UpdateParticles fires AT MOST one EmitParticle per frame
// (the dispatch is `if (ShouldEmit) EmitParticle()`, not a loop).
// Lock that behavior in.
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32AAAA01u,
Type = ParticleType.Still,
EmitterKind = ParticleEmitterKind.BirthratePerSec,
Birthrate = 0.05f, // 50ms minimum between emits
EmitRate = 0f, // disable the EmitRate fallback path
MaxParticles = 100,
LifetimeMin = 100f, LifetimeMax = 100f, Lifespan = 100f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
};
sys.SpawnEmitter(desc, Vector3.Zero);
// Single 1-second tick. Retail-faithful behavior: exactly one
// particle emits, regardless of how many birthrate intervals fit in dt.
sys.Tick(1.0f);
Assert.Equal(1, sys.ActiveParticleCount);
// Subsequent small ticks each emit once if birthrate has elapsed.
sys.Tick(0.06f); // > 0.05s since last emit
Assert.Equal(2, sys.ActiveParticleCount);
// A tick smaller than birthrate adds nothing.
sys.Tick(0.01f);
Assert.Equal(2, sys.ActiveParticleCount);
}
}